Do We Still Need "Oriental Adventures"?

Orientalism -- a wide-ranging term originally used to encompass depictions of Middle Eastern, South Asian, and East Asian cultures -- has gradually come to represent a more negative term. Should Dungeons & Dragons, known for two well-received books titled "Oriental Adventures," have another edition dedicated to "Eastern" cultures?

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Orientalism -- a wide-ranging term originally used to encompass depictions of Middle Eastern, South Asian, and East Asian cultures -- has gradually come to represent a more negative term. Should Dungeons & Dragons, known for two well-received books titled "Oriental Adventures," have another edition dedicated to "Eastern" cultures?

[h=3]A Brief History of Orientalism[/h]For a time, orientalism was a term used by art historians and literary scholars to group "Eastern" cultures together. That changed in 1978 with Edward Said's Orientalism, which argued that treatment of these cultures conflated peoples, times, and places into a narrative of incident and adventure in an exotic land.

It's easy to see why this approach might appeal to role-playing games. Orientalism is one lens to view a non-European culture within the game's context. We previously discussed how "othering" can create a mishmash of cultures, and it can apply to orientalism as well. The challenge is in how to portray a culture with nuance, and often one large region isn't enough to do the topic justice. The concept even applies to the idea of the "East" and the "Orient," which turns all of the Asian regions into one mono-culture. Wikipedia explains the term in that context:

The imperial conquest of "non–white" countries was intellectually justified with the fetishization of the Eastern world, which was effected with cultural generalizations that divided the peoples of the world into the artificial, binary-relationship of "The Eastern World and The Western World", the dichotomy which identified, designated, and subordinated the peoples of the Orient as the Other—as the non–European Self.


Game designers -- who were often admitted fans of Asian cultures -- sought to introduce a new kind of fantasy into traditional Western tropes. Viewed through a modern lens, their approach would likely be different today.
[h=3]The "Oriental" Books in D&D[/h]The original Oriental Adventures was published in 1985 by co-creator of D&D Gary Gygax, David "Zeb" Cook and François Marcela-Froideval. It introduced the ninja, kensai, wu-jen, and shukenja as well as new takes on the barbarian and monk. It was also the first supplement to introduce non-weapn proficiencies, the precursor to D&D's skill system. The book was well-received, and was envisioned by Gygax as an opportunity to reinvigorate the line -- ambitions which collapsed when he left the company. The book's hardcover had the following text printed on the back:

…The mysterious and exotic Orient, land of spices and warlords, has at last opened her gates to the West.


Aaron Trammell provides a detailed analysis of how problematic this one line of text is. The sum of his argument:

Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension to Dungeons & Dragons, the reality is that by lumping together Chinese, Japanese, Korean, Mongolian, Philippine, and “Southeast Asian” lore he and co-authors David “Zeb” Cook and Francois Marcela-Froideval actually developed a campaign setting that reinforced western culture’s already racist understanding of the “Orient.”


The next edition would shift the setting from Kara-Tur (which was later sent in the Forgotten Realms) to Rokugan from the Legend of the Five Rings role-playing game.
[h=3]Controversy of the Five Rings[/h]James Wyatt wrote the revised Oriental Adventures for Third Edition D&D, published by Wizards of the Coast in 2001. It was updated to 3.5 in Dragon Magazine #318.

Legend of the Five Rings, a franchise that extends to card games, is itself not immune to controversy. Quintin Smith got enough comments on his review of the Legend of the Five Rings card game that he included an appendix that looked critically at chanting phrases "banzai!" at conventions and some of the game's art:

Now, I have no idea if this is right or wrong, but I do know that chanting in Japanese at an event exclusively attended by white men and women made me feel a tiny bit weird. My usual headcheck for this is “How would I feel if I brought a Japanese-English friend to the event?” and my answer is “Even more weird.” Personally, I found the game’s cover art to be a little more questionable. I think it’s fantastic to have a fantasy world that draws on Asian conventions instead of Western ones. But in a game that almost exclusively depicts Asian men and women, don’t then put white people on the cover! It’s such a lovely piece of art. I just wish she looked a little bit less like a cosplayer.


