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Roleplaying Tips Weekly E-Zine Issue #149
A Touchy Subject: Political Incorrectness In RPGs
Contents:
This Week's Tips Summarized
A Touchy Subject: Political Incorrectness In RPGs
- Figure Out How Far You Can Go
- Distance It From Reality
- Make Use Of Inversion
- Let The PCs Resist If They Want To
- Make Your Controversial Groups Three-Dimensional
- If Everyone Is Comfortable, Pull Out The Stops
Readers' Tips Summarized
- Use The Earth For Fast Campaign Maps
- 2 More Alien Creation Tips
- 7 Lessons From The Trenches
- A Pair Of Dilemma Tips
- Make The PCs Sweat With Extended Challenges
Return to
Contents
A Brief Word From Johnn
New Reviews Of GM Mastery: NPC Essentials Posted
Here's what RPG.net had to say about my eBook:
http://www.rpg.net/news+reviews/reviews/rev_7367.html
And here's GamingReport.com's critique.
Ordering info, sample pages, and other stuff for the eBook
can be found at: http://www.gmmastery.com
NPC Side-Plots Downloads
- Todd Landrum, creator of DM's Familiar, has taken the
side-plots list from Issue #148 and laid it out in
Tablesmith format (which DM's Familiar now creates).
It's available at: http://www.paladinpgm.com/download/sideplot.tab
Tablesmith: http://www.mythosa.net/Utils.html
DM's Familiar: http://www.paladinpgm.com/dmf/
- Jim B. has created a random side-plot Excel spreadsheet
generator: http://www.roleplayingtips.com/downloads/sub-plots_randomizer.xls
On a related note, I goofed last issue and mis-numbered the
side-plots. Zoinks! Thanks to the sharp-eyed readers who
sent in a heads-up.
I'll Be Hard To Reach
I always enjoy receiving your emails, whether they be
criticisms, tips, or campaign stories. I'm set to work quite
a bit of overtime at my day job until Christmas though, as
there's a few time-sensitive projects on the go. So, don't
stop writing in, but please be patient as I might be a
little slow in responding. :)
Cheers,
Johnn Four
johnn@roleplayingtips.com
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A Touchy Subject: Political Incorrectness In RPGs
A Guest Article By Julia Pope
Most of us play RPGs to escape reality for a short time.
Consequently, gamers occasionally get uncomfortable when a
fantasy world starts to remind them too much of the real
world. Some GMs prefer that their self-designed world avoid
particular problems inherent in the real one, such as
sexism, racism, and other unpleasantness. Everyone gets
along (except with evil people, of course), men and women
are perfectly equal, and all people, regardless of race,
creed, color, or age, have the same opportunities in
society.
While there's nothing wrong with such a game, I believe that
controversial concepts and complications, used judiciously,
can be a valuable contribution to the realism of the game
world, as well as to the enjoyment of your players.
So, how can you incorporate politically incorrect situations
into your world without offending your players as well as
their characters?
- Figure Out How Far You Can Go
First of all, get to know your players and find out how
comfortable they are with a campaign that will deal with
sensitive subjects like racism, sexism, homophobia, or other
unpleasant topics. If they're not happy thinking about such
touchy areas, don't force them -- they'll just wind up
leaving your game when it gets too difficult for them.
Most of the following tips can work well for groups that are
comfortable with the idea of dealing with political
incorrectness but might not react so well to a campaign that
hits too close to home.
If you find your players are quite interested and
comfortable, you can pull out all the stops, and my last tip
will give some ideas in that direction. If the line between
fantasy and reality ever becomes blurry, however, make it
clear to your players that your own views are very different
from those expressed by your NPCs.
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Contents
- Distance It From Reality
This is a good solution for groups who are particularly
touchy about matters of political correctness. Make a
fantasy race, not a real-world ethnic or religious group,
the target of prejudice. For example, think of Tolkien's
feud between elves and dwarves, or of the classic Star Trek
episode with two opposed races, each black on one side and
white on the other.
Perhaps, in your world, orcs are discriminated against by
the other races who find them ugly, uncultured, or savage.
They might have difficulty being accepted into certain
trades (say, ones that require them to handle food, or ones
that might bring them into contact with children), and it
would certainly be unusual to find an orc in a position of
any power.
Consequently, orcs might tend to live together in their own
villages or in separate parts of the city (a ghetto might be
the result). They might come to occupy certain traditional
menial occupations. For example, street cleaners or rat
catchers.
