Showing posts with label social justice. Show all posts
Showing posts with label social justice. Show all posts

Monday, October 8, 2018

Why Are Games So "Politically Correct" Now? (Hint: It's Money)

I know we usually talk about games that involve funny-shaped dice, but I'd like to take a second to talk about a game that involves throwing a weirdly-shaped ball. A game that we're all familiar with, at least in passing, where people can become millionaires if they're good at playing. A game that has been a source of great controversy, not for its inherent violence and massive, wasteful spectacle, but due to one man's protest that started back in 2016.

Don't pretend you don't know who I'm talking about.
According to The Undefeated, Kaepernick's protest of the national anthem started back in 2016. In his own words, the quarterback was using his platform and his position to speak out against how black people are treated by police, particularly the fact that so many of them are killed by police officers who never face any consequences for their actions. This protest sparked backlash from a lot of quarters, and support from others, and has raged like an untended wildfire for a number of years now. And the controversy has led to Kaepernick not being picked up to play for any teams, despite general agreement that he's more than good at his job.

Fast-forward to just a little bit ago. Nike, the colossal sportswear corporation named for a goddess of competition and victory, chose Kaepernick to be the face of their recurring "Just Do It" campaign that they've run for years now. The idea behind the campaign is to feature inspirational figures, and by choosing Kaepernick Nike pretty much backed what a lot of detractors refer to as the "SJW horse" in this race.

Why did they do that?

Well, it isn't because Nike is a high-minded entity with a bleeding heart who agrees with the spirit of Kaepernick's protest. Let's not forget that this is a massive corporation who still uses child slave labor to save on production costs while fattening their profit margins on overpriced tee shirts and shoes. Nike is in the business of making money, and its marketing and PR team is tasked with finding every possible way they can make themselves look good, increase their social currency, and keep people buying their products. Their marketing wizards cast the bones, crunched the numbers, and their conclusion was that in order to endear themselves to the younger generations of buyers (the ones that will be making them profits for the coming decades), it was a smarter move to endorse Kaepernick in a showy way than to come down in opposition to his protest, or to ignore him entirely.

And you know something? It worked. While there were viral videos of people burning their shoes or mutilating their shorts (Nike products they'd already paid for, mind you, so it had no effect on the company's bottom line), the real numbers were in their stock price and sales. Nike made huge sales in the immediate aftermath of this decision, and though there were a lot of existing customers who swore never to buy their products again, those customers were replaced several-fold by new ones who swore to buy Nike products today, tomorrow, and for years to come.

What Does This Have To Do With Tabletop Games?


I told you that story to tell you this story.

You see, hardly a day goes by where I don't see at least one gamer shouting in a forum or on social media about how RPG companies are, "ramming political correctness down our throats!" Examples of this typically include having multiple important depictions of non-white, non-male characters, references to a wide variety of sexualities and genders, and generally changing up the white male hero mold that's been standard since Tolkien. This happens in particular when it's announced that Dungeon and Dragons may have elves who can transition their sex, or when Paizo releases an adventure path where there's a sidebar about the half-elf bartender and her wife.

And these frustrations are typically met with a trumpeting war cry, "Who cares about any of this!?"

Aside, you know, from characters who are all about justice and inclusion?
From the perspective of the angry gamer, no one could possibly care. This is all just niche fluff that companies are wasting their time with. However, the real answer to, "Who cares?" is, "All the people invested in these issues, and who make buying decisions because of that."

The truth is that by including these elements that so many gamers object to, RPG companies are making a point to include things that were never previously seen in mainstream games. Things which are often ignored or left out by their competitors. This differentiates them, adds a unique selling point, and it sends up a signal flare to gamers who may have some of these qualities, and who wish they could get more representation in the medium. Gamers who think it's just dandy that lesbian elves can now just exist without being there for titillation, or as a running joke. Gamers who want to see characters who look like them, but who aren't a limited-edition, because-this-isn't-a-fantasy-European-setting option. In short, by including this bigger variety, RPG companies are increasing the size of their audience by increasing their in-game, in-world representation. They open doors to players who may feel unwelcome, and assure them that it's perfectly fine for them to play characters who aren't traditional fantasy mainstays.

Maybe these companies do it because they do, in fact, have a political agenda they're backing. Maybe they do it as a cynical cash-grab because they know it gets them attention and makes them more appealing to a bigger audience, and increases their sales volume. Whatever the reason, though, companies make decisions like this based on ROI; return on investment. Hell, that's one reason I put characters of varying ethnicities, genders, and sexualities in 100 NPCs You Might Meet in a Tavern. Because by explicitly acknowledging these aspects in your game, it both offers representation, and makes the thing you wrote stand out from the pack of competing products.

