Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Toph Bei Fong
Feb 29, 2008



FriarZero posted:

...Red Wizard of They or some other NPC did it matter...



---

quote:

Maid RPG is pretty well known on these forums. There were several discussion threads as well as a few games.

The thing that irks me though is that so few people are playing it straight. What's wrong with vanilla Maid RPG? It always has to be "Maid with space assassins" or "Maid in Warhammer 40k" or "Maid with dragons".

Adbot
ADBOT LOVES YOU

Evil Mastermind
Apr 28, 2008

This explains so, so much.

quote:

James Knevitt ‏@jknevitt 7h
@npilon @mikemearls Exactly. Why should I choose Next over Pathfinder or 13th Age or 4e or the myriad OSR games out there?

Mike Mearls ‏@mikemearls 7h
@jknevitt @npilon That's not the question we're answering. Read the goals.

James Knevitt @jknevitt
@mikemearls @npilon Mike, I have. Nothing in there that really makes Next stand out from the others I mentioned. Wish it were not so.

Mike Mearls ‏@mikemearls 6h
@jknevitt @npilon I think the disconnect is that people buy into this concept of a tabletop RPG industry and what it means and where it is.
Details

Mike Mearls ‏@mikemearls 6h
@jknevitt @npilon It's not something that drives our decisions. Trying to compete with other TRPGs is a losing strategy.
Details

Mike Mearls ‏@mikemearls 6h
@jknevitt @npilon We're concerned with big picture trends in gaming and entertainment.

(James is an irl friend; he's pretty much abandoned D&D for 13th Age)

pospysyl
Nov 10, 2012



MiltonSlavemasta posted:

I like your reasoning here thanks

More fun with Exalted!

quote:

I've had my players in Yu-Shan, so they've met a few colorful gods...

This one the night caste player ran into after a botch to seek out Lytek inside the Bureau of humanity:

Resplendent Buttflow - God of Diarrhea, lord of the Opening, The Giver of Gifts

A most generous god, but a bit of a social pariah for fairly obvious reasons. The nature of Buttflow's purview makes him prone to freely grant his 'blessings' to any human he comes across, another reason that even most sidereals keep well away from him.

Clad in very flowing robes that often seem moist, typically in various shades of green, brown and red, Buttflow's actual body could be mistaken for that of a humanoid water elemental, albeit one from a muddy river.

Of the few friends he has in Yu-Shan is the god celestial of gardening, as Buttflow is one of the biggest and only suppliers of (very!) fresh manure around.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
wine Pseudo-Activism

So first we had Swine Pseudo-artistry, the white-wolf crowd going around trying to subvert gaming (and ultimately destroy all the parts of gaming they didn't like) by claiming that RPGs have to be "works of art", sophisticated sensitive and brilliant.

When that tactic failed, eventually they moved on to the Swine Pseudo-intellectualism: seeking to subvert gaming by claiming that RPGs had to be academic exercises, based on "Theories", that rejected all the "incoherent" games that were merely about having fun, and that demanded that gaming be re-invented to suit the agendas of the self-styled intellectual elite at the Forge.

That has now fallen to pieces for the Swine as well. And I've been predicting that its only a matter of time before some creative Swine figure out some new angle that they think will win them that long-desired control, subversion, and destruction of all that's good about the gaming hobby. I think that we may be seeing some of the Swine currently trying one of these angles out, in the form of Swine Pseudo-activism.

The Swine Pseudo-artists tried to mainly focus their assaults on the aesthetics of the game, on the setting, on things like product (with metaplot, etc), and the "fashion" of the game. When that failed, the Swine Pseudo-intellectuals put their primary focus on assaulting the foundational systems of the game, not just game mechanics but also the baseline mechanical assumptions of what defines an RPG, trying to change those definitions to suit their agenda. They were repulsed.
Now, they are going to try to subvert gaming by attacking neither setting nor system nor underlying definitions, but by attacking the social structures of the hobby; by accusing the hobby of perpetuating crimes against "social justice", in other words the dominant morality as defined by a group of self-styled paragons of sensitivity in certain highly restricted bubbles of quasi-intellectual feminist-marxist liberalism; ironically, they're taking something straight out of the Pat Pulling playbook by claiming that RPGs are immoral, these people who claim to love gaming. Strange way to show it.

The case bubble they're working with is well-chosen by these Swine, starting out with one of the dubious undercurrents of the hobby and bringing up a subject no right-minded person could possibly find any question with: rape. There's no debate on any side anywhere (except maybe among absolute lunatics) that rape is a terrible thing, so it'll make a handy little word (as it has for second-wave feminists for decades now) to stretch, redefine and misuse as a bludgeon to try to push through an agenda. No one wants to be painted as being "for" rape. And the target these people have set their eyes on, or rather the patsy they're using as bait for bigger fish, is James Desborough, writer of a number of RPG products (in my opinion of questionable worth) like Nymphology, the Slayer's Guide to Female Gamers; as well as some non-rpg products like "Hentacle", the hentai tentacle-rape card game.

I want to clarify at this point that I've never bought any of those, or any of the other books in that kind of genre (the Book of Erotic Fantasy, etc). I've always found them pretty puerile and ridiculous; and I'd certainly agree that this kind of subject matter is of interest mainly to a sophomoric and infantile kind of mind. When I reviewed the "Courtesans" RPG I said as much.
But that's neither here nor there; the Swine don't give a gently caress about this guy or his books except as something that gives them the chance to draw attention to a bigger cause or movement, where they can be allowed to use "outrage" over "offensive attitudes" to dictate terms to the entire hobby and control the content of games, even get to censor who is hired to work in the hobby.

They didn't want Desborough, they wanted Mongoose, and Steve Jackson Games, publishers who had sometime in the distant past hired him to write for them. They are now campaigning to essentially destroy Mongoose, to shut it down as a company, in order to make it the cautionary example to cause the rest of the gaming industry to "fear the mob". Their agenda? To get to force gaming companies to come to them to let THEM decide what can or cannot see print.

You think I'm exaggerating? Note how the recent rpg.net threads with the accusations about how Mongoose supports "rape culture" (which also resulted in a mass culling of anyone who wouldn't immediately accept that premise on rpg.net) were matched with a thread that proposed that gaming companies should be forced to introduce a "ratings system" on their games. Note also how over on the "Something Awful" forums, who have very clearly instigated the whole movement through agents starting and fomenting the simulated "outrage" on rpg.net (and taking advantage of, or rather downright manipulating, both the modclique's natural predilections for banning opposition as well as the tendency of its Tangency hivemind to get horny at the sight of anything that gives them a chance to get their Politically Correct Groovy Cards punched, its like a perfect storm), they had a thread that essentially outlines their long-term agenda for control. This thread has since been hidden away but it was called "Feminist Gaming Issues", and it went WAY beyond the initial argument made against Desborough, that portrayals of rape were not ok, into points like:
-art must be changed in RPG books to stop portraying "male fantasy" (ie. images of scantily-clad women).

There's certainly arguments that can be made about irrational or sexist portrayals of women in RPG art, but they're advocating a forced control over what should be permitted to be published.

-That, and I quote: "your bog-standard D&D session is a facet of rape culture" where "a bunch of men (and perhaps one or two sexualized women) descend into dark depths to penetrate the underprivileged, poor denizens there with their phallic objects, and use their mysterious, privilege-generated powers to oppress and kill anyone who isn't like them."

They didn't make their opening salvo with this, obviously, because pretty much any regular gamer would find this argument beyond absurd. They'd find it ludicrous, and send these assholes packing. But that's why they're starting from something that's tricky to argue against, and moving toward this kind of bullshit, with which they hope to end up smothering the hobby with once they've gained enough influence to not be stopped.

They go on in that thread to talk about the problem of "violence" and how all violence (including any and all combat in RPGs) is a product of "rape culture", and also secret racism as mentioned above. Their solution? Again, I quote: "make games that are about pure collaborative storytelling, or just [i]existing[\i] in a strange way".
Funny, how by what surely must be sheer coincidence, their proposed end result is exactly the same kind of games that the last batch of Swine wanted!

They go as far as to argue that people who play regular RPGs probably need therapy after each session to help them "understand" how the violence they're "perpetuating" in the game is "completely unacceptable", and that the playing of these sorts of RPGs "glorifies criminal behavior" until they stop participating in these RPGs. They presented a way of trying to hide said therapy as part of the gaming session.

They will expand from "rape is bad", which is an obvious no-brainer that they'll nevertheless attempt to twist into things that have gently caress all to do with that initial statement, into overall assaults on RPGs in general using things like "social justice" and "minority issues", simultaneously viciously attacking RPGs while making a total MOCKERY of those real issues, in the same way the pseudo-artist Swines made a mockery of art, and the pseudo-intellectual Swine made a mockery of intellectual pursuits.
They'll be quite willing to drag the credibility of very real, real world issues like rape, sexism, racism, and homophobia through the absolute muck in order to engage in their pogroms against the hobby that has twice-before rejected their attempts to take it over.

So what do we do?

There are some who think that negotiating with them will make them stop. It won't, that will only be what encourages them. Others have argued that they have to be reasoned with, argued with in good faith for the "good of the hobby".

But that's just it, you can't argue in good faith with a group that has NO good faith. This is the typical naive error that the Gramscian socialist-types love to see people fall for. If the Swine are not arguing in good faith, but rather want to use the debate as a platform by which to hammer through their agenda for change (whose fairy-tale wishlist includes, as mentioned above, veto power over who gets hired, what gets published, what kind of art an RPG book is allowed to have, a near-total removal of combat from RPGs, control over all art, and mandated officially sanctioned control and quotas over portrayal of women and minorities (including fictional minorities) in all RPG products) then rational debate gets you NOWHERE. On the contrary, it becomes their weapon, to get what they want.

You can see it perfectly in the history of the Forge and their tactics, and remember these are some of the same Swine, just trying a different tactic now (as I said, before it was pseudo-intellectualism, now its pseudo-activism); they ran all over everyone who tried to engage in "rational debate" with them because they understood how to CONTROL LANGUAGE, by allowing THEM to define what a roleplaying game was, by allowing them to decide that the debate would be couched within GNS theory, by letting them manipulate all the preconditions of the debate, they were pissing their pants with glee at all the idiots who thought that trying to reason with them would work. Since, again, their motive was not "Come, let us reason together", it was to destroy the hobby as we know it and replace it with something completely different that they could be in charge of.

The way I beat the Forge was by playing their own game, better than they did. And that's how you'll beat these guys. You don't reason with them, you beat them by taking all their extremist techniques and turning it back on them; by controlling the language and refusing to give up that ground to the other side, refusing to let them claim the moral high ground while they simultaneously try to redefine the meaning of things like "rape" or "racism" into non-existence just to serve their own nefarious motives, and by making sure you reveal any and all said underlying motives the other side holds. By undermining their facade of both respectability and their (false) moral high ground at every opportunity.

That's how they'll be stopped.

RPGPundit

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Not sure if this counts as grog, but this is from the last DM I played under. His "go-to" systems are GURPS and pathfinder. Last session, he was talking about an article from some blog he reads, where some guy was explaining the impact of government subsidies on interplanetary commerce, in GURPS. or something.


I'm currently DMing 4e D&D with him as a player; basically he had said something to the effect of "if we play up the lovely status effect we just got, we should get some sort of RP bonus to our saving throw."

So I stole some words off a goon from the D&D Next thread:

quote:

Here's some words I stole from some dude on the internet, talking about D&D Next, in regards to this article:
https://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130722
"Roleplaying rewards are weird. If you tie roleplaying too tightly to mechanics then it becomes an obligation rather than a reward-unto-itself and you start to run into that whole 'if you pay someone to do something they'd be doing anyway they stop wanting to do it without pay' problem. On the other hand, if the game does nothing to support roleplaying not as much will happen. [...]Inspiration has the basic problem that Exalted stunts have, which is that you ultimately end up making it a totally DM-fiat system (with such a vague set of conditions that it's really difficult to run fairly) or you establish clear and simple conditions you need to meet to qualify, in which case 'roleplaying' turns into a rote act of hitting all the required notes."