Half-orcs could be in an even worse position -- accepted by
neither their mother's or father's people, they would fit in
nowhere. They might try to disguise the physical features
that distinguish them as a half-breed, either with magical
or mundane means, in order to "pass" in either society. The
discovery that a local magistrate's great-grandfather was an
orc could lead to her social disgrace and rapid fall from
authority. Any of this could be a description of real-world
racism (replace the word "orc" with any racial, religious,
or ethnic group you can think of), but applying it to a
fantasy race makes it less immediate, and thus less
potentially inflammatory.
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- Make Use Of Inversion
This technique is another way of making depictions of
prejudice less personally offensive to your players. Take a
real-world situation and turn it around, making the
oppressed the oppressor and vice versa. In fantasy fiction
and games, this has most often been done with the sexes --
nations of Amazons where men are the weaker half of society
at best, killed after mating at worst, are practically a
cliche.
You don't have to carry it to that extreme, but consider a
culture ruled almost exclusively by queens instead of kings,
where the eldest daughter inherits her mother's property,
men take their wives' last names upon marriage, and girls
tend to be more educated than their brothers. In such a
society, a young man who wanted to study magic might be
considered a dangerous rebel or a crusader for equal rights,
depending on who you asked.
The standard cliche whereby a woman dresses as a man to join
the army or the priesthood, or to attend university, could
also be turned on its head to great advantage in this
situation.
Such inversion presents many interesting plot opportunities
and encourages your players to stretch their role-playing
muscles without coming too close for comfort to real-world
controversies.
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- Let The PCs Resist If They Want To
If you decide to create a society in your game world that
illustrates a particular prejudice, be prepared for your
players to want to struggle against its constraints. In
most groups, there will probably be at least one or two
people who will design their characters to somehow challenge
the prejudice in question.
If a player wants to create a character from the relevant
oppressed group, by all means encourage them to do so, but
also let them know what they'll be getting into. Playing
such a character can be great fun, but also a real
challenge. In a world where females are not supposed to be
involved in combat, a woman warrior will meet with much
surprise, condescension, and outright hostility from her
male counterparts, as well as from other women who see her
as "unladylike", at least until she proves herself, and
possibly even thereafter.
A character who is not himself oppressed but who sympathizes
with the oppressed group is another popular option. Be sure
the player has an explanation for why his character does not
discriminate against the lizardmen. Perhaps his life was
saved by one or he has traveled among them enough to learn
that their ways are not that different than his own. Such a
character might be involved in an "underground railroad"
type project, or might dissent in more subtle ways, such as
by teaching members of the minority group to read or to use
magic.
Toppling a society-wide prejudice is not something that is
done overnight, however. Such a goal is not likely to ever
be fully achieved in one character's lifetime, and you as
the GM should make it a very difficult undertaking -- one
that could in fact form the basis for an entire campaign.
4a. (D&D Subsection) Alignment And Discrimination
Can a good-aligned character still hold discriminatory
views? I would argue that they certainly can. However,
they would not be deliberately cruel. A paladin in a slave-
owning society could certainly own slaves, for example, as
long as he treated them well. He might view them as being
very much like children or animals. And just as a paladin
would not harm children or animals, he would not harm his
slaves.
A paternalistic attitude could be common. Such a view would
hold that it is the responsibility of the good-aligned
character to look out for those she sees as less
intelligent, less capable, or less fortunate than herself,
whether those are men, halflings, or members of the
Untouchable caste.
Of course, a good-aligned character (particularly a chaotic
one) might also recognize the basic unfairness of the system
more readily than a neutral or evil character, and would
probably be more able to overlook an individual's sex, race,
religion, or skin colour and truly befriend them.
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- Make Your Controversial Groups Three-Dimensional
A fantasy culture should always be well-rounded, not just
defined by a single overwhelming prejudice. It's much more
of a challenge for the PCs to encounter a group of people
who are generally nice, hard-working, and pious, and who
also burn suspected witches in their spare time, than it
would be to simply depict the witch-burners as evil, nasty,
and generally unsympathetic types.
Similarly, remember that not all oppressed groups are
peaceful, good-hearted, or forgiving. It might be perfectly
understandable for a group of slaves to rise up and kill
their cruel master, but how should the PCs react to the
rebel group's stated intention to slay all of the members of
their oppressors' families, including children?
One of the best reasons to include prejudices and
inflammatory opinions in your games is to present the PCs
with moral dilemmas, and you will do this more effectively
if the problematic situations are complex and thought-
provoking, not simply clear-cut, good-versus-evil problems.