So if you are one of those gamers who threatens to jump ship, burn your books, or never buy products from a particular company again because too many NPCs were women, were gay, or had a specifically non-Caucasian appearance, remember this; there are plenty of other people who are buying it, otherwise they wouldn't make those decisions. By all means, be bothered by it, but realize that companies generally don't care about a screed left on Facebook. They care about numbers, and as long as your no is worth less than a dozen other people's yes, give me all of it, this direction of being specifically inclusive is not going to change.

And while you're thinking about that, maybe stop for a moment, and ask why you're so bothered by these things. After all, they haven't said you can't play the character you want to, so what's the big deal?

That's all for this week's Moon Pope Monday. Hopefully it gave folks something to think about. If you'd like to see more of my work, then take a look at my Vocal archive, or just click my Gamers profile to see only my tabletop stuff. Or you could head over to the YouTube channel Dungeon Keeper Radio, where I'm always working with other gamers to make videos for dungeon masters and players alike!

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Friday, December 9, 2016

Ethnicity and "Half-Breeds" in Fantasy RPGs

Anyone who's ever played a fantasy RPG is familiar with the idea of half-breed races. Half-orcs, for example, tend to lack the sheer ferocity of their full orc parents, but they tend to be smarter, and more cunning. Half-elves are not as long-lived as full elves, but they temper wisdom and enthusiasm in a way that alloys their human and elven heritages. There are also tieflings and aasimar, who reflect infernal and celestial heritages, as well as more unusual examples like dhampir and half-ogres.

The first question most people ask is why are there so few "half-breed" races to pick from? Are there no partial gnomes? Is there a half-halfing option? Has a dwarf never managed to have a child with an orc?

Don't let the charisma negative fool you, I'd hit that... with my ax!
The simple answer, which you find in books like Bastards of Golarion, is that certain races simply don't produce offspring. And, in other cases, the children may inherit features of both parents, but will only have the benefits and racial abilities of one template. So, for example, it's perfectly possible to have a child whose parents are an orc and an elf... but you can't get the benefits of both races. You need to pick which one is more dominant.

And maybe take the feat Racial Heritage to give you access to abilities usually reserved for the other side of your lineage.

The question I'd like to ask is why all our half-orcs, half-elves, and other characters with unusual heritage all tend to look the same?

There's More To The World Than Fantasy England


I harped on this in Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races, as well as in the post Ethnic Homogeneity in RPGs (Or, Why So Many Burly, White Adventurers?), but there's a tendency for us, as players and DMs alike, to default to the same half-dozen acres of English countryside that's carved out of J.R.R. Tolkien's back garden. Even if the setting we're playing in is diverse in terms of races, ethnicity, cultures, and traditions, it's like Lord of The Rings is a comfort zone we just can't step out of for too long.

Thanks, Tolkien!
So, the question I think we should all ask ourselves the next time we put together a PC with only a partially human heritage is to ask who their human parent was. Where did they come from? What features did they inherit from their human mother or father? Most importantly, Who Raised Your Character, and How Did That Shape Them?

There's a whole layer of character development here that we often ignore. Take the map of Golarion, the base world for Pathfinder (it's the one I know best, so it's the one I tend to default to for examples). Say you want to play an aasimar, and you decide that his lineage comes from both the Mwangi Expanse, as well as from the celestial realm. So you end up with a tall, handsome black man, with eyes of silver, a halo of light, and wings inherited from the supernal planes.

There are all kinds of examples you could pursue with this idea. What would a half-elf born to the Shoan-Ti, and raised in their burning deserts and arid wastes, look like? How would a half-orc born from a union where one parent had Tian heritage appear? What would a dhampir reared in the Land of The Linnorm Kings look like? Or a tiefling from the top of the world, born to the Mammoth Lords?

It also bears repeating that, just because a character shows a certain ethnicity, that's no reason to declare they must be from a certain place. Between traveling merchants, wandering adventurers, wars, and the slave trade (all common elements in most fantasy RPGs), it's usually possible to find all kinds of heritages in places that aren't their "homelands". Which is just one more element you have to consider. If you're the child of immigrants, even if your parents, and their parents, were born in your home country, how were you treated? And what are the attitudes toward your non-human heritage in that part of the world?

Just some food for thought!