Cue the strawman arguments!

grog posted:

I don't like arguments like that. It's fine if people don't want to roleplay very much, but this line of reasoning is poorly crafted.
Allow me to illustrate, by reductio ad absurdum:
1. Combat is fun. Everyone who plays DnD enjoys DnD combat encounters. Giving them XP for combat is paying them for what they'll do anyways. Maybe there shouldn't be XP for beating monsters.
2. Choosing which monsters, the shape of the combat map, the skills that matter, the NPCs, and the plot are all made by DM Fiat. DM Fiat is bad. Maybe we should get rid of those, and only play boxed adventures.
3. Flanking an opponent has a simple condition: two allies on opposite sides of their opponent. It has a simple reward: combat advantage. It encourages a rote behaviour: movement to particular positions on a grid. Maybe we should get rid of flanking, because easily repeatable behaviours are bad.
I don't agree with arguments 1, 2, and 3. But, assuming the person you're quoting actually believes they're line of reasoning is sound, they'd be obliged to agree with 1, 2, and 3. Assuming they don't agree with 1, 2, and 3, something in their line of reasoning must be bad.

Since I don't really give much of a gently caress about this line of discussion I just told him he wasn't really going to change my opinions on the subject. Should I bother explaining myself?

Bedlamdan
Apr 25, 2008
:3: Awh, he noticed me.

quote:

The Pig-ignorance, or Goblin-ignorance, of My Critics



Seriously, I can get hating someone. That's a given. But see, when I hate someone I try my damnedest to hate them for what they have done or written. I want to go out of my way to point out what they've done, and to justify why they suck in that way. On the other hand, it seems like with the people who hate me, they want to go out of their way to lie. I guess its easier for me than for them, I should be understanding; after all, I don't have to lie! Most of what people I hate do sucks, while most of what I do doesn't suck, and that's where my opponents run into a problem. That problem has certainly given them some trouble, and given me ample opportunity to show them just how little they know, when it comes to Arrows of Indra.



So its no surprise that when someone went onto RPGnet asking for setting material for India he was quickly flooded by people telling him my game was worthless and he should by no means even give it a look (of course they don't want him to even look at it! If he looked at it he'd know they were lying!). They omitted to mention to the OP that, if it was setting he wanted, Arrows of Indra is a 184 page book with 108 pages (a nice Indian number!) of SETTING material (that's counting the monster section, which is full of indian-themed monsters, and takes up 24 of those 108 pages). No, instead they went with the lie that they've been circulating, practicing and honing in "something awful": that my game is nothing but D&D with a thin veneer of indian-facade painted over it. I guess they finally decided that was a better tactic to go with than trying to claim it was racist or what-have-you.


Is this the work of SA Goons? Well, the people slandering my game linked directly to a thread on SA with a series of posts trying to deconstruct my game in the most negative light possible, so yeah. Its interesting to note that the "review" they do of it stops well before the setting section.


That clued me into something: these guys are facing a major problem with Arrows of Indra. Most of them aren't very familiar at all with the setting. They're WAY less familiar than I am. The guy doing the hatchet-job in the SA thread very wisely stopped before getting to the setting section because he realized he didn't have the knowledge to actually be capable of criticizing what I wrote about the Mahabharata-inspired setting (which should tell you something right there about the quality of the setting). Unfortunately for them, they haven't always been able to stop other anti-pundit idiots from similarly shutting up. Its been quite frequent that we see people making some statement of outrage at some alleged atrocity I've written into the book, when in fact the truth is that what they think is error, omission or ignorance on my part is an utterly intentional choice based on actual Indian myth and history (and their crowing about it only highlites how dangerous it is for them to know only a little about the subject).



Take Goblins, for instance. One of the things that I was accused of on the thread as "proof" that Arrows of Indra is nothing but a bad D&D-clone that barely pays lip service and gives no respect to Indian mythology is the fact that I have Goblins listed in the monster section!

Here's the quote from an ignorant rear end named "technoextreme":

"He actually goes on later to explain that its effectively AD&D without any consideration of any Indian mythology to the point where goblins make an appearance."



Guess what, motherfucker? I put Goblins in there out of consideration to Indian Mythology, because Goblins are a creature of Indian Mythology (just like every other creature in my monster section, excepting a few of the specific giant animals, though the concept of giant animals themselves is very well-founded in Indian myth; and excepting the "monstrosity" which was put into to allow for the ridiculous diversity of "unique" monsters also found in Indian myth).


So since you're not only ignorant of Indian Mythology but also ignorant enough to want to school others on it, let me educate you: In the Puranas (and somewhere in the Srimad Bhagavatam, if I recall), there is reference to Vitala, second level of the Patala Underworld, where Shiva reigns in one of his forms. One of Shiva's titles/names is Pramathadhipa, which means "he who is served by Goblins". The legends of Shiva make mention that his court was mostly not of men but of all manner of wild creatures: satyr-like Ganas, ghosts, demons, Apsaras, Gandharvas, Yakshas, and also the Goblins. These had a kingdom in Vitala, where they mined for gold (in some versions of the story, the gold in Vitala stemmed from the river Hataki, which was actually a river created by the fluids that would pour from between the legs of Shiva's fierce Underworld Goddess-consort, Bhavani.

Of course, anyone who actually read Arrows of Indra would know all the above, because its in the setting material. All except that last part; I didn't want things to get too "Tantric".

The Goblins are called Bhuta-Ganas in Sanskrit. Now, like most mythological creatures in Indian folklore the definition of that creature is kind of malleable; that's what happens when you have a 5000 year old tradition that spans several religions. As you can see from the name, the Bhuta is really a type of Gana, originally. Later on, a creature called the Bhuta comes to be interpreted as a kind vampire (a blood-drinking creature) or ghost with a backwards-facing head. But in the period of the Puranas, it was clearly a sort of goblin.

Incidentally, while they're called "Goblins" their stats do not match the typical goblin of the D&D monster manual.



Now, Arrows of Indra certainly does make a lot of concessions to the OSR framework in which it exists. Anytime I had a choice between various ways of presenting something from Indian Myth, I always intentionally chose the way that was closest to what would fit in the framework of traditional D&D. I did this intentionally, because I wanted AoI to be as accurate as possible but as playable as possible in the framework of an OSR game. No one is pretending this isn't the case.

But its ridiculous to pretend that (especially in the huge amounts of setting-material) it isn't also the most accurate and extensive attempt at making an Indian Mythology RPG to date; which is what these assholes are doing in their zeal to try to slander the game, or rather its author.



RPGPundit



Currently Smoking: Gigi Bent Billiard + Dunhill 965

To be fair, the setting chapter is the better part of the game, simply because he most certainly has read the source material. I wanted to be a lot more even-handed in the review than I was, and I really ought to finish it given that there does seem to be interest.

xiw
Sep 25, 2011

i wake up at night
night action madness nightmares
maybe i am scum

Cpig Haiku contest 2020 winner

quote:

quote:

Sorry I couldn't have saved you some money: the entire game is Creative Commons licensed and therefore freely and legally available from http://book.dwgazetteer.com/
Did you seriously post this on GitHub formatted for InDesign?

quote:

You do realize that is what PasteBin is for, not software versioning systems? Or, you know, since you have a hosted web site, you could always post plain text and/or pdfs there?

quote:

You seem way more interested in making a point or being edgy for its own sake than publishing a game, let alone a role-playing game. A text file of mixed html/xml on GitHub is not how to attract players, it's how to keep the development and distribution confined to a very small group of people; ie, those with a similar technical background that are highly unlikely to 'rock the boat' to any significant degree.

quote:

Hence, if the decisions on how to distribute or present the rules is wildly off from what the players need, the odds favour the rules themselves not exactly being what they say they are. Again, one doesn't stumble onto xml as a format and post it to GitHub by accident. It's as though the most intentionally difficult to use choices were made with zero justification. If the industry was predicated on InDesign formatted files, or it was the de facto standard instead of pdfs, then hey, awesome. To me that speaks of a gross misunderstanding.

Using InDesign is a SWINE CONSPIRACY. Pastebin is how you distribute real rpgs.

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?

Bedlamdan posted:

:3: Awh, he noticed me.


To be fair, the setting chapter is the better part of the game, simply because he most certainly has read the source material. I wanted to be a lot more even-handed in the review than I was, and I really ought to finish it given that there does seem to be interest.

Here's some additional hilarity.

Chris 'Space Phallus' Fields posted:

Hey, Pundit, I'm sorry you're getting slammed for a book that was pretty entertaining and very well researched. It might make you feel better to know that while one of your books is getting ripped apart in the Fatal & Friends thread on something awful, FOUR of mine are getting the same treatment. It certainly made me smile to see that.
CHRIS

Pundit posted:

Wear it as a badge of honor.

I don't think Pundowski knows anything about Fields's work. Oh, to be so innocent :allears:

Guilty Spork
Feb 26, 2011

Thunder rolled. It rolled a six.
I really don't know what to make of Sage acting as though the RPGSite crowd would somehow be worth his time, but it's certainly produced some choice grog.

quote:

So wait. You are using all the buzzwords, you are talking of Creative Agenda for the GM and players, you are talking about "Fronts" which really are "Antagonists" in a narrative sense, you are clearly with your co-author pushing the narrative-first angle where the actual depiction of a world, as exemplified by the map of the dungeon, is left blank to respond to what actually emerges from the narrative (and not "changed" in the sense of an emulative evolution of the game world at all), and you are trying to tell me you have NO IDEA what it is I am talking about?

OK. I got to tell you something. I think you are a smart guy. I think you created with Dungeon World a very finely tuned game, a good game, for what it is: a story game. So either you have no idea and are a totally blind follower joining in the lol-band on twitter when it comes to laugh at people like us, so you are basically a brain-dead moron who has no idea what he's laughing at in the first place, a loser, who just happened to come up with this really good Forge design by pure chance, OR you actually are disingenuous here and know exactly what I'm talking about, and actually came up with a really tight design knowing what you were doing.

I'm going to go with Occam's Razor here, and think the latter is much more probable.

quote:

My mistake. Sage LaTorra joined the Luke Crane Lol-band throwing up on us over Torchbearer, Luke Crane who is known to have been oh-so-sympathetic to the traditional role of the GM and never in a million years said it was actually toxic to the hobby, but Sage, despite being buddies with Luke and obviously Vincent Baker, has NO IDEA what Forge theory, Story Now, etc, are AT ALL, just, you know, "happened to be there", didn't understand a word of what was going on but laughed on cue, because, you know, to make a good impression and all, and came up with a totally sleek Apocalypse World hack using all the buzzwords and exemplifying Forge design by complete random chance. My mistake. Thanks for setting me straight.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Normally I get all grumpy over reposting RPGSite since it's the same poo poo 99% of the time, but this is great. Sage is posting in a calm, collected manner, refuting all their claims about storygames or any sort of agenda, and it's driving them absolutely loving insane. He is at the same time both a stupid minion of the Forge who is continuing their evil agenda and a sinister mastermind following through in his plot to kill RPGs once and for all. Indeed, he is so sinister...

~*~

It looks to me as though what's going on in DW is that the whole "rolling for stakes" thing that Storygames do (and that Baker exemplified if not invented in Dogs in the Vinyard) is just front-loaded here, from how Sage is describing things.
In essence, on a 6- the GM gets to decide what happens, on a 7+ the player gets to decide. Its just that DW takes the game designer into effect through having some of the options front-loaded in the actual mechanic itself instead of leaving it a free-for-all.

The real question then becomes "how different is that from an RPG?"
There is clearly a GM vs. Players mindset in DW's rules, which probably comes out of Forgist ideas about "Gamism", but that in and of itself doesn't make something not an RPG; 4e was designed with the exact same thing in mind due the exact same ideological influences, but it is still an RPG (an RPG that's barely one step above a tactical skirmish game, yet an RPG neverthelesss).

The question is the matter of "stakes". If the "stakes" are set in such a way as to make them nearly indistinguishable to regular RPG-rolls, then is it a Storygame doing an incredibly good job of masquerading as an RPG, or is it just an RPG with a huge amount of legacy-influence borrowed from the Storygames hobby?
Could Sage have possibly taken the rules of a storygame which was not his own (AW), combined it with his notions of what he would like D&D to play like, and ended up accidentally creating some kind of mutant freak-hybrid that is what an RPG would be like if it had evolved out of a storygame?

drat it. Now I'm going to have to go read this loving thing. There's just too much conflicting and contradictory statements and information being bandied about.

RPGPundit

~*~

That Pundit now has to actually read the game he's been ranting about for, like, two months now!

Nancy_Noxious
Apr 10, 2013

by Smythe
Is Wolsung (a steampunk RPG) racist? let's ask the RPGSite!

quote:

Racial/Cultural Stereotypes, not racism. If they called it racism, they were just showing their lack of English skills. But strong ethnic/cultural enthnic stereotypes... to the point of simplicity? Yah. In spades.