Perhaps in response to this criticism, Fantasy Flight Games removed the "banzai" chant as a bullet point from its web site. The page also features several pictures of past tournament winners, which provides some context as to who was shouting the chant.
[h=3]Fifth Edition and Diversity[/h]By the time the Fifth Edition of D&D was published, the game's approach to diverse peoples had changed. Indigo Boock on GeekGirlCon explains how:

Diversity is strength. The strongest adventuring party is the most diverse adventuring party. Try thinking about it in terms of classes—you have your healers, fighters, and magic users. Same goes for diversity. Different outlooks on life create more mobility and openness for different situations. Jeremy also explained that it was crucial that the art also reflected diversity, as did Art Director Kate Erwin. With this, they tried to make sure that there was a 50/50 split of people who identify as male and people who identify as female in the illustrations.


Trammell points out how these changes are reflected in the art of the core rule books:

First, there are illustrations: an East Asian warlock, a female samurai, an Arabian princess, an Arab warrior, and a Moor in battle, to name a few. Then, there are mechanics: the Monk persists as a class replete with a spiritual connection to another world via the “ki” mechanic. Scimitars and blowguns are commonly available as weapons, and elephants are available for purchase as mounts for only 200 gold. Although all of these mechanics are presented with an earnest multiculturalist ethic of appreciation, this ethic often surreptitiously produces a problematic and fictitious exotic, Oriental figure. At this point, given the embrace of multiculturalism by the franchise, it seems that the system is designed to embrace the construction of Orientalist fictional worlds where the Orient and Occident mix, mingle, and wage war.


A good first step is to understand the nuances of a region by exploring more than one culture there. Sean "S.M." Hill's "The Journey to..." series is a great place to start, particularly "Romance of the Three Kingdoms."

D&D has come a long way, but it still has some work to do if it plans to reflect the diversity of its modern player base and their cultures...which is why it seems unlikely we'll get another Oriental Adventures title.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
 

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Michael Tresca

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Hussar

Legend
Exactly. But I have lived among Muslims when studying abroad.

At least where as I was, to have a game about polytheism is unthinkable. A nonstarter. For pretty much any Muslim.



For me personally, the turn-off from D&D polytheism is the lack of spiritual diversity. Each culture needs to have its own unique belief system, or else it almost fails to be a culture.

Plus, I homebrew settings, and use different settings, and want Player Handbook rules descriptions to at least try accommodate the D&D tradition of building your own world of imagination.

Let's not lump all Muslims together though. Sure, there might be some that have a serious issue with polytheism, but, OTOH, I've enough Malaysian Muslim friends that haven't had an issue with it.

And, [MENTION=58172]Yaarel[/MENTION], let's be honest here, this is a drum you've been beating for a while without getting a whole lot of traction. I'm not sure this is really going to go anywhere. But, in any case, shouldn't an "Oriental Adventures" draw on Muslim mythology? I mean, 1001 Arabian Nights has stories set in China after all.
 

Yaarel

He Mage
@Hussar,

There are positive developments. Xanthars Guide, in its cleric class section has a sidebar that explicates − to the player! − that a cleric can instead revere a ‘philosophy’ (such as some traditions of Buddhism!) or an abstract ‘force’ (such as some traditions of Daoism!).

These official clarifications about the absence of polytheism are useful for many Asia-esque settings.



This clarification concerning the spiritual diversity of the cleric class needs to be core, and integrated into the Players Handbook from the get-go.

If an update to the 5e SRD includes this explicit reference to the cleric class representing a diversity of spiritual worldviews, especially clerics with nonpolytheistic views, I would relax a bit more on this issue.



4e and worse 5e have become too heavy handed about imposing polytheism as the setting assumptions in the rules descriptions. The motive is corporate, out of desire to use D&D gods as trademark branding, relating to novels, movie rights, and so on. I am deeply uncomfortable with this situation of polytheism.
 
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Zak S

Guest
From the title pages of the new Frostbitten and Mutilated book:
Note on the appropriation of traditional Nordic cultures

This book woefully misrepresents Norse culture. I mean—probably it does, it has monsters I made up in it—I don’t know I’m Jewish. Anyway, enjoy.

So there's the Vikings appropriation everyone has been pointing to. That Zak, always upending apple carts.

Only a day out and already Frostbitten & Mutilated is contributing to The Dialogue. I feel like a proud dad.
 