Thanks for checking out this week's Fluff topic. Hopefully it got your wheels turning, and made at least a few folks want to step away from playing regular humans for a while. If you'd like to help keep Improved Initiative going, stop by The Literary Mercenary's Patreon page to toss a little bread in my jar. As little as $1 a month keeps the wolves from the door, and gets you some sweet swag, too! In fact, if you become a patron before the end of the year, I'll double the amount of stuff I usually hand out. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, well, what's the hold-up?

Monday, May 16, 2016

You Can't "Overthink" An RPG (And Here's Why)

If you've ever participated in an online discussion about RPGs, or about fiction in general, you've likely come across the "overthinking" defense. It usually comes up whenever someone asks a question about the politics of a fictional world, or about the morality and motivation of struggles which are currently taking place, and the other party is frustrated or angered by these questions. That's around the time the other party starts saying things like, "stop overthinking it, it's just a game," or, "just enjoy it for what it is, and stop trying to make it something else."

Stop making me question my assumptions about my game!
There are a lot of forms this criticism takes. Sometimes people accuse the questioner of trying to make a game about politics, or about social justice, instead of being about stabbing orcs in the face. Other people will question why someone can't just sit back and have fun being a hero in a fantasy world, without having to complicate everything. No matter the accusation, though, the undertone is always the same. "I'm happy with the game as it stands, shut up, and stop trying to change it."

I'd like all those people leaving these comments to do me a favor. Take a deep breath, and remind yourself of the justification you constantly use when you're on the receiving end of arguments that aren't going your way. "Everyone likes different kinds of games, and that's okay."

The, "it's a game, stop overthinking it," argument could be seen as a form of the ad hominem logical fallacy. This fallacy is when, during an argument, you attack the person making the argument instead of the argument itself. If someone asks, "why does this setting endorse killing creatures who are sentient, and who have their own culture, without treating it as an evil act?" then you should answer that argument with an argument of your own. Simply saying, "you're overthinking it, and that makes you wrong," is no more valid an answer than saying, "you use black dice, and thus your questions are invalid."

You Can't Overthink Stories


Roleplaying games are, at their core, about stories. Saying, "stop asking questions, it's just a game," makes about as much sense as saying "it's just a comic book movie," or, "it's just a chick flick," or, "it's just a YA novel, stop picking it apart." Being an RPG doesn't provide the game world and story any special protection from analysis, critical thinking, or criticism.

With that said, however, players should be encouraged to find the kinds of games they like, and which suit their wants and needs. If this sounds like a dichotomy to you, then you need to remember that the same game, and even the same game world, can be used to tell vastly different stories, depending on the DM, the players, and the materials they're choosing to use.

You wanna back that up with some examples?
All right, let's take Pathfinder. One campaign might be a clearly drawn, black-and-white, heroes versus villains game set in Golarion. The party are all good-aligned, and the enemies they're opposing are unquestionably evil. Vile necromancers who seek to end all life as we know it, demons and devils spawned from the darkest places in the nine hells and the infinite layers of the abyss, and corrupt antipaladins commanding legions of black-armored killers are what you're standing against. There is no taking prisoners, and no way to negotiate a peace. It's unlikely that any of your foes can be redeemed. It's a fight with steel and spell for the fate of a nation, and perhaps the world.

There's nothing wrong with that kind of stark setup, and if that's your kind of game, then play it to the hilt. However, the same system, and the same setting, can also support other kinds of stories. For example, a game where the usual, "protect this town from being raided by orcs," might have more layers to it than there at first appear to be. Players can still storm the orc stronghold and fight to the death, but when they do reconnaissance they realize this isn't just a band of hulking warriors. There are women, children, and pets in these camps. Lives are being lived down there, and these raids aren't done out of spite, or evil, but purely out of a need for resources, and to try and reclaim some pride and standing by a marginalized people. The orcs, in this case, aren't just fodder for a battle glory fantasy; players have to ask if they're willing to just summarily execute thinking, feeling creatures. That doesn't mean they can't do so, but it also doesn't mean they can't try to find alternative solutions. Single combat between champions, for example, might get the orcs to surrender with minimal casualties. Diplomacy could turn the raiders from foes into friends, recruiting them to care for the very town they were preying on. For characters who earn the orcs' respect, it might even lead to them becoming your followers, and fighting under your banner against greater enemies.

Both of these approaches are equally valid, in terms of what a game can do. The question is not whether you can play a certain way, but how you and your group want to play.

You Shape The World, You Shape Your Story


The easiest way to make sure everyone's on the same page for a game is to actually answer the questions players have, and to be sure everyone has the facts for your world. For example, if you want a game where things are clear-cut, where heroes can be heroes and villains can be villains, then make it clear that certain creatures are universally evil in your world. There are no goblins just waiting to be taught how to be good, and hill giants will never understand anything beyond might makes right. There isn't a heart of gold inside that drow noble, and those kobolds are killing you because they want to take your stuff, not because they're protecting their clutches of eggs.