The game specificially says it works with stereotypes to make things generally easier to follow. It also has a section that says, these are generalizations and that individuals will be different. I guess people miss that part.

:allears:

quote:

The Usual Suspects were throwing a lovely fit about races and stereotypes, because orcs are Asians (including Turks & Arabs), and there is a quote that this stereotype combines "classical view of fantasy orc with 19th century Yellow Peril/tales about cunning Chinese and Turks". There are also ogres who are victims of racial prejudices, and they are strong, big and usually not very smart, so you can tell which real life race Usual Suspects ascribed to them.

For the note, Orcs are fully playable and there is also a mention of black elves tribes who live in the jungles.

Wolsung certainly isn't written in "Political Correct" way. But it's also not some racist paradise extravaganza. Not to mention that there is a good amount of modern sensibility into the writing/setting as well (racism is an optional rule of the setting, genders are fully inclusive, colonialism isn't depicted as a glorious thing).

Hmmm... Let's take a look at what the game text itself has to say on the matter:

quote:

Orcs represent all that was unknown for the Europeans of our 19th century, dangerous and thus compelling. They are spiritual and impulsive where Vanadians are technological and calculating. Shamans, holy men, warrior monks, samurai, native hunters, desert nomads – orcs are living near to nature and their spirituality, untouched by western civilization.
Some Vanadians, driven by fear of the unknown, treat orcs as the “evil” race (not unlike the sinister Chinese and lecherous Turk clichés from 19th century novels), while others find them fascinating and compelling (not unlike the French artists of the belle époque inspired by the Far East).
For all of them the mystical, exotic, multicultural world of orcs remains a mystery.

Orcs don’t have to be chinese
Most inhabitants of Sunnir (analog to real-world Asia) are orcs. However, not all orcs are Asians and you can easily create characters inspired by other popular variants of a mysterious spiritual foreigner. These are the other archetypes and cultures that may inspire an orcish hero: gypsies, Siberian shamans, Native American hunters, Maori, Inuit.

:suicide:

pospysyl
Nov 10, 2012



Nancy_Noxious posted:

Is Wolsung (a steampunk RPG) racist? let's ask the RPGSite!

:suicide:

So orcs are literally The Other in this game, then.

More social justice grog, this time from Werewolf. Somebody wants to homebrew a totem spirit (which gives bonuses to player groups) about something he feels very strongly about!

Poster A posted:

So I've decided I want to write up a custom totem spirit for the Spirit of Gay Pride/LGBTQ and allied Pride. I did consider doing like Turquoise boy instead to do a very classy native american themed thing but I decided I really wanted to do something that was everything I love and everything that occasionally bugs me about being part of the LGBT community. I was thinking of using the American Dream totem as kind of a base template, what do you guys think? Any suggestions?

...

This is what I've got so far, I know its not balanced yet or ready for submission but I'd love to get some CONSTRUCTIVE criticism to help me fix it. I also have no idea what to put the cost at.

working name "The Family"

Followers of the family know the truth. Prejudice is wyrm taint; heterosexism, homophobia, transphobia, and sexism most of all because they seek to sever the ties of loving family. The Family had been a lesser spirit seeking to bring justice to the world for years, it was when Stone Wall erupted that The Family truly began to gain its power. The Family went on to influence the creation of groups such as PFLAG, the Sisters of Perpetual indulgence, The Trevor Project and queer youth organizations. Initially called the spirit of gay pride, over the years as its power has increased so has its inclusiveness. It now seeks to protect all sexual and gender minorities. It can be found in any organization which helps promote LGBTQA equality, Planned Parenthoods, and entire cities during Pride.

Traits:

Gifts taught
-Inspiration
-Command Attention
-Groom
-Persuasion
-Seduction
-Dance of Abandon

Bonuses:
5 to be distributed among any appearance traits
2 Commanding
3 Leadership

Those participants with Performance 5 Drag receive 1 permanent renown of Glory.
Participants make earn renown for furthering or protecting the rights of sexual, gender and gender expression minorities.

Bans

-Every member must wear a piece of pride paraphernalia at all times.
-Every member must be completely open about their sexual orientation and be strongly outspoken in support of equality for sexual, gender and gender expression minorities.
-Members can never encourage anyone to conceal their sexual, gender or gender expression minority status, or out anyone who is not open about their status
-Members may never tolerate or participate in discrimination based on sexuality, gender, or gender expression.
-Homophobic individuals will become increasingly more irate in your presence and will eventually try to attack you
-Regardless of your sexuality, gender or gender expression, anyone straight not of this totem will be constantly trying to categorize you and then will stereotype you. Eventually they will be unable to see past the stereotype they've put you in and will be completely unwilling to believe anything that breaks from the stereotype they've labeled you with

Poster B posted:

Oh and keeping with your theme of Gay culture: As a Ban the spirit refuses to accept any pack that has a member with an apperance of less than 3. OR The spirit refuses to accept any pack with a member over 30 years old.

Chaltab
Feb 16, 2011

So shocked someone got me an avatar!
Comments on Eurogamer's review of Neverwinter

quote:

As soon as I saw that Cryptic had got their grubby mits on it I knew that it was one to steer well clear of.

It looks like they are using the Champions Online/STO game engine and rather they put out most of the content they now get player made content onto the system.

D&D was ruined the day Wizards of the Coast and then Hasbro got it becuase it clear that it was just an IP to trade on the name rather than actually care about the product.

And they wonder why the games from 10-15 years ago are selling so well when they are struggling with the new releases.
Never miss an opportunity to bash the WizBro$, even when speaking of something they hardly have a hand in.

That Old Tree
Jun 24, 2012

nah


quote:

Blue Rose: collectivist new-age utopia.

Deadlands: The Confederacy survives, but then ends racism immediately.

WW's Old WoD: science, technology, and western civilization are inherently bad.

The real tragedy with these three is that the choice of heavy-handed absolutism on the part of their authors made the settings much poorer than the possible alternative. A Deadlands where the Confederacy are still vicious slave-owning racists opens up the possibilities for PCs getting involved in the underground railroad, and sets up confederates as awesome bad guys (and if you really wanted, you could still have anti-slavery confederates with profound personal moral conflicts between their patriotism and their beliefs; there were a few of those in real life after all). A Blue Rose game where non-collectivist thinking isn't automatically evil would make a game where players are part of a kingdom struggling to be as good as possible far more palatable, as well as opening up the whole question (which is instead already pre-answered with a hammer-heavy deus ex machina in the default setting) of "what is the best way to create a good society"?

A WoD game (particularly thinking of Mage as an example here) where opposing paradigms fight each other both having a valid claim to wanting to create a better reality is far more interesting than the bullshit manichean crap that the setting actually consisted in.

What other games can you think of that end up failing in a similar because of heavy-handed partisan assumptions built into the setting? And what would the more interesting alternative have been?

RPGPundit

Okay. That's really not a bad start, even if he's still pretending there was some actual Evil Sociological Plan behind most of the dumb poo poo in WoD.

quote:

That quote reads as if Deadlands designers suddenly were bought by 90's TSR and had to abide by it's D&D Code.

Honestly, anyone who considers that slavery and/or racism makes for "poor gaming material" needs to check their head. Yes, they are terrible things. So's murder, looting, manipulation, intrigue, poison, war. Peaceful prosperous kind realms and people make for good The Sims material, not good gaming material.

Ask any player of Paradox games what heinous deeds he did without a second thought in order to ensure his nation is the top dog in the game. Seriously, I've forced women to marry me (Old Gods, pagan concubines), murdered my grandchildren to ensure that this bloody piece of Scottish mountains which I fought 2 civil wars for will remain in hands of my prime bloodline, sent my political rivals to Usiach posts in battles against Mongol hordes, brutally subjugated native peoples of Africa and South America, waged wars with Mali that killed hundreds of thousands of their people (and a few thousands of my soldiers) just to dry their treasury, not even conquer anything.

One could say this is one of the glories of gaming, and something RPGs were built upon and need to embrace again - you do whatever's needed not just for survival, but for becoming the top dog in tough times. An adventurer is not striving for a 9 - 5 job, after all. That also means being a bastard at times.

Aaaaaah, there we go!

quote:

The most risible aspect of the setting. A country that killed 18% of its military age population to preserve the indissoluble principle that:

quote:

We hold as undeniable truths that the governments of the various States, and of the confederacy itself, were established exclusively by the white race, for themselves and their posterity; that the African race had no agency in their establishment; that they were rightfully held and regarded as an inferior and dependent race, and in that condition only could their existence in this country be rendered beneficial or tolerable.

That in this free government all white men are and of right ought to be entitled to equal civil and political rights; that the servitude of the African race, as existing in these States, is mutually beneficial to both bond and free, and is abundantly authorized and justified by the experience of mankind, and the revealed will of the Almighty Creator, as recognized by all Christian nations; while the destruction of the existing relations between the two races, as advocated by our sectional enemies, would bring inevitable calamities upon both and desolation upon the fifteen slave-holding states.

... is going to turn around and suddenly realize they got it all wrong and abolish slavery after all, is utterly, comically absurd.

Although another poster has claimed this was to prevent "misery tourism", this makes no sense given that a Ku Klux Klan stand-in is present in the setting. Since you are granting the existence of racist bad-guys anyway, why not tell the truth and show how the entire southern society was structured around a racist pro-slavery ideology, and have the whole confederacy be the bad guys. A far less charitable, and I suspect more accurate, motivation was to whitewash the south to pander to confederate apologists. Perhaps the PC motivation and the pandering motivation dovetailed to produce the whitewashing.

Moving away from Deadlands, Shadowrun is another setting significantly ruined by its PC focus, by turning about two thirds of the Northern continent of America into first nations Native American wish-fufillment utopiaville (other than the bit that has magically turned into Elf-ville, somehow.) There's some hand-waving about "the great ghost dance" and metahumans identifying with native american culture, but there would have to be some behind-the-scenes mass genocide or at the very least mass ethnic cleansing in order to produce the results of the Shadowrun political map of the USA. And of course the Amerindians are all spiritual-y and magick-y and totally in touch with the land and love gaia and all that crap, making it unintentionally stereotypically racist and patronising in that peculiar nineties PC liberal way. Alternative: not do this? I could accept an interesting setting where, say, the Navajo reservation has gone its own way, and a few other Native American enclaves -- that' eminently possible -- but not one where the overwhelming majority of the population of the continental United States has been disappeared somehow in order to produce the desired Native American controlled wish-fufillment-istans.

quote:

I can't help but think that their true motive was so that gamer nerds could roleplay "noble Confederate heroes" without any sense of guilt. Seriously, there's a stupid number of confederate apologists in this hobby (there were more, or they were more vocal about it, in the 90s), and most of the ones I met weren't even southerners, or even necessarily Americans.

RPGPundit

After all, "not wanting to have to seriously grapple with slavery in our elfgame" and "subtle, perverse reverse-boosterism for the South Rises Again" have suspiciously similar methodologies!

quote:

If allowing racism/slavey to be a part of the setting is hardcore misery tourism, than I think you need to check your Carebear O Meter.

Misery Tourism is just as much of a bullshit term as Magical Tea Party.

quote:

quote:

Assuming a later 'classic (I.e. post-Mallory) approach to the Arthurian myths, you have what is already an idealization of human behaviour. The knights of Arthurian legends were the cultural equivilants if superheroes, and expecting King Arthur to act sexist is the equivilant of expecting Superman to give Wonder Woman a hard time for being female.

They were all massive slaveholders of a preposterous magnitude. It's not really unbelievable for them to not be feminists or the women in the setting to not be feminists.

If it is unbelievable then it's also unbelievable for them to support aristocracy owning the majority of the population of their country as slaves, and murdering those that don't agree with them on the justice inherent in this arrangement.

As far as player choice goes, this mentality is just another manifestation of player entitlement. Some douchebag comes to the table and wants to play Betty the Battle Princess and we all groan and then furiously figure out a way to be playing a different game next session.

If someone is playing a woman knight I don't see any particular reason why I can't play a time traveling magician fresh in from Hawaii that turns everyone into various animals to teach them some G-rate life lessons. Of course I could understand why people getting together to play a game about pious men under arms might not enjoy this, but gently caress them. It's "Arthurian" so therefore it should be allowed and anyone who has a problem is just a temporalist bigot.