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- If Everyone Is Comfortable, Pull Out The Stops
If you're lucky enough to find a group of players who are
genuinely at ease exploring controversial topics in RPGs,
then take advantage of it! Push their boundaries. If you do
it well, you will not only create a very memorable,
emotionally powerful campaign, but you just might encourage
your players to examine a few of their own prejudices, even
if they think they don't have any.
Sexuality is a hot button for many people. For instance,
consider how a male PC might react to a situation where he
is expected to marry the prince of a neighboring kingdom in
order to secure an alliance.
Age discrimination is another possibility. Think about a
society where everyone over the age of fifty is supposed to
be driven out of the community and allowed to starve because
they are considered a drain on valuable resources. Could a
PC force his own mother to starve?
Infanticide, particularly of children considered undesirable
in some way (for example, if there are already too many
children in the family, or if the baby is deformed, or if
female in a society that does not value women) is another
subject that could be productively explored through the
medium of an RPG.
Polygamy, incest, rape, ritual suicide, terrorism, human
sacrifice, even attempts at genocide: challenge your players
to think about these and similar controversial,
uncomfortable subjects, and indeed to incorporate any of
them into their characters' beliefs and world-views. Present
them with morally ambiguous situations whenever possible.
Finally, if you ever get the sense that you've gone too far
and offended one or more of your players, take the
opportunity after the game to talk about what exactly
bothered them, and to explore the reasons they were
troubled. In that way, you can ensure that your players
continue to enjoy your game, which is after all (hopefully)
the main reason we run these things anyway.
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Readers' Tips Of The Week:
- Use The Earth For Fast Campaign Maps
From: Lucian S.
Thanks for these great resources! I have a suggestion to go
along with your online maps list: change the scale of the
maps you find to disguise their identity and re-use them.
For example:
- Use a map of a South Pacific island as the basis for your
western continent.
- Scale down Seattle until it's the size of the local
village.
- Take a digital photo of an interesting looking rock and
use its outline for an island, forest, or lake.
Terrain is 'fractal', meaning that it's as complex close-up
as it is from far away. This can make for handy shortcuts
when you're creating maps.
- 2 More Alien Creation Tips
From: Moondragon
I've seen several tips now on how to create alien
races/species, but something I have not seen yet for making
them more individual is to tinker with their biology. How do
they obtain energy? How do they reproduce? Watch some nature
shows or read a few biology textbooks or magazine articles
to get some interesting ideas.
Here are some samples:
- Acquiring Energy And Associated Functions
On Earth, organisms can be put into two general groups:
autotrophs ("self-feeders") and heterotrophs ("other-
feeders"). Autotrophs, such as plants, are organisms that
can make their own energy-containing molecules. Most of the
autotrophs we are familiar with use chlorophil to convert
water and carbon dioxide into sugar and oxygen, and power
this reaction with sunlight (photosynthesis). Some bacteria
on the ocean floor use heat and sulphur to make their own
food molecules.
Heterotrophs are anything that gets their energy from eating
other organisms. This includes herbivores, since they eat
plants. Scavengers and decay bacteria get their energy from
eating things that are dead, but still have energy stored in
them.
What kind of civilization would be built by mobile, sentient
plants? Or what if a planet evolved animals that could
photosynthesize their own energy?
Once you've eaten, you have to get rid of the waste
products. This includes not only the solid and liquid wastes
that goes into the sewers, but also gaseous products such as
carbon dioxide. What if a species had a waste product that
was extremely hazardous to humans? Or what if our waste
products were toxic to them?
- Reproduction
Organisms on Earth have many, many fascinating ways to
spread their genes to the next generation. There's bacteria
with a single circular chromosome that reproduce by
splitting (usually). Bees have either two sets of
chromosomes (diploid) or one set (haploid), depending on
whether they are female or male. The sex of crocodiles is
determined by the incubation temperature of the egg, not the
genes. There is a species of lizard which is all female --
they still go through the motions of mating, but their eggs
develop without being fertilized.
Beyond this, there are courtship rituals, internal vs.
external fertilization, egg-laying vs. live birth, and
varying levels of parental involvement in the care of the
offspring. Imagine a sentient race evolved from a species
with no parental involvement. They probably lay eggs in a
hospitable place and then leave. The offspring would run
around feral, struggling to survive on their own. The
survivors would be rounded up at puberty, and inducted into
their society. That would make for a very unusual society.
Family ties would mean nothing -- it's likely their language
would lack words for "mother" and "father".