The swans all radiate an evil aura. All of them.
It's important that you deliver these statements as facts, if they are facts in your game world. If they aren't facts, then make it clear that these are beliefs people have, and that they may not be universally true. The same approach should be used when players have questions about race relations, human ethnicities and where they're found, and what is considered "normal" in terms of religion, gender identification, sexuality, and a thousand other areas.

Some people like to read Tolkien, some people like Rowling, and some people like George R. R. Martin. Some people like the escapism of a world where good is an easy choice to make, and others like games where doing the right thing is always hard. Just as two people might like vastly different books, so too they might want different games. There's nothing wrong with that, and you need to remember that just because someone else wants a game that's more in-depth, gray, and complex, that doesn't mean you have to play in it if you don't want to. Nor does it mean you have to agree with another person's views of a class, an alignment, or a race if you're not sitting at the table with them.

Most importantly, if all you have to say is, "stop overthinking it," keep it to yourself and move along. You're not adding anything to the conversation.

Also, for some other thinky pieces I've penned on RPGs, take a look at Absolute Good, Absolute Evil, and Alignment in RPGs and Sexuality Matters in Roleplaying Gamers (And Here's Why).

As always, thanks for stopping in to have a look at this week's Moon Pope Monday update. If you liked it, please share it with your friends, fellow players, and DMs. Also, if you're feeling generous, why not stop by The Literary Mercenary's Patreon page to help fund Improved Initiative? $1 a month goes a long way when it comes to getting you content just like this. Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter?

Friday, October 23, 2015

Sexuality Matters in Roleplaying Games (And Here's Why)

Anyone who's played Pathfinder, or the 5th edition of Dungeons and Dragons, has likely noticed the effort both Paizo and Wizards of the Coast have put in to attract a more diverse audience to their games. Pathfinder's adventures involve NPCs of various genders and sexualities, and Dungeons and Dragons opened with language that made it clear that the game world doesn't necessarily resemble the world we live in when it comes to sexual and romantic norms. Both of these were covered in greater detail over at Mighty Meep, for those who want to know more.

The companies' decisions to use more inclusive language, and to present a wider diversity in their game worlds, was met with a positive reception from many players. Some players had a significantly more negative response to the language, and the conversations they sparked. Those who didn't want to hear any more about it, or who simply didn't want to deal with an expanded spectrum of sexual orientation, asked a very loud question to which they didn't actually want an answer.

WHY DOES ANY OF THIS MATTER!?
The question "Why does any of this matter?" or "Why do we care?" is an attempt to silence discussion by implying that the issue of sexuality either doesn't matter, or is inappropriate for roleplaying games. You know, the games that have succubi in them.

So, let's dig a little deeper, shall we?

Sex and Sexuality Have Always Been Part of RPGs


Before we go any further, let's dispel the myth that RPGs were clean, wholesome things that had no sexual aspects to them in the past. As far back as the first edition of Dungeons and Dragons there was a chart for what kind of prostitutes players encountered. There are entire encounters which hinge on the strategy of sexual temptation, from female bandits in the forest, to vampires that press themselves against you before sinking their fangs into your neck. Sure, we can have a chicken or the egg discussion about whether it's the game or the mythology it draws on, but the point is that there have always been aspects of sex and sexuality in RPGs.

If there weren't, then the joke about how the bard sleeps with everything would never have become a stereotype.

Representation, and Identification With Your Character


Representation and identification are two, big issues when it comes to RPGs. On the one hand, we want to play people who are very different from who we are so we can escape into the fantasy. At the same time, though, we want to be able to identify with these characters in some way. So, while the greatsword wielding barbarian may be literally twice the player's size, maybe he shares the player's ethnicity. Alternatively, maybe the character and the player grew up in similar places (rural, urban, etc.), or have similar family structures. Maybe they share certain religious convictions, or philosophical beliefs (the strong protect the weak, for example).

In many cases the low-hanging fruit is that the character and the player have the same sexual preferences.

Whatever those may be.
If a player is heterosexual, then there's not likely going to be an issue. That sort of sexuality is built into most games, even if it never shows up on screen, so to speak. But imagine if you had a player at the table who was gay. Will they receive a similar experience?