I think this one is my favorite. "gently caress your player entitlement...what about my entitlement!?"

quote:

quote:

Re: "No such thing as material that is 'too dark' for an adventure game. You should include everything."

Right. That's why "Indiana Jones" and Schindler's List share so many elements.

So fondly do I remember "Indiana Jones' " fast chases, speedy quips, and room after room of gaunt Jews, slowly starving to death at the hands of their brutal Nazi oppressors. I remember quite clearly Indy being forced to watch Marion Ravenwood gang-raped by Nazi thugs, which made the movie so much more thrilling and exciting, especially for an eight year old boy. I remember, so vividly, thinking "wow, this movie is a thrill-a-minute ride, but it could be so much better if only more Nazi soldiers urinated on the faces of some Slavs, Poles, homosexuals, or communists, before beating them to death with truncheons, because it only happened the once."

Wait. None of that happened. Because none of those elements are appropriate for action-adventure movies.

Some material is too dark for adventure games, movies, and novels. Which is why Hogan's Heroes is a comedy, "Indiana Jones" action-adventure, and Schindler's List an engrossing, moving drama.

Except you are falsely equalling, and what's worse, in a completely opposite direction.

Cutting slavery out of Confederacy would be like cutting out Holocaust and slavery of "Eastern Races" from Nazis. It's this heinous moral position that allows you to simplify Confederates into Stormtrooper - like figures if you wish a simple action - adventure scenario (we've seen that at work as recently as Django, where every slavery is a Ku Klux Klan member of a complete sadistic maniac - and it works for the film Django is), just like Indy can kill Nazis and none of us will bat an eye, because well, they are Nazis.

If you however remove slavery from Confederation, you have actually the very scenario you describe - you have a tale about two different factions, who are purely divided by a political agenda (secession versus union). Suddenly when the heroes are fighting Confederate agents, they aren't Indy who's slaying Nazis, they are characters out of For Whom The Bell Tolls, they are Lannisters trying to kill the Starks for daring to rebel against the rightful rule of Iron T- Washington, they are the bloodthirsty Jacobins murdering brave and noble Bourbon Schouans.

Basically, suddenly the Confederacy turns into completely good guys (after all, most of us will feel somewhat of a connection towards the rebels over the establishment). Not only did they abolish one of the causes of the war (or should one say, one of two primary causes of their secession, which makes the scenario even more bizarre), but they are now fighting Knights of the Golden Circle in their ranks, the last remnants of slavery.

I'm not saying there should be Whips And Weights supplement for Deadlands, giving rules for economical minigame for leading a slave plantation. But what I originally meant, though the point was perhaps muddied - you can play as the "bad guys", even if it is sometimes tough to determine who's the bad guy in cases of civil wars (as we remember, history is written by the winners after all), though the issue of slavery makes that particular war a much easier fit, which is also the reason why there are much more WW2 films than WW1 or 30 Years War. But if you do so, you should pursue the rationalisation people stuck on the loosing/wrong side of the war would have and seek, rather than just Bowdlerise the issue.

"If in your wild west zombie game the South won the Civil War and then later abolished slavery after all, but still struggles with racist elements, you have white-washed US slavery. Just like this bizarre non sequitur about the Holocaust!"

quote:

quote:

Except you are falsely equalling, and what's worse, in a completely opposite direction.

Cutting slavery out of Confederacy would be like cutting out Holocaust and slavery of "Eastern Races" from Nazis. It's this heinous moral position that allows you to simplify Confederates into Stormtrooper - like figures if you wish a simple action - adventure scenario (we've seen that at work as recently as Django, where every slavery is a Ku Klux Klan member of a complete sadistic maniac - and it works for the film Django is), just like Indy can kill Nazis and none of us will bat an eye, because well, they are Nazis.

If you however remove slavery from Confederation, you have actually the very scenario you describe - you have a tale about two different factions, who are purely divided by a political agenda (secession versus union). Suddenly when the heroes are fighting Confederate agents, they aren't Indy who's slaying Nazis, they are characters out of For Whom The Bell Tolls, they are Lannisters trying to kill the Starks for daring to rebel against the rightful rule of Iron T- Washington, they are the bloodthirsty Jacobins murdering brave and noble Bourbon Schouans.

Basically, suddenly the Confederacy turns into completely good guys (after all, most of us will feel somewhat of a connection towards the rebels over the establishment). Not only did they abolish one of the causes of the war (or should one say, one of two primary causes of their secession, which makes the scenario even more bizarre), but they are now fighting Knights of the Golden Circle in their ranks, the last remnants of slavery.

I'm not saying there should be Whips And Weights supplement for Deadlands, giving rules for economical minigame for leading a slave plantation. But what I originally meant, though the point was perhaps muddied - you can play as the "bad guys", even if it is sometimes tough to determine who's the bad guy in cases of civil wars (as we remember, history is written by the winners after all), though the issue of slavery makes that particular war a much easier fit, which is also the reason why there are much more WW2 films than WW1 or 30 Years War. But if you do so, you should pursue the rationalisation people stuck on the loosing/wrong side of the war would have and seek, rather than just Bowdlerise the issue.

Yeah, very well said Rincewind. I have Southern US in-laws so I'm probably a bit biased to that side, but I'd be very happy to play a game based on the movie Glory and play an heroic black Union soldier (or a naive but idealistic white Union officer) fighting to free the Southern slaves from their bondage. I'm not happy to play a Union soldier in the official Deadlands setting and pretend that we're still the good guys, even arguably. In Deadlands the Union are the black-hat bad guys, but only because the setting Makes No loving Sense.

"A nation has no reason to try to reclaim secessionist elements unless it's also an ideological fight over slavery!"

And then the thread became almost entirely about shades of evil of various institutionalized national crimes.

Silver2195
Apr 4, 2012

Plague of Hats posted:

Okay. That's really not a bad start, even if he's still pretending there was some actual Evil Sociological Plan behind most of the dumb poo poo in WoD.


Aaaaaah, there we go!


... is going to turn around and suddenly realize they got it all wrong and abolish slavery after all, is utterly, comically absurd.

Although another poster has claimed this was to prevent "misery tourism", this makes no sense given that a Ku Klux Klan stand-in is present in the setting. Since you are granting the existence of racist bad-guys anyway, why not tell the truth and show how the entire southern society was structured around a racist pro-slavery ideology, and have the whole confederacy be the bad guys. A far less charitable, and I suspect more accurate, motivation was to whitewash the south to pander to confederate apologists. Perhaps the PC motivation and the pandering motivation dovetailed to produce the whitewashing.

Moving away from Deadlands, Shadowrun is another setting significantly ruined by its PC focus, by turning about two thirds of the Northern continent of America into first nations Native American wish-fufillment utopiaville (other than the bit that has magically turned into Elf-ville, somehow.) There's some hand-waving about "the great ghost dance" and metahumans identifying with native american culture, but there would have to be some behind-the-scenes mass genocide or at the very least mass ethnic cleansing in order to produce the results of the Shadowrun political map of the USA. And of course the Amerindians are all spiritual-y and magick-y and totally in touch with the land and love gaia and all that crap, making it unintentionally stereotypically racist and patronising in that peculiar nineties PC liberal way. Alternative: not do this? I could accept an interesting setting where, say, the Navajo reservation has gone its own way, and a few other Native American enclaves -- that' eminently possible -- but not one where the overwhelming majority of the population of the continental United States has been disappeared somehow in order to produce the desired Native American controlled wish-fufillment-istans.

After all, "not wanting to have to seriously grapple with slavery in our elfgame" and "subtle, perverse reverse-boosterism for the South Rises Again" have suspiciously similar methodologies!



They were all massive slaveholders of a preposterous magnitude. It's not really unbelievable for them to not be feminists or the women in the setting to not be feminists.

If it is unbelievable then it's also unbelievable for them to support aristocracy owning the majority of the population of their country as slaves, and murdering those that don't agree with them on the justice inherent in this arrangement.

As far as player choice goes, this mentality is just another manifestation of player entitlement. Some douchebag comes to the table and wants to play Betty the Battle Princess and we all groan and then furiously figure out a way to be playing a different game next session.

If someone is playing a woman knight I don't see any particular reason why I can't play a time traveling magician fresh in from Hawaii that turns everyone into various animals to teach them some G-rate life lessons. Of course I could understand why people getting together to play a game about pious men under arms might not enjoy this, but gently caress them. It's "Arthurian" so therefore it should be allowed and anyone who has a problem is just a temporalist bigot.

I think this one is my favorite. "gently caress your player entitlement...what about my entitlement!?"


Except you are falsely equalling, and what's worse, in a completely opposite direction.

Cutting slavery out of Confederacy would be like cutting out Holocaust and slavery of "Eastern Races" from Nazis. It's this heinous moral position that allows you to simplify Confederates into Stormtrooper - like figures if you wish a simple action - adventure scenario (we've seen that at work as recently as Django, where every slavery is a Ku Klux Klan member of a complete sadistic maniac - and it works for the film Django is), just like Indy can kill Nazis and none of us will bat an eye, because well, they are Nazis.

If you however remove slavery from Confederation, you have actually the very scenario you describe - you have a tale about two different factions, who are purely divided by a political agenda (secession versus union). Suddenly when the heroes are fighting Confederate agents, they aren't Indy who's slaying Nazis, they are characters out of For Whom The Bell Tolls, they are Lannisters trying to kill the Starks for daring to rebel against the rightful rule of Iron T- Washington, they are the bloodthirsty Jacobins murdering brave and noble Bourbon Schouans.

Basically, suddenly the Confederacy turns into completely good guys (after all, most of us will feel somewhat of a connection towards the rebels over the establishment). Not only did they abolish one of the causes of the war (or should one say, one of two primary causes of their secession, which makes the scenario even more bizarre), but they are now fighting Knights of the Golden Circle in their ranks, the last remnants of slavery.

I'm not saying there should be Whips And Weights supplement for Deadlands, giving rules for economical minigame for leading a slave plantation. But what I originally meant, though the point was perhaps muddied - you can play as the "bad guys", even if it is sometimes tough to determine who's the bad guy in cases of civil wars (as we remember, history is written by the winners after all), though the issue of slavery makes that particular war a much easier fit, which is also the reason why there are much more WW2 films than WW1 or 30 Years War. But if you do so, you should pursue the rationalisation people stuck on the loosing/wrong side of the war would have and seek, rather than just Bowdlerise the issue.

"If in your wild west zombie game the South won the Civil War and then later abolished slavery after all, but still struggles with racist elements, you have white-washed US slavery. Just like this bizarre non sequitur about the Holocaust!"


Yeah, very well said Rincewind. I have Southern US in-laws so I'm probably a bit biased to that side, but I'd be very happy to play a game based on the movie Glory and play an heroic black Union soldier (or a naive but idealistic white Union officer) fighting to free the Southern slaves from their bondage. I'm not happy to play a Union soldier in the official Deadlands setting and pretend that we're still the good guys, even arguably. In Deadlands the Union are the black-hat bad guys, but only because the setting Makes No loving Sense.

"A nation has no reason to try to reclaim secessionist elements unless it's also an ideological fight over slavery!"

And then the thread became almost entirely about shades of evil of various institutionalized national crimes.

I haven't read the book, but doesn't Deadlands pretty much say that racism no longer exists in either the South or the North in the setting? I saw a thread on RPGNet where a bunch of people said that, while the Deadlands writers probably meant well, they found the result offensive.

Grog tax:

Kiero posted:

This is something consistent across every edition, that regardless of empty throwaway text claiming they represent a broad spectrum of stuff, the reality is they are physical condition and nothing else. Not luck, not skill, not desire to fight on, nor anything else.

We can see this in the way hit points interact with other parts of the game.

1) How do you lose them? Being hit with weapons, monster attacks, poison, falling, physically-damaging spells and so on. All impacts on health.

2) How do you get them back? Magical healing and/or natural healing through rest. All relating solely to health.

You might argue a small exception to this with 4th edition, where hit points possibly represent fatigue rather than health, since with a 10 minute rest you can restore them all via Healing Surges, and you get all your Surges back with a eight hour's rest. Furthermore, there are means besides being attacked to lose those Surges (such as being exposed to extreme climates) and "inspiration" as a way of getting them back (Warlord "shouting wounds closed" as some people like to disparage it), which again reinforces the fatigue, rather than health notion.

Otherwise, though, straight up health. Throughout the editions.

