Do We Still Need "Oriental Adventures"?

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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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Yaarel

He Mage
The Asian continent can divide up roughly by at least four.

East Asia:
Japan, China, Korea, Mongolia
South Asia: India, Sri Lanka, Tibet, Pakistan, Nepal, add, Thailand, Singapore, Indonesia
West Asia: Israel, Jordan, Syria, Turkey, Saudia, Yemen, Iraq, add, Iran, Afghanistan
North Asia: shamanism, horseback nomads, Poland to Mongolia, north of Black/Caspian Sea, add Sámi

Use these four clusters for fantasy inspirations.



Note, horseback nomads include: ancient Scythians, Amazon warrior women (reallife horseback archers, women graves in Poland and Ukraine), Genghis Khan, Attila the Hun, and so on.
 
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doctorbadwolf

Heretic of The Seventh Circle
Maybe we should refer to it as "verisimilitude". I'm curious how many people want granular role-playing rules for medieval knights give two slots about how much "verisimilitude" is in their non-Western games.

Which kinda demonstrates the problem.

Maybe. My only horse in this race is that I want diverse material for dnd without having to sift through the (generally horribly unbalanced) sea of 3pp stuff, and I won’t spend my money on Orientalism.

But it’s not about accuracy or any of that. It’s literally just about not lumping all things “Oriental” into an exotic far off realm for white characters to be tourists in. The message for wotc is simple; Hire the diversity you want to see in the world, and either don’t use direct pastiches of real world specific cultures, or do so respectfully with the input and writing of Asian writers, to present distinct cultures.

I mean, look at the Avatar cartoons. I’ve never seen anyone complain about them in this context, because they do an excellent job of creating a new world that has respectful, non-stereotyped, elements of diverse Asian cultures used as inspiration.
 

Yaarel

He Mage
It is vital to eliminate polytheism for recognizable monotheistic and animistic/shamanic cultures of Asia.
 

Mercurius

Legend
[MENTION=1]Morrus[/MENTION], I see that terms like "virtue signalling" (a new one to me) and SJW are not allowed on this forum, but is the same true of terms like "white privilege" and similar?
 

Morrus

Well, that was fun
Staff member
@Morrus, I see that terms like "virtue signalling" (a new one to me) and SJW are not allowed on this forum, but is the same true of terms like "white privilege" and similar?

If you want to discuss moderation rules, please take it to the Meta forum rather than derailing this thread. Thanks!
 

mangamuscle

Explorer
In my opinion, Cergorach is right that we don't really want/need accurate cultural representation. What I think people are usually far more interested in but mislabel as "accuracy" is respectful cultural representation.

Since AFAIK D&D 5th edition is not being translated into chinese, hindi, russian, farsi or arabic, I think it is an overstatement that it needs to be respectful. Heck, hollywood has been disrespectful of other cultures for decades and they profit quite a bit selling their movies and merchandise outside the anglosphere (unlike 5th).

IMO what is needed is some stratification. One Oriental Adventures can't cover ALL of the "orient". Have one for japan (maybe add korea also), have another for china (maybe include mongolia), another for india (maybe include the tibet), another for non european russia and one for the middle east. Dunno if southeast asia has a distinctive "flavor" of it's own.
 


arjomanes

Explorer
Since AFAIK D&D 5th edition is not being translated into chinese, hindi, russian, farsi or arabic, I think it is an overstatement that it needs to be respectful. Heck, hollywood has been disrespectful of other cultures for decades and they profit quite a bit selling their movies and merchandise outside the anglosphere (unlike 5th).

dnd.wizards.com said:
Today, we’re announcing an exciting step in making sure other D&D fans around the world can enjoy fifth edition as well. Wizards of the Coast has partnered with Gale Force Nine to localize Dungeons & Dragons fifth edition tabletop RPG content into multiple languages. They will start with the Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and the D&D Starter Set, as well as accessories created by Gale Force Nine (such as spell cards and Dungeon Master’s screens). The first translations will be French, German, Italian, Japanese, Spanish, Polish, and Portuguese, with more to follow.

WOTC lists the first languages it will translate, but that doesn't mean there will be no attempt to translate into Russian, Chinese, or any of the languages mentioned.

http://dnd.wizards.com/articles/news/localization
 


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