My theory post,
"Who's on Top? -- Social Class in Tabletop RPGs" brought me back to some continuing thoughts on representations of race in RPGs, following up on my other posts under the
racism tag.
In particular, I'd like to link to the
Race in D&D blog, started by Chris Van Dyke last November after he gave a presentation on that topic for
nerd
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Complicating this in my WiP is that while I dislike making individuals of a race identical or stereotypes, the "younger" are actually products of advanced genetic engneering thousands of years previously. Therefore it makes sense that they would have common traits.
One thing I have done, is separate out cultures from breeds, and give stereotyped attitudes for those cultures (while noting that exceptions are plentiful). So for instance, a Viridian and a Daemon who are both nobles of the Old Empire will have more in common than two Viridians, one of whom is an Old Empire noble, and the other a sea nomad.
Anyway, this post gave me a lot to work with. Thank you!
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And then, of course, the wicked industrial capitalists Sauron and Saruman come along and create a degenerate proletariat of orcs. . . .
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Another RPG that wasn't focused on the human average that comes to my mind is In Nomine. I'm not sure if you're familiar with that. It did have various varieties of angel & demon that were race package analogs, but it fit within its own paradigm.
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The system I'm developing eschews fantasy races for all of the reasons stated above; instead; I have developed a set of very distinct human races and cultures. A character's culture of origin defines his starting language and the technology he's familiar with, but that's about it.
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I'm glad to hear about the culture of origin being a minor shift. The OGL Conan game, for example, treats its human races much like fantasy races. i.e. Shemites get a bonus to Appraise skill, bow use, and coup de grace; Kushites get a bonus to spear use and to outdoor skills in a hot environment; etc. For my tastes, this is uncomfortably close to R.E. Howard's view.
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I talk about this some in "What makes a good celebration?" Yes, by making a game a Conan game I am celebrating what makes Howard great -- but the game can be transformative and still true to the source.
Not all early writers were actively racist, but Lovecraft and Howard stand out to me. I love their writing, but there are parts of them that I'm not interested in reproducing.
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I don't think that there -needs- to be a "default" race. Some racial or cultural groups might be more or less common, but why do we -have- to be normative? There's no default race in Talislanta, helped by the lack of clear human/elf/dwarf analogues. You can easily define what the baseline is - zero in each stat - but there isn't a specific race that inhabits that position.
Heck, were I to redesign D&D, I'd love to give humans something like +2 Constitution and a bonus to overland travel and endurance. They're the baseline due to lazy design, not because there -has- to be a baseline.
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I don't think these choices are inherently lazy or wrong, just that there ought to be more variety. That would include no default, human default, and non-human default.
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