Hussar

Legend
Let's not forget the actual text of what we're talking about. If you look at the 1e OA, it's pretty much 100% Japanese. The class names are all Japanese,virtually all of the art (what little art there is) most of the monsters are Japanese and even the culture of Kara-Tur is couched in Japanese. From the OA:

Oriental Adventures said:
The people of Kara-Tur, it is noticed by gaijin, are extraordinarily polite as a rule.

Yeah, this isn't "Oriental Adventures". This is Hollywood Japan in D&D.
 

Derren

Hero
I wonder if we will also see an lenghty article about how D&D is disrespecting European culture.
Or is that considered to be ok?
 

Cergorach

The Laughing One
Yeah, this isn't "Oriental Adventures". This is Hollywood Japan in D&D.
As opposed to the Sword Coast, which is a faithful representation of Europe...
Everything in FR is a 'movie' representation of the real world! Most D&D worlds are cheesy as hell.
 

A

Antal Molnár

Guest
Also, Harissa (Saus) contains a component that only became available between 1500-1600 in the Persian Empire, imho a bit after the 1001 Nights setting. But this is just pushing the details around, most people forget or don't know that the potato was actually introduced into Europe AFTER the middle ages... Hell, we had gunpowder before potatoes...

Mr. Superficial !!!

Would you be so kind to read my post carefully !!!!!

I never told that harrisa part of 1001 nights. I just wrote harissa as en exapmle. An example about that an American tourist never had a chance to eat in a hotel in an Arabic country, because the arabic people are present to you that you want to see, the Hollywood Arabiya. Tourism is not a business of truth but exchanging your money for beautiful lies. You want stereotypes, so you get it.

https://www.youtube.com/watch?v=LxXIBDcSqSA

I ignore anything other you wrote and will write because it is a shame how much superficial you are.
 

Plageman

Explorer
4e and worse 5e have become too heavy handed about imposing polytheism as the setting assumptions in the rules descriptions. The motive is corporate, out of desire to use D&D gods as trademark branding, relating to novels, movie rights, and so on. I am deeply uncomfortable with this situation of polytheism.

D&D has tied itself to a setting since 3e with the inclusion of Greyhawk references.

On top of that the mechanics introduced in AD&D 2e for the specialty priests permitted more character variation and opened the the way for products like Legends & Lore and Faiths and Avatars.

So yes D&D pushed polytheism forward in its game both for mechanical reasons and setting wise.

If this bothers you just don't use these mechanics in your game and play in your homebrew world. If you don't want to use the D&D system there's plenty of setting neutral OSR products that you can use.

And if you need a setting more grounded in your belief system maybe check other RPGs who offer that type of Fantasy Earth.

Now on the subject of OA, I'm perfectly okay with not having a hodge-podge book mixing different cultures. But the question is what should we wait for ? Simply a setting with a cultures flavor ? New mechanics for PCs ? Monsters ?

One of the main attraction of the original OA is that beyond the setting it introduced new classes in a game that had only few PC oriented books.

When I look at the market it is clear the PCs are still the principal selling demographic target and that anything that will permit character differentiation is highly appreciated.

So what would make a Samurai different from a Chivalrous Knight or a Roman legionnaire ? Armor ? Weapons ? skill ? All these can be modeled with a fighter, it's just flavor. But still we want a specific class for each of them. In the AD&D 2e PHB there was a section about creating a new class. The author suggested that if there wasn't enough variation with an existing class then it shouldn't exist (Viking vs standard Fighter).

Again it is truly 3e that started the multiplication of Classes that we know of today. In 2e there were kits but they added only a couple of abilities not whole 1-20 progression. Some classes were introduced later in the game cycle like Barbarians, Ninja, Psionics, Necromancer and the setting specific Sha'ir and Gladiator.

In the PHB there was no OA content, the game was geared around generic Western fantasy.

It changed with 3e and the monk as a core class and the return of OA style stuff in the first splatbook Sword and Fist.
 
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JudgeDeadd

First Post
With this, they tried to make sure that there was a 50/50 split of people who identify as male and people who identify as female in the illustrations.
...And just how do you depict something like this in an illustration? Do you have them wearing nametags with their preferred pronouns or something? I swear the 5th edition of D&D sounds dumber and dumber with every new thing I hear about it.

Then again, come to think of it, that's actually mighty convenient! You don't need to actually bother with that pesky "equal representation" thing -- in case anyone complains that you've got too many men in your illustrations, you can claim that some of them are actually women (on the inside.)
 

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