That's my position on the thing, I've yet to have anyone offer any evidence to the contrary. So if you have such things, from actual books rather than your own house rules, please regale me with ways of losing hit points and more importantly ways of regaining hit points that aren't physical*.


*Hint: subdual doesn't count, since that's merely non-lethal physical.

Silver2195 fucked around with this message at 16:05 on Jul 27, 2013

Toph Bei Fong
Feb 29, 2008



quote:

As far as player choice goes, this mentality is just another manifestation of player entitlement. Some douchebag comes to the table and wants to play Betty the Battle Princess and we all groan and then furiously figure out a way to be playing a different game next session.

If someone is playing a woman knight I don't see any particular reason why I can't play a time traveling magician fresh in from Hawaii that turns everyone into various animals to teach them some G-rate life lessons. Of course I could understand why people getting together to play a game about pious men under arms might not enjoy this, but gently caress them. It's "Arthurian" so therefore it should be allowed and anyone who has a problem is just a temporalist bigot.

Yeah, to hell with all those people who think women have ever fought! I mean, just look at this tiny list of non-entities here: http://en.wikipedia.org/wiki/List_of_women_warriors_in_folklore Completely unrealistic and completely based on some modern revisionist ideas! Who the heck is Britomart? Someone from some King Arthur fan fiction?

(Well, yes, actually, but The Faerie Queene is really old and good King Arthur fan fiction...)

---

quote:

Okay. Campaign was probably eight or nine years ago at this point. The game was intended to be high powered dragon slaying and the characters were well above the wealth by level curve. I think this was pre 3.5 but can't recall anymore. Party level was approximately 8-9 or so and headed off to challenge a white dragon.

I figured the dragon entered his lair through an underwater passage, which the party heads down. They weren't particularly well prepared to be traveling in the water, lots of heavy armor, no particular specialized spells or gear in this regards. Next thought in my mind is that a dragon, even a white, would probably have some form of minions around to help protect it's home, so I throw three polar bears out there for the party to fight.

What I hadn't realized until we started rolling dice was that the polar bears have a swim speed, a bite attack, and a decent grapple. The mauling began. The party gets thoroughly grappled and shredded while desperately trying to make it to shore, generally just getting pinned and being stuck where they were, being chewed on. Of the five that entered the water only the cleric survived long enough to reach land. Sadly that simply left him to deal with the dragon solo.

I had not expected for a moment that bears would effectively TPK a party of mid level high geared characters that had been designed to fight dragons. To this day I'm convinced that polar bears in water are one of the most deadly encounters.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Think of something like the DM handing out a FATE point in exchange for a PC doing something in character but potentially harmful. Great role-playing mechanic, right? Only no. Because there needs to be a meta-reward from the DM based on the meta-need for the player to still "win" and when you're swapping tokens and when other people are determining your actions, you're not acting in-character.

It's a good mechanic and it encourages a PC to act in-character and I like it, but, setting Forge buzzwords to the side, it is not something I would consider good for pretending to be the character, for playing that role, because that character isn't in a game and doesn't get a reward for acting that way and isn't under the control of the other players.

Any time you're imagining the context of the game itself, you're forgetting the context of the character, because the character is not in a game.

It's worth a longer discussion elsewhere, I think, but suffice it to say that for now, what most of the Indie RPG world considers good "roleplaying" mechanics are perhaps more accurately called good genre emulation mechanics. And unless your character is Abed, your character is not aware of their own meta-context, so in order to think like your character, you must abandon that meta-context as a player as well. Which is why mechanics that encourage you to think like your character cannot be very meta-game, or else you will, by virtue of using them, not be thinking like your character anymore, and instead you will be thinking like the player of a game.

They can still be awesome and fun and useful mechanics, but they're not good for hitting that place on the Venn diagram between what you're thinking and what your character is thinking where the two overlap.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

quote:

XP are there to reward what the game is meant to be about. In 1e you had XP for GP - the game was about getting treasure as fast and safely as possible. And because of the ratios, XP for killing was an afterthought. In 2e you gained XP from behaving like a stereotypical member of your class and doing class-based things. In 3e you gained XP from defeating monsters. In 4e you gained XP from overcoming challenges, whether quests, out of combat challenges (Skill Challenge XP) or combat.

Oh, but how I wish this were true. (At least from what I hear.) Every time a discussion of XP comes up on this forum I read countless responses about how their game has done away with XP altogether and just has the party level up "when dramatically appropriate." Treasure and Experience used to be the motivation for characters to adventure - now it has become an entitlement. So, no role-playing XP rewards for these kind of games.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Silver2195 posted:

I haven't read the book, but doesn't Deadlands pretty much say that racism no longer exists in either the South or the North in the setting? I saw a thread on RPGNet where a bunch of people said that, while the Deadlands writers probably meant well, they found the result offensive.

Yes. They do it to make the game fun and playable, but I absolutely can see why whitewashing the Confederacy as good guys, really, once they free the slaves (see also: the Texas Rangers compared to their Agency counterparts in the North) would bother people. (It honestly bothers me a bit how much the South gets apologetics in Deadlands, and I like Deadlands.)

Grog Tax:

quote:

Is it some sort of thought crime to imagine a world where an intelligent being (fictional, no less) can be objectively superior or inferior to another? Haven’t we destroyed the very concepts of fiction and imagination if everything imagined is directly mapped and compared to the real world?

Seriously, what is more insane: Racism present in a medievalistic (not strictly “medieval” by any means) game which also draws from ancient mythology, or applying standards of modern Western liberal morality (let us not forget there is a whole world out there that does not share our base assumptions, values, or our perspective on things like race or imagination) to the same? Does medieval history or mythology of any stripe welcome the “other” as anything resembling an equal to the home tribe? Does multiculturalism make any sense in this context?

Here is a weird thought: A D&D player group consisting of white supremacists and a D&D player group consisting of strict medieval reconstructionists might well have identical-looking game worlds. Well, actually, the reconstructionists’ game world might well feature a more diverse selection of foreigners to fight with.

(Fun fact: in medieval terms, race had nothing to do with skin color or anything like that, it had to do with where you were from. 'Sicilian' was a different race than 'Venetian.' Two Sicilians, one of African descent and one of European, were both Sicilian. The way D&D handles race has nothing at all to do with medieval notions of things.)

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?

quote:

Dungeon World: The "Boris Yeltsin" of the Forge/Storygames "Revolution"

Ok. I've now read Dungeon World, and am ready to come to a final ruling.

There's no question whatsoever that DW is up to its arse in Storygaming pretentiousness: it borrows their jargon in many places and their style of creating jargon in others. The verbiage it uses is undoubtedly inspired by the Forge, not regular RPGs. But how pretentious you sound doesn't affect whether or not you're an RPG, or else Vampire and Nobilis wouldn't be RPGs, but they are. So what matters is how those terms are applied.

The only thing that matters is whether this setting falls within or outside the Landmarks of regular RPG play. I think it is very tricky, because its very clearly an intentional attempt to really really straddle the margin, as part of a storygames effort to infiltrate RPGs. What I've been trying to work out in all this time is whether its a Storygame that puts on a veneer of RPG-like play, or whether its an RPG that is loaded to the gills with Storygame concepts.

And I find myself forced to conclude that its probably the latter.

A) The text of the book certainly talks about creating a world, and that this world has things in it, and that the world itself (those parts that are known and defined of it) are not supposed to be malleable except "in game" (or I guess they'd say "in the fiction"). It is, in other words, an attempt at emulative. Whether it does it badly or not is another story.

B) It certainly has players playing their characters, and while some of the nature of the text works against Immersion, other parts seem to try to encourage players to immerse in their characters. Certainly, using concepts and details from Storygames means the game is working against its own goal here, you could even call it "incoherent" in that sense if one wished to hoist them with their own petard, but that doesn't eliminate the fact that Immersion is a) possible and b) not just possible as a reading against-the-grain of the game (because of course immersion would be theoretically possible in any number of storygames, or monopoly, or hungry hungry hippos, but in all of these would be counter to the stated nature of the game).

C) It has a GM. And while some of the mechanics do try to limit the game more than you'd see in OSR D&D, the way the game is written (plus the statements the author has made on this very forum) confirm that the GM is not in fact a hostage to either the players or the rules. He can change the rules or add new ones. He could, in fact, make a new "GM Move" called "Rocks fall, everyone dies".

D) There are a couple of areas that hint at players getting to decide things about the world inasmuch as the DM wants them to. There is also the infamous "choose whether you fired extra shots after you roll" thing. But I find myself forced to agree that while some of these details come very very close to playing with the boundaries, it is still within the limits (albeit the absolute limits) of the landmarks. There's no egregious case in the game where a player can choose to radically alter the reality of the setting suspending all emulation, and with no justification.

E) The final and big question, the one that matters above all else: does this game put Story over Emulation/Immersion (what some term versimilitude)? When push comes to shove, will the sense of being a real world with real people win out over trying to make the best story, or will trying to make the best story win out over creating a virtual world?
And to my surprise, the answer clearly seems to be that for all of its talk of "the Fiction" and of storytelling and that the game is about "seeing what happens", etc. etc., there is in fact nothing in Dungeon World that seems to let the group put the story above and beyond the emulation. You can absolutely be shot in the head by a goblin at 1st level and die, without being part of any bigger story.
Now, you might argue that this is in fact the "story" that DW is trying to tell, that its a Storygame about a group of people playing Dungeons and Dragons, and not actually a real game of "dungeons and dragons". But if the abstraction has become so flawless that in fact you can collapse it completely and with the same rules you are really just playing (a really weird version of) "dungeons and dragons", then does it matter from our point of view?

In a way, its like the Storygamers have become too clever for their own good. Its like if you send in a deep-cover agent to infiltrate the enemy, and you want him to be perfect so you brainwash him so intensely he completely forgets who he used to be, only the result is he ends up really working for the other side!
It also creates the irony that Storygames have, with Dungeon World, come full circle: the Forge/Storygames movement came out of a furious rejection of White Wolf's games that were full of pretentious jargon about "storytelling" and delusions of sophistication but didn't actually mechanically back that up; they then spent an entire decade creating games no one wanted to play that tried to really be about "creating story" only to end up with Dungeon World, probably the most popular game to have come out of the whole Forge/Storygame movement, be a game that's full of pretentious jargon about telling a story that doesn't actually back it up.

Dungeon World isn't a storygame; its like if the Soviet Union declared the "ultimate victory of communism" by calling elections and opening a Moscow Disneyland. Its the Boris Yeltsin to Ron Edwards' Lenin.

And here I was, Cold Warrior that I am, thinking that this game was some kind of trick, when its really about the utter collapse of Storygaming as a threat. In fact, if anything, Dungeon World proves their failure.
It addresses the question "What does a Storygame have to do to be a mainstream success?" with the answer "it has to become an RPG".

Not that there won't still be Storygaming Swine making games that are still really Storygames, sure; or trying to infiltrate storygame concepts and mechanics into regular RPGs by trick or by force. That will probably go on for a long time. But I think DW proves to me that as a separate movement, Storygames is spent. Their biggest fanatics, the ones who despise RPGs to the point where no surrender is possible, will have moved on; many of them have already into making Pseudo-Activism their new method. If being the soviets (complete with the red star of the "Indie Press Revolution") and seeking to remake the hobby through "Theory" didn't work for them, they'll try to become the Taliban, or the Tipper Gore Moral Defense League, or whatever you want to call it, and seek to remake the hobby that way.

So in any case I find myself, to my own amusement, obliged to say sure, Dungeon World is in fact an RPG. Post about it in the main forum of theRPGsite if you like. Why on earth would I want to suppress the capstone on the grave of Forge Theory, the testament of the Storygame Swine selling themselves out and crossing back over the Landmarks into the Regular RPG hobby after realizing there's no market for the 'revolution' they were pushing?

RPGPundit

Currently Smoking: Ben Wade Canadian + Image Latakia

We can all now breathe a sigh of relief, folks.

Guilty Spork
Feb 26, 2011

Thunder rolled. It rolled a six.

Slimnoid posted:

We can all now breathe a sigh of relief, folks.
That dude seriously can't grasp the idea that people might be making games he doesn't like without it being part of the grand struggle that's going on in his mind.

Meanwhile:

quote:

I'm rather tired of hearing about games that are "love letters" to D&D.