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- 7 Lessons From The Trenches
From: Brandon G.
I had a session last night that didn't go well at all (I was
tired, unprepared, and it was the first session I've GM'd in
over year), and a few interesting things happened.
A group of three level one characters killed a level
six cyberknight in less than one melee round (that's 15
seconds for those non-RIFTS GMs out there). It blew my mind
because I had forgotten how insanely efficient and powerful
that this group was. My player group has always been a
well-oiled machine. A total of six actions had been taken
and the combat was over. As I was sitting there I asked for
a two-minute recess to gather my thoughts and my players
just sat there smirking.
So today I've been looking around the internet and moping.
The rest of the session went about the same way and my
players literally scoffed at what I had come up with. So
here is (in my humble opinion) what went wrong:
I had a list of things in my head before the session that I
had intended to do that never got off the ground. I do my
best to keep Brennan O'Brien's 9-Act format and Goal-
Reversal in mind when I go into all my sessions
[ http://www.roleplayingtips.com/issue36.asp ], as that is
hands-down the best role-playing advice I've ever received.
When I started this session, the format and reversal had
completely slipped my mind and I was left with a weak
plot line that was lacking depth
I was completely unprepared. You see, I'm a mediocre to
good GM, and I can GM-on-the-fly, but I only had the vaguest
idea of what I wanted to happen when I went into the game,
and didn't really spend any time thinking about how that
might be instituted in the game because I was confident in
the back of my mind that I could handle it and wing-it if I
needed to, which I had to, but which I failed horribly at.
I knew that I wanted to put my players through a few "test"
missions by their employer, but I didn't know exactly what
they were going to be doing, nor which direction I wanted
the game to go.
I didn't spend time thinking "What would I do if I were in
this NPC's situation?" The game did not flow like I like
them to because of this. I like having realistic NPCs, but
this time I just had a back-drop.
I panicked and went too fast. See, I had this long-term
plan in mind (also split into O'Brien's 9-act format), which
was excellent. In cases such as this, I could merely
further the plot of the thing just by moving onto the next
big step. That way, even if I was short on sub-plots, I'd
always have the super-plot to fall back on. Unfortunately,
I had to resort to doing this during the very first session.
It was disastrous because I still didn't have anything
planned for the next step in the super-plot, and I realized
that we would just be continuing like that until the end of
the plot, which would suck. So I called it a night and went
home and thought about it.
I woke up the next morning with a clearer picture of what
went wrong and where, and how to keep that from happening
again in later sessions. So here's a summation:
- Always be prepared, this is the most important part, even
if you wing it.
- Don't Panic! (Subtle nod to the Hitch-hiker's Guide to
the Galaxy).
- Slow down and think.
- Keep a list of your goals in your head (or on paper) at
all times.
- Never underestimate the players, for they are a billion
times more efficient, powerful, and smarter than the most
efficient, powerful, and intelligent god in your game,
period.
- Never over-estimate your own abilities as a GM, always
have a contingency plan or plot just in case the players ruin
your current plans.
- Never rail-road the players.
I just threw that last one in for good measure. I've been
toying with the idea of throwing out some tips for those
RIFTS GMs out there, but all RPGs are the same in one
respect: any tip for one RPG can be adapted to any other
RPG, and any advice I could possibly give as RIFTS GM has
been covered in more depth than I ever possibly could hope
to on RolePlayingTips.com. The only advice I could possibly
give on GMing I just gave you, the most important one being
DON'T PANIC.
Panic keeps you from thinking clearly, so don't do it. As a
GM, it is your job to be omniscient in your world, and you
can't fulfill that duty if you're scrambling for material.
So I guess the two big ones are DON'T PANIC and BE PREPARED.
Even on-the-fly GMs should have more stuff in their heads
than what I had.
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Contents
- A Pair Of Dilemma Tips
From: Jay Steven Anyong
So you've been GMing for nearly a year now, and again, like
so many weekends before this one, you find yourself sitting
down and planning your next game. You've got everything
ready: a rich and detailed setting, a fleshed out world with
notable NPCs, and a solid cast of Player Characters ready for
their next adventure. Unfortunately, you've suddenly hit a
brick wall when it comes to the bad guy. Whether it's
flipping through a Monster Manual for the bad guy of the
week, or wracking your brains and popular literature for a
villain concept, you find yourself coming up with squat.
Somehow, things have grown stale, and your heart sinks in
disappointment at the sudden realization that your ability
to throw new and innovative challenges at your players seems
to have dried up...
That is not the case.
