Apologies.Mod Note:
DON'T MAKE IT PERSONAL. Address your commentary to the content of the post,
Apologies.Mod Note:
DON'T MAKE IT PERSONAL. Address your commentary to the content of the post,
People just aren't getting the difference between a manual like OA versus Tom Sawyer or some other book. The latter is a book one simply reads; that's the expected level of engagement with the book. It can contain bigoted aspects, but one needn't personally engage them.
A book like OA for a role-playing game is different. It's an instruction manual, written by white North Americans, on how to pretend to be East Asians in a group of (predominantly) fellow white North Americans. In a fantasy setting, sure, but "fantasy setting" does nothing to address the stereotypes.
Depends on the slopes angle.
I mean, I'm sure it won't stop the sales of every D&D product, but it could lead to more.
So you would find it weird if you found out that Roman Catholics weren't consulted, regardless of the actual content of the book?It's baffling to me that people don't see this as problematic. It's hard to come up with an equivalent experience for myself, but I imagine that if someone came up with "Catholic Adventures" and there were rules about the ubiquity of Latin, casting stigmata, and all sorts of other tropes, and I found out that Roman Catholics weren't consulted on such a book...it'd be weird. The idea that there's a book out there giving instruction on how to pretend to be what I am (in this case, Roman Catholic; for East Asians, OA) and nobody with the lived experience was consulted...yeah.
No, the end result is creating a precedent. And common law is all about precedents, if I'm not mistaken.The end result is fearmongering. I am not impressed.
No, the end result is creating a precedent. And common law is all about precedents, if I'm not mistaken.
Ah, but you see, the "slippery slope" argument relies on not determining the slope. It is an emotional appeal to fear or shame.
Ah, but you see, the "slippery slope" argument relies on not determining the slope. It is an emotional appeal to fear or shame.
You see, right there - "could lead". Yes, we can string together a list of hypothetical things that could happen. But unless you address the likelihood of those steps actually occurring with something more solid than "I think it likely", all you are doing is creating a scary story.
The end result is fearmongering. I am not impressed.
You're right. Removing OA would only enforce the current precedent. People already know that heated discussions on social media have consequences, such as the cancellation of a D&D livestream, or banning people from attending GenCon.Don't change my referent on me, please and thank you. Creating a scary story is not creating a precedent.
mmm, I have been thinking about it, and I really don't think calling AD&D core books "Occidental Adventures" makes any sense. yes, D&D was meant to be medieval European by default, that much is obvious, but it's still meant to be setting agnostic. Oriental Adventures is a book where real world Asian cultures are presented "exotic and mystical" settings for your adventures. the theoretical Occidental Adventures would actually be a guide to specific European cultures and and presented as exotic and mystical settings for you to use, and the fact that this counterpart doesn't exist does speak to part of why OA is problematic.
The world of Kara-Tur and the real lands that provide its inspiration are not necessarily those familiar to most DMs and players. There are many differences in dress, food, customs, and behavior - differences that are small in themselves, but when added together make a culture and style of life foreign to most players. This section of Oriental Adventures describes some of these differences, aiding the DM and players in capturing the feel and color of the world. DMs especially should note that this section does not and cannot describe all the variety and richness of a land so different from those of the west. It is strongly suggested that further reading be done. The bibliography at the back of this book lists many titles that give more information and detail. The DM is strongly encouraged to read one or more of these titles.
The customs and ways of life described in this section are not absolutes. Just because it is stated here does not mean this is the only choice. The Orient covers a vast number of different types of cultures, even more so when the different time periods are considered. What may be true in one part of the Orient may be entirely different in another part. Also, since this is a fantasy world, the DM should freely change or alter aspects of the world as he wishes.
It will be possible for adventurers to roam the whole world, those from the Occident marveling over the mysteries of the East, while brave characters from the Orient journey to the West to learn about the strange and incredible lore which that land holds.
In preparing Oriental Adventures, there were many goals to meet. Foremost of these was the interesting but conflicting demands of historical accuracy and fantastic imagination. There is very little point in doing a book about Oriental culture if the material is not accurate. But accuracy can often be unplayable or just unacceptable. Accuracy here would mean stricter class structure, less chance for player advancement and less adventure. It would mean more fiddlely rules for little details that would get in the way of play. And rules that might apply to a Japanese culture would certainly be incorrect in a strict Chinese culture! Furthermore, the world presented had to be what people think the Orient is, not necessarily what it actually is. Thus, reference works and sources of ideas went beyond books and included popular Japanese movies about samurai and ninja, the whole family of Hong Kong kung-fu movies, comics, and even those endearing monster epics of giant reptiles and funny dinosaurs.
A book like OA for a role-playing game is different. It's an instruction manual, written by white North Americans,
on how to pretend to be East Asians in a group of (predominantly) fellow white North Americans.
It's baffling to me that people don't see this as problematic.
It's hard to come up with an equivalent experience for myself, but I imagine that if someone came up with "Catholic Adventures" and there were rules about the ubiquity of Latin, casting stigmata, and all sorts of other tropes, and I found out that Roman Catholics weren't consulted on such a book...it'd be weird. The idea that there's a book out there giving instruction on how to pretend to be what I am (in this case, Roman Catholic; for East Asians, OA) and nobody with the lived experience was consulted...yeah.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.