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<blockquote data-quote="Scars Unseen" data-source="post: 8489654" data-attributes="member: 10196"><p>Hell, it was famously D&D at one point, only instead of the current "it's going to turn everyone into a bigot" it was "it's going to turn everyone into a Satanist." It didn't then, and it won't now. I understand a certain degree of change to address instances where real life cultures and minorities have been stereotyped, demonized or marginalized (see the Vistani issue). That's only sensible, and I'd say it's good change without reservation. But going the distance further and saying that we must protect wholly fictional constructs in the same way we do real life cultures because of how it effects <em>us</em> is, in my opinion, stepping across the threshold to moral panic, and that never leads anywhere good.</p><p></p><p>If WotC wants to write out lengthy world building books filled with complex societies and nuanced cultures, by all means, I'm for it. There's no evidence that they are willing to do that, however, and stereotypes are a fine shortcut if you're not going to go into detail. It can be taken as given that stereotypes are just that, and if I'm running homebrew, I can add details as needed. But a starting point needs to evoke <em>something</em> to make me want to use it over other options, and I'll take colorful summaries and easy to use tools at the expense of painting with an overly broad brush over vague summaries that basically say "you figure it out" for <em>everything.</em> I'm certainly not opposed to making things more nuanced (see my post about alignment above), but it needs to be in service to making a better game, not in trying not to offend people who are <em>specifically</em> looking for things to be offended by. If I have people hare being offens<em>ive</em> at the gaming table, I'm perfect capable of addressing that myself, either by correcting the behavior, or ensuring that either they or I am not at the table.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8489654, member: 10196"] Hell, it was famously D&D at one point, only instead of the current "it's going to turn everyone into a bigot" it was "it's going to turn everyone into a Satanist." It didn't then, and it won't now. I understand a certain degree of change to address instances where real life cultures and minorities have been stereotyped, demonized or marginalized (see the Vistani issue). That's only sensible, and I'd say it's good change without reservation. But going the distance further and saying that we must protect wholly fictional constructs in the same way we do real life cultures because of how it effects [I]us[/I] is, in my opinion, stepping across the threshold to moral panic, and that never leads anywhere good. If WotC wants to write out lengthy world building books filled with complex societies and nuanced cultures, by all means, I'm for it. There's no evidence that they are willing to do that, however, and stereotypes are a fine shortcut if you're not going to go into detail. It can be taken as given that stereotypes are just that, and if I'm running homebrew, I can add details as needed. But a starting point needs to evoke [I]something[/I] to make me want to use it over other options, and I'll take colorful summaries and easy to use tools at the expense of painting with an overly broad brush over vague summaries that basically say "you figure it out" for [I]everything.[/I] I'm certainly not opposed to making things more nuanced (see my post about alignment above), but it needs to be in service to making a better game, not in trying not to offend people who are [I]specifically[/I] looking for things to be offended by. If I have people hare being offens[I]ive[/I] at the gaming table, I'm perfect capable of addressing that myself, either by correcting the behavior, or ensuring that either they or I am not at the table. [/QUOTE]
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