Let's create a situation for comparison. Say that Dave joins your game, and he brings a cleric. We're all forward-thinking, inclusive players, so we accept that Dave, as a person, likes men. Dave likes to game, and he runs a good cleric. But we make it very clear that gay characters are not allowed in this game world, and when they do show up they face extreme prejudice. So, while John's bard can leave a trail of illegitimate pregnancies from one town to the next without any trouble, if Dave's cleric looks too longingly at the bartender, it might result in him having to roll initiative.

Sounds like things are a little out of whack, doesn't it? Flip that scenario on its head, and ask yourself if heterosexual players were told that heterosexual characters would be mistreated and punished in the game world, while homosexual characters would be accepted as average. Would we be quick to answer any player displeasure by telling them to just deal with the way the world is?

The scenario doesn't have to be that blatant, either. It could simply be that, no matter what Dave's character does to find NPC companionship (perhaps because he wants to create actual ties to the community, and possibly gain a cohort who also happens to be his lover), the DM just refuses to allow him to succeed. In this case no one is saying Dave's character can't be gay, but there is a not-so-subtle message that he'll be the only gay male character in the entire world.

That's more than a little alienating, since the implication is that heterosexuality is fine, and can easily be met with character development and/or off-screen love affairs, but homosexuality will receive no such attention.

I Don't Want Sex In My Game At ALL, Though!


Here's something that often gets overlooked in this discussion. Sex and sexuality are two different things.

Though I can see how you might confuse the two.
Saying that sex is inappropriate for your game, for whatever reason, is fine. Perhaps you feel it cheapens the story, or it simply makes other players uncomfortable. That's something every table will have to work out for itself regarding what it wants out of a game. Sexuality isn't sex, though. Sexuality is someone's preferences, and what that person is attracted to.

Those things matter in order to flesh the character out more fully.

There's the aspect of character identification and representation that we already covered. Beyond that, though, a character's sexuality is an important part of who they are, and how they came to be where they are now. Sexuality, and the character's feelings about sexuality, comes as a result of life events and experience, and it may play into character motivations and life goals, in addition to just informing part of the character's personality.

As an example, let's say someone is playing a cleric of a god or goddess of love. Were they allowed to explore their own personal tastes in a secure environment in order to bring them a greater understanding of attraction and relationships? Would that sort of faith lead to someone who is empathetic toward the plight of others, and who is tolerant of the needs different people have? Alternatively, say you're playing a transmuter. As the wizard grows in power, ideas like race, and even gender, may cease to have meaning. When you can change yourself into so many different things, what does that do to your perception of sexuality and desire? Does the wizard, for example, find certain forms to be more pleasurable than others? Or does the transmuter cease to see someone's body, since all bodies can be altered, and learn to form connections with deeper aspects of who people truly are?

Does the tribal hunter want to prove his strength so he can be deemed a fit match for the shaman's daughter? Will the knight attempt to win honors in order to seem a more appealing prospect as a husband? Do the rogue and the paladin become friends, and then lovers, traveling and adventuring together in order to keep the other safe? These are just a few possible ways that a character's sexuality can mix into their goals and motivations.

A character may also be someone who is asexual, focusing on non-sexual relationships exclusively. Characters may also be pansexual, and could be attracted to a wide variety of genders, as well as races in a fantasy setting. In short, by ignoring a character's sexuality you are ignoring a huge part of who they are, and how they developed. Even if those aspects never show up in the game itself, they may affect what kinds of decisions PCs make, and how they act. Sexuality, gender, physical appearance, these are all things that have no spot on the character sheet, but they can be a serious difference between a unique, interesting character, and one that is completely forgettable.

It could also lead to plot complications when the ninja decides she's going to seduce the baron, only to find that his preferences tend to run more toward bearded, broad-shouldered knights.

EDIT: A point was brought up during discussion of this topic that sex and sexuality affects more than just one player's character. In a very real sense, it touches all aspects of a society, and the culture that helps shape people's attitudes about what is desirable, and what is allowed. Different cultures have different mating rituals, and different ways that desire is expressed. Some societies may assign the role of stoic resistor to one party while the other pursues, whereas others may have formalized rules of courtship. Some may have certain vows or promises that must be made, or gifts that must be exchanged. Some societies place a high value on a single pairing, whereas others will have more complicated rules for polyamorous relationships. Even if a character isn't actively pursuing sex, or looking to form sexual relationships, their perspectives of "normal" will be influenced by these cultural norms, and what they experienced growing up before becoming adventurers.

Thanks for reading to the end of this entry. I know it's a tough one, but next week I'll have something a little more light-hearted to make up for it. If you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter. If you want to help support me and my blog, then drop by my Patreon page to toss a little bread in my jar. If you become a patron before the end of November, there's even a free book in it for you!