For most established games (or even some new ones) the issue
of dilemmas as plot hooks is a valuable hint. Dilemmas aid
GMs in two ways:
- Character development
The characters involved are put in a situation where their
gun and swords are only part of the equation. Dilemmas push
the moral codes of the PCs, daring them to question their
values to arrive at a solution to a problem. Themes such as
sacrifice, overcoming self-imposed limitations, and even
falling from a stringent code of ethics can all be explored
in a dilemma situation.
This creates a memorable experience for a player, as he is
suddenly put in the spotlight as something very important is
put at risk.
An even better part of this is if the dilemma is introduced
to the group. A lot of inter-player interaction usually
follows, especially if the characters do not share a common
code of morals. Discussion, debate, and even fights can
come up should the characters not get along. Most
importantly though, the players will be able to get a better
handle on their characters.
- Tension
Admit it. As GMs, we love to see our players start to fret.
A dilemma adds tension and conflict to the game in a
different level than combat. While combat can be a nerve-
wracking affair (when combined with good pacing and vivid
descriptions... but that's another article) some groups have
been playing so long that combat loses its edge, and going
up against a horde of vampires inspires nothing more than a
bored yawn.
However, dilemmas can add tension due to the promise of an
unfavorable result due to inaction. Dilemmas revolve around
choices, and it would be best for the GM to make sure that
inaction also counts as a choice for the characters.
GMs should also stress the implied results of doing or not
doing something about the given situation. And for more
sadistic GMs, you can crank up the tension even more by
applying a time limit. Nothing as blatant as a 30 second
timer, but for each in-game day that passes, the characters
begin to feel the results of their action/inaction.
- Consequences
Any good dilemma revolves around the feeling of permanent
change, and a GM would do well to make sure that whatever
changes a dilemma causes will remain in place. Did the
lawyer PC refuse to help a member of a white-supremacist
group when he was being unjustly tried for a murder he did
not commit? Have several group members watching him at one
time or another. Perhaps leave a message on his car in
spray paint. The media will be hounding him all day for an
interview, and will insist on insinuating that he is also a
racist during air time. You could go the whole nine yards and
have a burning cross in the character's front yard. On the
other hand, if he did help out the white-supremacist, have
black neighbors avoid him, local punks start harassing him,
and maybe steal his car tires. Either way, these
consequences will be long reaching and permanent.
- The PCs Must Care
Take note that Dilemma based plots and stories will only
work if the character is sufficiently indoctrinated to
actually care about what is happening. And so, as a final
word of advice, I'd like to remind GMs to tailor their games
to fit to their characters. Some characters might not even
shed a tear at the wholesale slaughter of NPCs in a town
they've never visited, but will break down at the story of
an innocent man about to be hanged for stealing bread to
feed his children. As a GM, you alone know your players'
preferences, and you should use that to your advantage.
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- Make The PCs Sweat With Extended Challenges
From: Jeff W.
One of the biggest obstacles to exciting climactic battles
in RPGs is brevity of combat. Note that I'm not directly
talking about DEADLINESS of combat -- a combat can be both
brief and deadly, and in fact the two correlate more often
than not. The problem is that while danger is exciting,
BRIEF danger is anti-climactic.
The ideal situation, then, is one of ongoing danger, which
is desirable and possible in simpler encounters.
The key lies in increasing the defenses of the Big Bad. In
D&D, this might be a very high AC or many HP. In Cyberpunk,
it might be EMP-shielded full-borging. In Champions, it
might be a good PD and ED and Damage Reduction. It doesn't
really matter how it's accomplished. The idea is to make
sure that it's (nearly) impossible to take the Big Bad out
quickly because "take out quick" and "make PCs sweat" are
mutually exclusive.
The only real worry when using this technique is that the GM
must also adjust the Big Bad's offense DOWNWARD. Otherwise,
he's going to have quite a few dead PCs on his hands as the
foe mows through the heroes while the heroes are still
looking for the chinks in his armor.
Luckily, this is fairly easy to do. Most of the same things
a GM uses to up the Big Bad's defense can serve as an excuse
to penalize his offense. i.e. yes, he has substantial cover,
but in using it, he can't make full use of his archery
skill. Or maybe the full-borg is very slow, except for the
occasional energy-boost that lets him move fast, but then it
must recharge.
Note that this technique can be used in other contexts as
well. Shadowrun, for instance, is a game in which
information gathering is of great importance, and so
sometimes information is structured so that it's impossible
to get all at once, but over time and with effort PCs can
collect most of it.
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