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The Journey To...Romance Of The Three Kingdoms
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<blockquote data-quote="MNblockhead" data-source="post: 7718259" data-attributes="member: 6796661"><p>Having spent a good third of my life living in East and SouthEast Asia, and being a fan of world mythologies, I often draw upon my experiences and reading when world building. My tips for doing this in your games include:</p><p></p><p></p><p>1. Stick with short stories. Rather than creating sweeping story arcs, it is much easier to work in elements of Chinese ghost stories, stories of scholars travelling to/from the national exams being tricked/waylayed by fox spirits, and the stories of dragons and their interactions with scholars and other mortals (scholars as protagonists is very common in Chinese literature because (1) they were the ones writing the stories and (2) the long history of national exams in such a large country had led to centuries worth of road-trip stories).</p><p></p><p>2. Unless you really like to do the research to run a historically accurate game, don't sweat the details. You are creating your own fantasy cultures and histories. Just pick up cool details from here and there and work them into your setting as you see fit. Reading/researching other cultures histories and myths can be great inspiration. Don't get weighed down by the overwhelming amount of content.</p><p></p><p>3. Know your players. I don't think you need to be overly sensitive about cultural appropriation or being disrespectful of other cultures—you are playing a fantasy game of swords and sorcery. But do know your players. If you want to use the Hindi pantheon in your game, for example, keep in mind that this could be considered highly offensive to devout Hindus. Generally it is better to make up your own pantheon. I find it interesting that WoTC still includes the Norse mythology, given that there are still small groups of people who still worship these gods in real life, but I do use them in my game. If I had players who were practicing believers in Asatru or Odinism, I might change that.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7718259, member: 6796661"] Having spent a good third of my life living in East and SouthEast Asia, and being a fan of world mythologies, I often draw upon my experiences and reading when world building. My tips for doing this in your games include: 1. Stick with short stories. Rather than creating sweeping story arcs, it is much easier to work in elements of Chinese ghost stories, stories of scholars travelling to/from the national exams being tricked/waylayed by fox spirits, and the stories of dragons and their interactions with scholars and other mortals (scholars as protagonists is very common in Chinese literature because (1) they were the ones writing the stories and (2) the long history of national exams in such a large country had led to centuries worth of road-trip stories). 2. Unless you really like to do the research to run a historically accurate game, don't sweat the details. You are creating your own fantasy cultures and histories. Just pick up cool details from here and there and work them into your setting as you see fit. Reading/researching other cultures histories and myths can be great inspiration. Don't get weighed down by the overwhelming amount of content. 3. Know your players. I don't think you need to be overly sensitive about cultural appropriation or being disrespectful of other cultures—you are playing a fantasy game of swords and sorcery. But do know your players. If you want to use the Hindi pantheon in your game, for example, keep in mind that this could be considered highly offensive to devout Hindus. Generally it is better to make up your own pantheon. I find it interesting that WoTC still includes the Norse mythology, given that there are still small groups of people who still worship these gods in real life, but I do use them in my game. If I had players who were practicing believers in Asatru or Odinism, I might change that. [/QUOTE]
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