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Divine Invasion: A Proposal for an Anti-Colonialist D&D Setting
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<blockquote data-quote="Hussar" data-source="post: 8397960" data-attributes="member: 22779"><p>It's pretty easy to see the difference between an adventure glorifying colonialism and one that doesn't. Hommlet, and Temple of Elemental Evil is a good example. There, the bad guys aren't "other". They're people just like us, just somewhat crazy, worshipping a horrible, existence ending entity and want to bring about the end of the world. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>But, there's no sense of "invading" the Moathouse. The PC's don't resist the Temple of Elemental Evil because they want the land or it's riches. They resist because the Temple is flat out evil. With a capital E. There's no families there going about their day to day business just doing their thing. They are an enemy force and act as such.</p><p></p><p>It's not actually all that hard not to lean on the notion that the PC's are the colonizers. All one has to do is move your benchmark up about an inch and not use those tropes that are grounded in early Fantasy works. There are all sorts of adventures that do this. Temple of Elemental Evil. Cult of the Reptile God. The Slavers series. Just to name three nice classic modules. </p><p></p><p>It's really not that hard.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8397960, member: 22779"] It's pretty easy to see the difference between an adventure glorifying colonialism and one that doesn't. Hommlet, and Temple of Elemental Evil is a good example. There, the bad guys aren't "other". They're people just like us, just somewhat crazy, worshipping a horrible, existence ending entity and want to bring about the end of the world. :D But, there's no sense of "invading" the Moathouse. The PC's don't resist the Temple of Elemental Evil because they want the land or it's riches. They resist because the Temple is flat out evil. With a capital E. There's no families there going about their day to day business just doing their thing. They are an enemy force and act as such. It's not actually all that hard not to lean on the notion that the PC's are the colonizers. All one has to do is move your benchmark up about an inch and not use those tropes that are grounded in early Fantasy works. There are all sorts of adventures that do this. Temple of Elemental Evil. Cult of the Reptile God. The Slavers series. Just to name three nice classic modules. It's really not that hard. [/QUOTE]
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Divine Invasion: A Proposal for an Anti-Colonialist D&D Setting
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