I'm about as sick of that term as I am "fantasy heartbreaker," which is what all of these idiot games are. If you want to play D&D, play D&D. If you hate D&D, then don't play D&D. These rear end in a top hat writers need to stop capitalizing on the brand recognition of D&D and just write their drat games. The concept of a love letter to a game is patently stupid in the first place. You write a love letter to a person; you write an homage to a thing. And even if you could write a love letter to D&D, I don't really think that D&D would appreciate you telling her that she's ugly but she should be happy for you because you're off dating a pretty young system.

Torchbearer and 13th Age are both self-described love letters to D&D. When I look at either of those games, I see a system that has very little in common with D&D. In 13th Age, you're a special snowflake from the get-go, and there's nothing grim or gritty about the system. In Torchbearer, you're playing Mouseguard with finicky item tracking rules, and something something about twists and the GM has turns.

I'm not sure how either of these relates to D&D beyond trying to make a quick buck off of D&D's commercial success.
Poor, vulnerable D&D has all these games trying to take advantage of it! :ohdear:

quote:

Weak response. I think it's pretty clear what you meant. Because as a self-professed "middle ground guy" story telling is a-okay with you, and you don't really get what these immersion dudes are railing about anyway, so why not call for a truce, right?

No. The truce you're calling for means you're not acknowledging my point in the first place.

Acknowledge my point. Then we'll talk.

quote:

Welcome to theRPGsite. Like I said in another thread: I generally associate the term "a love letter to x" in an RPG context to mean "we're making a game that is actually almost nothing like game x, and actually probably demonstrates the contempt we hold for that game and what we thought was awful about it, but we're calling it a 'love letter' in the hope that we can trick fans of that game into buying it because we want to inflict our vision on them".

RPGPundit
Oh hey, more of the "people who make things I don't like are liars because of reasons" thing.

quote:

Wasn't Mouseguard just Burning Wheel for furries? And if torchbearer is Mouseguard for Dungeoncrawling, why was BW not up to the task?

quote:

quote:

Except I disagree that "Love letter to D&D" means it plays exactly like default D&D.

It means its their personal take and adoration for what made D&D special to THEM.
That's almost never what these guys are doing. What they are doing and calling a "love letter to D&D" is, at its MOST charitable, writing something about how they think D&D OUGHT to have been done.

So at its very best, its a "love letter" in the sense that a love letter to Susie Smith would go if it said "you'd be awesome, if you weren't so fat, and if you were a redhead instead of a blonde. Also, if you didn't like those stupid bands you like. And if you liked the same books as me."

The less charitable interpretation, of course, is that its not so much a "love letter" as it is "hate mail sent in the hope that the recipient kills themselves".

RPGPundit
"No seriously, people who disagree with me are all big fat lying liars!"

quote:

Certain modern games have taken to codifying personality mechanics to the point they replace any need for or seek to fill the gap in a player's abilties to socialize and role-play their characters. This is taken to the most extreme with post-forge games that include in them rules for dileanating a 'social contract', but also includes the concept of mechanizing a character's reactions.

For example, in an old school game I am playing my character, so when an or insults my mother, I react with anger or I fail to open à lock, I get frustrated. If a GM tried to instead dictate to me how I was feeling, I would be insulted. He assumes I can't play my character or that he knows better than I my character's psychology and motivations. This is doubly insulting hardwired into a game system. At the point you've absracted role-playing to the point of BW's 'social combat, I'm no longer role-playing my character but just acting out skits as dictated by the dice game, at best.

I think that creating rules for things that are better handled w/o the intrusion of rules is detrimental to role-playing, and even if one doesn't accept that premise, then it still remains clear this is a radically different form of play than older games. It creates and enforces a different play experienc from the game where I am engrossed in character and some dice rolling occassionally is an accepted necessary evil to keep the game running smoothly.
"I have no idea how these games I don't like work. None."

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

Hey, I managed to find a non-sexist, non-sexualized rpg posted:

That was refreshing. I go through the illustrations and there is not a single cleavage or bare thigh in sight. Every female character is sensibly dressed, in a normal posture, and does not have any over-emphasized anatomy.The most visible skin a female character was revealing was an ankle up to the knee. Actually, the character with the most skin showing was a male, and that was just the arms.

The gender ratio seemed mostly ok as well. The first actual character illustration (a knight) was a lady with a dark skin. And the inside cover shows an illustration of a gaming session with a group of kids of mixed genders and ethnicities, who seem to be having tons of fun.

And since I mentioned kids: The game comes in a board game - like box that has the age suggestion. For ages 8 and above. Yeah, this is an RPG specifically made and targeted for children. No wonder then that no strippers have been included. The target audience does not want them.

And before I go any further, I should mention that the game is Myrskyn Sankarit (Heroes of the Storm). Available in Finnish only so far, but there is talk of translation. See here: Heroes of the Storm in Indiegogo.

I may end up doing an actual review, I am still considering whether to wait until there is an english version available at least in PDF format. But I can say that my impression of the game is overwhelmingly positive. When I begin to consider running the first actual game for my twins, it is most likely going to be this one.

I can understand obviously why you would want an RPG to not be sexist, but why is 'non-sexualised' considered a plus?

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
D&Dhouserules.txt

quote:

Sanity Points
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.

Making a Sanity Check
When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.

On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).

A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.

In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the GM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.

Going Insane
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.

Types Of Insanity
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.

Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.

Mental Disorders
The GM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.

This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.



...



Table 6-10: Long-Term Temporary Insanity Effects
d% Effect
01-10 Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).
11-20 Character has hallucinations or delusions (details at the discretion of the GM).
21-30 Character becomes paranoid.
31-40 Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will save).
41-45 Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).
46-55 Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.
56-65 Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
66-75 Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).
76-85 Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).
86-90 Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).
91-95 Character loses ability to communicate via speech or writing.
96-100 Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).



...



Mania
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.

Psychosexual Disorders
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).

Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.

Source: The D&D 3.5 Unearthed Arcana supplement published 2005. It's coming from inside

MiltonSlavemasta
Feb 12, 2009

And the cats in the cradle and the silver spoon
Little boy blue and the man on the moon
"When you coming home, dad?"
"I don't know when
We'll get together then son you know we'll have a good time then."
RPGs that Conflict with your ideology

nerd1 posted:

Planescape was a big one for me. I'm a devout Christian that believe Good and Evil are absolutes and are knowable. When I play D&D alignment works for me because of that. Gods (at least in the game I played) worked for the power of alignment (in a sense). With that a basic operating premise for D&D, I'm sure it's pretty obvious why I really didn't like Planescape.

--------------
I'm one of the lucky ones. I married a "gamer-girl."
Dedicated Hero fan.
My Preferences: Re-active player, Trad GM/Player split, Task Resolution, Simulationist, Immersionist, Rules Heavy/Crunchy.


nerd2 posted:

Demon: The Fallen is probably the most offensive game material I have ever read. Ever.

Honestly, of all the Old WoD gamelines, it is my least favorite. Yes, I hate Demon more than Kindred of the East and the Revised Metaplot combined. And let me tell you why...

It's a well-known fact on these forums that I have issues with Christianity and Abrahamic doctrines in general, and Demon: The Fallen states that the Judeo-Christian view of the world is inherently right, and all other religious viewpoints (and even secular ones) are not only wrong, but EVIL! The whole idea that every non-Christian religion was a creation of the Earthbound and that atheism was created by the Earthbound Demons as well (or maybe it was the Technocracy, I forget) is horribly offensive and reeks of "Jack Chick meets the Crusades-Era Catholic Inquisition" school of thought.

BUT WAIT! THERE'S MORE! Demon manages to top itself and becomes even more offensive to Christians when it states that Satan invented Christianity. I'm not even Christian and I have so many problems with that. Even if Lucifer was an anti-hero in the cosmology of oWoD, the idea of Lucifer creating Christianity is wrong on so many levels.

I understand that Demon: The Fallen was originally supposed to be like "Paradise Lost" but then it ended up as "Let's offend as many religions and philosophies as we possibly can while we end an awesome game setting with a terrible metaplot".

So whether you're Christian or non-Christian, Demon: The Fallen is utter dreck. Horribly offensive dreck that is so insulting to real-life ideologies everywhere.

nerd3 posted:

I really despise the idea of historically accurate rpg's. In order for most games to be compelling they tend to exploit a inJustice of the times, often being one sided viewing history. I don't wish to play a game during the crusades, inquisition, american civil war, victorian class war, idealistic cold war and nearly every history is sexist. I can deal with the tough issues in game from a hypothetical standpoint but thinking of the actual atrocities of the past really upsets me.

Of course I have the same view about religion and politics in games. They are fine to have so as long as I don't recognize them. These are highly polarizing topics and even mentioning them makes my angry. I think its so much better for the game and the fiction to make stuff up, say this is what it is and make up your own mind on whats right and wrong.

-------------------
An athiest, a socialist, a dirt poor punk rocker and I vote.

nerd4 posted:

I also have big problems with The Cthulhu Mythos. I mean, on many levels I enjoy it a lot, but the ideal of most incarnations of it is that mankind's best quality is a kind of knee-jerk xenophobia and enforced ignorance. If you see an ancient tablet with strange and terrible figures, you should destroy it! If you hear two foreigners talking in an unidentified language in hushed tones, they're plotting to sacrifice you to their terrible gods.

Once again, this is a racist attitude that has been at the heart of incredible evil in our world. Here in America (North, Central or South, take your pick), it led to terrible loss of life and destruction among every native American group.

Not to mention the concept of investigating the supernatural to find evil cults! In real European history there were terrible groups that would torture and eventually brutally murder innocents with bizarre, quasi-sexual methods as a way of serving their god. Were these groups witches?

No, of course not. They were the witch hunters. The inquisition.*

Some of the core conceits of the Cthulhu mythos are that ignorance is strength and xenophobia should be the first reaction.

I'm a little easier on this one; I like a lot of parts of the Cthulhu mythos and certainly settings like Delta Green, The Laundry and The Esoterrorists (Not technically Cthulhu, but very close) are aware of these issues.

Still, I'd like to see somebody take it all the way to its logical conclusion: A setting where you play weird cultists, shoggoths, and spawn of Yog-Sothoth and Dagon, working in a secret conspiracy to prevent a secretive genocidal government conspiracy from destroying your culture, religion, freedom and even your very life.

*When I was young, I read some book that I no longer remember the title of, which said that given the history of witches, dressing up like a scary witch for Halloween was pretty much like dressing up as a scary Jew for Halloween.

That really stuck with me, and I have a serious problem with any piece of fiction that claims the inquisition found and rooted out real witches or demons.

nerd5 posted:

I haven't even read Dogs in the Vineyard. The idea of enforcing your religious beliefs on others just turned me off too much to even try. I don't have a problem with the game or the people who play it, but I just can't imagine having fun playing it.

nerd6 posted:


Number of games on my shelf that don't immediately disagree with my ideology: 2

Leverage, Smallville

Play the good guys & try not to kill people (Smallville is mostly about working out your relationships). Toon almost made the list but I honestly abhor violence of any sort, even to immortal creatures.

Every other game on my shelf is Murderhobo: Get Rich Or Die Trying. I don't even want to meet anyone who agrees with that philosophy. I'm frankly surprised what kind of stuff we can consider "okay" for use in a game product (genocide is an old favorite) then turn around and get all offended by something else (example purposefully not given). I have a couple authors on my shelf who incite this reaction by name alone. And they write some really good stuff.

This is an obvious attempt to equate sexism and muderhoboing

nerd7 posted:

I hate the Technocracy because it's RAH RAH CAPITALISM GO PRIVILEGE.

Mexcillent
Dec 6, 2008

Aeon/Trinity grog posted:

However it is handled by the new edition, or whatever the Storyteller's Handbook said, it's not possible to explain away the majority of Aberrants in Trinity who are either statted or given extensive writeups as Taint mutants. Only two of the named and described and/or statted Aberrants (and I'm being generous with Bullethead, whose writeup is a little strange) could be Taint mutants, even by the Storyteller's Handbook guidelines. That's out of a total of 9, or a total of 12 if you include Asia Ascendant. If you assume that all the (only vaguely described) Abominable Snowmen are taint mutants, that evens the odds a lot, but that's a pretty big extrapolation from the text.

Ian, you're in charge of the new edition and I have every faith that you'll do an excellent job. I mean that thoroughly, I couldn't have been happier than to hear you were at the helm.

But you're misrepresenting the facts if you support the Internet myth that "psions hardly ever see a true Aberrant" is a workable explanation for the power disparities between the old editions of the two games. Neither Battleground (which you specifically cited) nor the supplements in general support that explanation. Every indication is that most beings that are described as Aberrants are the genuine article, but that they often bring along some mutated cannon fodder. And I've neglected Stellar Frontiers, which has pages and pages about the distinction between Aberrants and sub-Aberrant mutants, and once again makes clear that the latter are frothing cannon fodder, not the guys who actually turn up to lead raids against humanity.

Science Rocket
Sep 4, 2006

Putting the Flash in Flash Man

loving Creeper posted:

Ah, the joys of creating screwed up EP characters…

One of them, Vera, is a straightforward Lost: PSI, trained into submissiveness by a “family" member during the Futura project, was being trained as an assassin, and is compelled to have public sex with strangers. Which means that she’s always looking to get to know you in an intimate way. She also likes people.

The other, Kimiko, was a “housewife". And by housewife, I mean somebody who was modified to be submissive, prefer Neotenic morphs, and she also has the urge to bear children. She also has PTSD from watching her two children die during the Fall, which is where she was infected with Watts-MacLeod. Did I mention that she spent almost all her life in a single compound? Or that she was 18 when the Fall happened?

Then there’s Anya… Anya is another Neotenic, created as an experiment in Neotenic natural growth, by her father, on a scumbarge. She’s also a catgirl. And was whored out to hypercorp and megacorp execs by her father. When the scum found out, they spaced the bastard and Anya got all his stuff. She’s notorious for disliking casual sex, but everybody who knows the story understands why she’s extremely cautious about who she sleeps with. She has also never resleeved, and hates the idea of personally doing egocasting, feeling that she has an important spiritual connection to her birth body.

Allison is the most straightforward of them all. She was born in space, and is allied with the Argonauts, loves studying, creating nanofabber designs, and various other tech-head stuff. She also refuses to speak english, preferring her native German or Gaelic.

Personally, Anya is my favorite. In case you can’t tell from all the details I gushed about her.

Her Justification posted:

None of those characters are meant to be played, and each one has a bit of me in them. None of them are meant to be “others" that I inflict stuff on, and they, metaphorically speaking, represent different small parts of me that I need to deal with. While none of their life events have happened to me, the natural inclination towards some of those behaviours are there. It’s not like I take any joy in creating them like they are.

Creepnards.txt

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!

quote:

Princess The pink figures. "Girly". Prissy.
Robo- Hard plastic machines. "Boyish". Usually have the shooty-missle attacks. Repair.

quote:

I would heavily recommend reading this thread about being a birthday princess. The princess archetype isn't a horrible thing, especially when put into the context of an 'action' game. The power of a ballgown and tiara is not to be denied or be ashamed of unless I'm gonna eliminate about half of the toy aisles in a store and deny generations of youth experience.

Further, the game is based around using toys that already exist in real life- touching them, moving them. If it was just a Toy Story game it'd have all the psycho drama of a divorce's effect on young children as told by the biodad (Woody) and the oblivious step-dad (Buzz) with barely any female protagonists (even if you count Mrs. Potato head, and come on).

Mormon Star Wars
Aug 13, 2005
It's a minotaur race...

Did Science Touch You In The Bad Place, Shadowrun?

[this is the thread title]

quote:

I've been working my way through SR5 in a very disordered manner, noting good changes and bad and the occasional retained sostupidithurts, but I did just hit something which nearly had my phone thrown against the side of the bus in horror. Trolls apparently have spikey protrusions of calcium on their joints. No, no they do not. They do not, because if that were the case then even if it were totally insulated from their own body's water content, they would loving catch fire when it rains! Well, they'd get hot and fizz with massive dihydrogen release, anyway. Why do people keep doing this in RPG writing? If you're going to use a technical term, please for god's sake look it up and make sure you're not going to sound like a fool. Chalky deposits, boney deposits, horn-like growths, stoney lumps ... all of these are plausible and, y'know, biocompatible. I suppose I should be thankful it's still not up there on the braindonor scale with M:tAw's Forces rules but even so, it's just so damned jarring. Magic is real? Fine. Immortal elves have hunted sleeping dragons for thousands of years? Fine. Copper sulphate is red (or similar basic discrepancy with reality) .... no, just no.


quote:

I expect the pseudoscientific bollocks to at least be at a level that a twelve-year-old doesn't say, "That's loving bullshit." Super-strong polymeralloy-plastic-unobtanium from an advanced lab, fine. "Actual steel, but transparent and as light as wood, due to science" - that's loving bullshit. I am the local compsci(ish), but I can ignore much of that because it's clearly made-up wholecloth (though as the first post said, there's a lot of sostupidithurts there). When the handwaving doesn't stand up to the twelve-year-old test, however, my suspension of disbelief dies.

quote:

quote:

Right, but "transparent aluminum" doesn't have to actually be made of aluminum.

And "cheese" can be spelled with a Z.

Jonas Albrecht
Jun 7, 2012


Wyrd announces that it is adding some moderators and cracking down on personal attacks. The proper response to this is to air your greivences regarding the new edition of their flagship game, and accuse peeps of censorship.

quote:

With the locking of posts/threads "when they get heated" and now the "were moderating" nonsense it's easy to see the top dogs just don't wanna hear "it" anymore. It's all too common to see this type of behavior in the world around you. It's ok to disagree, as long as you do so quietly, respectfully and out of the way of others. If you interfere with "business as usual" with your opinion the "heavy hand" of censorship isn't far behind. I guess everyone just love each other, hug, and play M2E...the bastard child of a system that didn't suck soul stones. Can I still say these things?

Nighthater

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."
Sweet mercifully god why????

quote:

These biological constructs appear to be beautiful female humans. Their only function, however, is to seduce male humans so they can get pregnant. Pregnancy in a Nibovian wife opens a transdimensional rift inside its womb, giving an ultraterrestrial (such as an abykos, an erynth grask or any ultraterrestrial creature the GM wishes) access to this level of existence. The time required for “gestation,” which is actually the aligning of
phase changes to create the rift, ranges from ten minutes to nine months. When the ultraterrestrial creature is “born,” the Nibovian wife nurtures it as if it were a child, even though it clearly is not. During this time, the construct defends the “child” fiercely, using incredible strength and resilience. The young creature develops quickly, and its first and only compulsion is to hunt down and kill its “father.” Once it does so, it is free to do as it pleases in the world. Nibovian wives are likely the cause of many ultraterrestrials currently in the Ninth World.

90s Cringe Rock
Nov 29, 2006
:gay:
I just saw the CthulhuTech guys have a new "Lovecraftian SF" game out, and the corebook's a pay-what-you-want PDF. How bad can it be? Front cover, a page about why they're releasing the PDF for free, credits, contents, intro fiction...

Ah.

quote:

In a few seconds the probing monstrosities would zero in on her and rip her limb from limb. If she was lucky.

One of the larger tentacles inched its way towards her. The tip touched her uniform and slowly slithered its way up. If terror hadn’t already paralyzed her, the smell would have made Anastasia vomit. Another came from the other side, closer every moment.
It's illustrated. She's rescued right away, but I'm not sure I want to continue. These authors have form.

Ettin
Oct 2, 2010
e: wrong thread

(USER WAS PUT ON PROBATION FOR THIS POST)

Clanpot Shake
Aug 10, 2006
shake shake!

The Art in Dark Heresy 2

svstrauser posted:

EchoEcho posted:

I'd be interested in hearing people's views on this.

Could the art and general graphical presentation of the game be moderated slightly, to be a bit less violent and, well, sexist?

It's not a big issue (honestly), but I'd like to see Dark Heresy appealing to a slightly maturer mindset - with a few less gargantuan guns and chainsaws on display, and a few more female characters represented. It would also help if those females that are occasionally represented didn't all look they had just come from an S&M party...
Just as a caveat, I"d like to say that in the followin comment I will be slightly rude, but not in an attempt to offend you at all, just for humour. That said:

ARE YOU INSANE?

This is Warhammer, a game that define the Grimdark trope, about an insane theocracy that worships an undead emperor who feeds on souls, in which the characters played are zealot servers of the bastard psychotic descendants of Torquemada.

The main weapons of this regime are rocket launcher rifles and combat-fit chainsaws.

Except for the legions of redshirts who use barelly-functioning laser rifles, and are mainly canon-fodder.

Humanity is doomed to a slow death by asfixiation due to it's insane regime and will, unless something major, eventually be eaten by Dark gods, giving birth to another eldritch abomination.

Those are the darkest, most violent times of mankind.

This is the game where the only kind of kill is overkill.

It is a violent, sexist game because the Imperium itself is a violent, sexist place. I'm not saying it is right, but it is what it is. and that is a main part of the setting. I don't know how watering it down or downplaying it would in any way improve it.
He's both wrong about the lore AND a terrible human being who thinks sexism is a good thing. I'd really like to hear his definition of "watering down" sexism.

FFG has actually done a pretty good job with their new art, though they do still reprint the old GW sexbondage assassins.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

quote:

I am that Guy

I am the “truly insufferable co-worker” from this post:

http://trenchescomic.com/tales/post/you-are-not-your-loving-bugcount

The title was Neverwinter Nights 2. The licensed property was Dungeons and Dragons.

The original poster’s portrayal of me is a little misguided: I never cared about my bug count. I’ve been a D&D geek for sometime, and I owned all the books…and yes, even brought them to work. I’d been a weekly GM for years, and loved the Forgotten Realms universe and story.

However, I never cared about my bug count. I didn’t care how many bugs I submitted. All I cared about was how good a game we made. I loved Dungeons and Dragons so much, I wanted the game to be perfect.

As a QA Tester, bugs were the only voice I had: I tried to use that voice to make the game better.

If the poster had ever talked to me, he’d have known how passionate about the game I was. If being passionate about Dungeons and Dragons is a crime, color me guilty and proud of it.

He only saw my bug count as a chore I inflicted…I saw them as the only way I could help him develop the game.

Well, I mean, that sounds reasonable enough, other than that not being your job at all...

quote:

You are not your loving bugcount.

I’m sure every office has one of these, but I worked with a truly insufferable co-worker while I was on the QA team of a game using a licensed property of considerable age and robustness. Said licensed property had dozens of books covering every conceivable aspect of the universe, itself decades old. This co-worker had his entire cubicle filled with books and he spent his days double-checking every fact presented in the game against his books, writing up bugs like “The Baloovian Farglebargle in-game can pierce heavy armor, which is described in-game as being two inches thick, when in the collected works of Aegis Nine the Farglebargle is CLEARLY shown to only be able to pierce armor 1.7 inches thick.”

49 out of 50 of these would come back as “Not a bug,” “Will not fix,” “Working as intended,” or otherwise marked in some semi-polite way to tell him that we weren’t re-calibrating the entire physics, combat, or character engine to accommodate every single bit of minutia the licensed property described if we had any choice of ship date. Of course, the tester in question didn’t care whether they were fixed or not; he just wanted to be able to put “Found 50 bugs” on his daily report, regardless of how many of them were actually anything but a waste of the dev team’s time. It finally took one of the QA leads paraphrasing Tyler Durden’s classic line to him to get him to start being more judicious in his reporting.

:smith:

Bedlamdan
Apr 25, 2008

quote:

"Gor" As An RPG Setting?

Has John Norman's "Gor" ever ever been adapted into a published RPG setting?

As a kid in the mid-1980s I bought one of the early "Gor" paperback fantasy novels by John Norman on impulse, primarily because I really liked the Boris Vallejo cover. I liked the fact that the hero was a modern Earth man transported to this fantastic 'counter earth.' I also liked the 'world' of Gor. From the very first book there seemed to be a long history to the place, and multiple layers of civilization and culture and mysteries to be revealed.

But there was this other aspect to the whole series, pretty much right from the beginning: an emphasis on 'bondage,' which from my perspective seemed to become more prominent as the series went along. I stopped reading the books after the first several, as a result.

I more-or-less forgot about "Gor" for 25 years until I recently stumbled on a listing for one of the Gor paperbacks on ebay. That led me to Wikipedia, and I was stunned to read that the series had continued (intermittently) all these years and that there are fans called "Goreans" who may be most interested in the very aspect of the series that was not to my taste. So I am a little hesitant to 'poke around' those sites to see what they may have about the 'world' of Gor. To each his own. But that's not for me, personally.

As a result, I was sort of hoping that there might be a sourcebook about the 'world' of Gor might've been published for an RPG sometime over the last 25 years. Any insights?

opaopa13
Jul 25, 2007

EB: i'm in a rocket pack and i am about to blast off into space. it should be sweet.
1. Pick a fantasy world.
2. I loving hate women so much.

Adaption complete.

---

Context: Agate is an incredibly common gem, but it still appears on the D&D treasure list.

Alexis Smolensk posted:

I don't tell my players what a particular gem is worth because I don't feel they automatically have that knowledge. This does make it difficult for them to neatly divide up treasure; it means that occasionally someone in the party gets lucky, despite the very best effort of everyone in the party to be fair and balanced. But 'balanced' gaming is bullshit; knowledge is power, and if the characters have no such knowledge, then I am not bound to give it to them.

The party could just agree to split the gold. Also how does "knowledge is power" apply to some guy getting lucky?

quote:

I conceal a monster's hit points and no one questions the logic of that. I conceal a monster's attacks, their special powers, they bonus toys they may happen to carry, and no one questions the logic of that. Why should a player question the logic of denying them automatic knowledge of the value of things?

Ignorance of the environment is a critical, crucial part of the game's drama. I wouldn't mess with that by slapping a convenient price tag on everything that's found.

Why should treasure hunters have any idea what treasure is worth?? Answer me that, balancetards :smaug:

JohnnyCanuck
May 28, 2004

Strong And/Or Free

quote:

quote:

What do people always think like this when Rich has said time and again he's thinking narrative, not game-mechanics?

Mostly because it's fun. If people enjoying themselves discussing rules mechanics in a strip about a Dungeons & Dragons based world bothers you, you're probably in the wrong forum. And, frankly, reading the wrong strip.

But also because if you set your story in a game world you benefit from a pre-existing audience, but you have to pay for it by accepting that people will look at you story, and especially the combat parts, through the lens of the game.

Let's be clear here. By choosing an explicitly D&D setting Rich is obliged to play within the structure of that setting. He took shots at 4E D&D in Snips, Snails, and Dragon Tales for abandoning verisimilitude. And he was right, more or less. D&D 4E doesn't make much sense when looked at as anything besides a mechanism for miniatures based combat.

But that pendulum swings both ways. You can't choose to set yourself in a world that has certain rules and not acknowledge those rules without yourself damaging the verisimilitude of your own story.

Granted it's more explicit in Order of the Stick where there are actual rule books that people can consult, but it's true in any story and any setting.

Consider: I was once in a D20 Modern game that was a murder mystery set in a small town in present day Georgia. Our characters were summoned from around the world because a murderer in that town was killing people and demanded that we three were the only ones allowed to investigate the killings or he would kill again. So a British barrister, a pop star, and security guard were dutifully picked up by the FBI and dumped in this town to try and solve the murder.

Which is insane.

The game was doomed from the start because we, the players, live in the modern world and know that nothing like that would ever happen in a million years. One of the characters was a British citizen over whom the FBI have exactly zero jurisdiction. There's no way that the US government with its rock solid "we don't negotiate with terrorists" stance would send three listed by name potential victims in to risk getting murdered. I mean, think of the liability issues alone! It was ludicrous and the broken suspension of disbelief wrecked the game from the very first moments.

The way to do it would have been to play the isolation game. Have us all be visitors to a remote island off the coast of the Carolinas during a hurricane. Wreck the infrastructure so we can't leave and can't call for help. Then start murdering people and have us work to solve the murders out of self-defense. Contrived? Sure. But at least you're playing within the rules of reality as we know it.

The same structure applies to The Order of the Stick as it does to any other work of fiction. Gandalf can't suddenly hop into an X-Wing to dogfight the Nazgul, because the rules of the Lord of the Rings universe don't allow for science fiction starfighters.

The big difference between Rich and JRR Tolkien is that while the latter was able to devise the rules of his own universe, Rich has chosen to play within the structure of someone else's rules. And discussing how those rules will affect the story is certainly fair play for a forum such as this one.

Yes, obviously Rich can bend or manipulate the rules to serve his story. We all know and accept that. But that doesn't mean we can't kick those rules around ourselves and speculate how things are going to go based on our knowledge of the game. After all, if Rich didn't want all of us D&D types around, why bother with D&D mechanics at all? Why not just make it a generic fantasy story where he's got more freedom?

Either because he's one of us and enjoys working within same systems that we do and, in which case, we're just doing as he does OR he's cynically trying to take advantage of an existing market in which case the price you pay for entering a game world market is people think about it from a game perspective.

Personally, I feel it's the former explanation, but even if it's the latter, there's still no reason we can't poke the story with the rules and see what pops out.

Silver2195
Apr 4, 2012

JohnnyCanuck posted:

Let's be clear here. By choosing an explicitly D&D setting Rich is obliged to play within the structure of that setting. He took shots at 4E D&D in Snips, Snails, and Dragon Tales for abandoning verisimilitude. And he was right, more or less. D&D 4E doesn't make much sense when looked at as anything besides a mechanism for miniatures based combat.

This is especially dumb because one of the main jokes of Order of the Stick is that 3e rules don't actually bear much resemblance to reality either.

Edit: grog tax:

RobShanti posted:

Hey, Gang...I just started a forum at snip to discuss the FATE tabletop RPG system by Fred Hicks and Evil Hat Productions, and all the various FATE-based systems published under FATE's open license.

"We would be honored if you would join us..." and, since the forum is brand-spanking new, there are Admin positions available if you wanted one. And frankly, I could use some help, since I've never run a forum before.

Anway, stop by at:

Spam snipped.

Somebody on the phpBB forum started a really cool thread called "Big List of Aspects" asking posters to post their Game/Situational/Character Aspects, Advantages and Boosts. I think it's a really good idea for a thread. If you'd like to contribute, check it out at:

Snip.

Rob P.
Snip

And here's the ban message:

quote:

You have posted the same advertising post 13 times, making up the majority of your post count. This makes you more prolific than most actual spam bots. I'm banning you from RPGnet.

Silver2195 fucked around with this message at 16:02 on Aug 3, 2013

That Old Tree
Jun 24, 2012

nah


Let's see what one of the shining stars of the RPG community has to say about sexism!

quote:

I think for an object to be sexist either:
1. It has to have been created by someone who believes a sexist thing (like if Monte actually believed promiscuous women were monsters which, well, if you know who Monte hangs with is pretty obviously untrue) or with sexist intent
or
(and this "or" is important: it's not "AND". Either of these conditions is necessary.)
2. It has a harmfully sexist effect. Like something actually happens in the world or likely will happen in the world because the thing is out there and the author doesn't care.

If something doesn't directly, obviously, demonstrably lead to lower paid work or rape for women, it's not sexist. Or if the creator says "I meant to be sexist."

quote:

"Thought experiment" or "imaginative exercise" both produce a feeling in the mind which, even when in some way undesirable, produce an overall effect of the suasion of some kind of mental itch.

Point is you often think about an idea because it produces more positive than negative to think about it even if it isn't explaining anything about the real world at all.

The idea that fiction is only useful or good or "nonmasturbatory" or purposeful if it gives us some real world message in an intelligible way is the idea I want to condemn. As many very fine artists have condemned before me.

Why make art if it doesn't change peoples' minds?

Why eat a cookie?

Why have sex?

Why jump up and down on the bed?

Why think about what a society based on cheese-as-currency would be like?

Pleasure and play are ends in themselves. They don't need a moral justification. When they have a moral effect, we should examine it, but they frequently don't.

Self-pleasure is a perfectly normal, acceptable thing, but please stop calling it "self-pleasure."

quote:

quote:

So that is a real social context in which the content of what she says doesn't really count, it's just a thing someone said.

And if I'm getting you right, all artistic work should be treated in a similar context, that of "Shooting poo poo for a laugh", and should not be held to any standards more stringent than that.

Or to put it more charitably, everthing should be treated as that at first and then screened like air into a fallout shelter before allowing it to influence your thinking in any way.

Mostly yes, but two things:

1. (And this comes up about a billion times in these argument so I want to be extremely clear here)...

the important category here isn't "art" it's fiction.

More specifically fiction openly presented as fiction to an adult.

(Not like propaganda where fiction is represented as fact.)

When something is presented to you as fiction to an adult it is saying "this is a thought experiment. If you believe this, it's on you, adult."

2. Not "..,influence your thinking in any way" . You need to screen all your thoughts like air into a fallout shelter before taking action that will affect other people. Think what you want, you're judged on action.

That's the moral responsibility of being an adult.
_
Some people might ask "Well why not just not put possibly negative input out there, because we know a lot of (maybe most) adults can't handle that responsibility?"

Because the thing is: potentially prejudicial facts happen to us all the time. Not fictions. All day we experience selection bias-every second of life. Doctors meet mostly sick people. Psychiatrists mostly meet people with mental health problems. Turn on the news: lies, bias, fiction-as-fact, advertisments, distortions etc etc.

Filtering away bullshit is an essential life skill that requires honing. If you're an adult and can't even filter out fiction (which is lies labelled as lies) you already aren't pulling your weight. You're already a problem before the fiction even got to you.

Trying to soothe the fiction so that it, at least, is only full of good fiction, is simply trying to coddle the problem away.

Now some people have triggers--these should be respected, they have a problem with an idea and it hurts them in a way they can't control.

But the rest of us adults? Assuming a fiction has any value at all we need to recognize that this value probably outweighs the damage it will do to someone already so damaged that a game book could convince them to hate women.

That person shouldn't be at your game table, just as someone who thinks nonwhites are inferior shouldn't be in my living room. The moral responsibility is to avoid and isolate that person and possibly introduce them to facts.

Ah, yes. The Perfectly Rational Actor that all real adults grow into!

quote:

quote:

More to the point, you're denying that filling up the air with something is going to influence what people regard as normative.

I didn't do that.

I said what if people judge as normative affects their ethical behavior toward others that's on them.

I didn't say that society isn't made up of individuals, I just said that widespread attitudes are up to individual responsibility and not society as a whole!

quote:

quote:

So if something like "the hobby as a whole" (to get grandiose for a minute) is blase about sexist tropes, she starts to worry about the whole drat bus full of us.

That argument assumes a priori the women will see the trope as sexist rather than (and this is a real thing that happens) as fun and good.

That second thing happens. It happens a lot.

In fact "women who like succubuses and are likely to play games because they think they're cool" is a whole category of actually existing human that's under-represented in this thread.

Like: I am not basing this on some imagined reality. This is day-to-day reality. People in this apartment literally fight over who gets to use the succubus miniature to represent their PC.

If you want to tell these women they're sexist, then you can, but you'll get a feminist argument right back at you from each and every one of them.

Of course X isn't sexist. Just take a look at my barely relevant anecdote to see why!

quote:

quote:

Again, haven't read all the posts since last I posted, but in response to this:



Or an audience ready to believe that women are sneaky and manipulative, which is a demonstrably existing non-trivial portion of the population.

And that's without addressing the fact that the question isn't whether Numenera is going to "mess up" anyone. It's whether Numenera is going to contribute to a toxic, sexist culture that, as a whole, produces "messed up" people.

You can't say someone's "contributed" unless the needle moved.

You still have the same responsibility as an adult:

Evaluate all the junk in your head (fact, fiction, bias, experience, whatever) before you take an action that ethically affects another person.

You can't blame a fictional image in a book for doing something that all adults should already know is wrong.

There is no such thing as group psychology, or hell even cultural pressure. SEXISM IS OVER! :toot:

Adbot
ADBOT LOVES YOU

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

quote:

I was only halfway kidding about Maid earlier. Some sort of Maid/My Life With Master mash up could make for an interesting "3)" option, presuming it wouldn't squick and/or turn-on a significant portion of your group. I can't imagine participating in a campaign centered around playing somebody's unwilling flesh toy

I can. :(
I ran a campaign like this - about 20 sessions altogether - at a friend's request. It was a one-on-one game with me as GM and my friend playing the PC/victim.
Several painfully detailed - and for me, painful - rape scenes. Two torture scenes, one of which included rape. :(
My friend called this the best campaign we'd ever played together. I remember it as nightmare fuel. :(

quote:

but I might give it a one-shot if the pitch were breathtakingly good and I seriously trusted the GM and other players involved to "fade out" at appropriate moments.

Fade out? Oh, but I wish. :(
My friend insisted on playing every second :/ of every scene. :/

In fairness, he thought the character development of the PC required that nothing significant ever be skipped. I just...wish he hadn't been interested in exploring in that direction. :(

------------------

quote:

Why on Earth did you continue?

You do more for a friend than for strangers.

  • Locked thread