D&D General All Dead Generations: "Classic Vs. The Aesthetic"

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Interesting post from Gus L about what he calls "Gygaxian Vernacular Fantasy"


There are several ways to deal with this disconnect between the popular conception of fantasy and the nature of Classic play. The first is to double down on Gygax's preferred aesthetic, to play older editions of Dungeons & Dragons using the settings, monsters, and adventures as they were written 30 or 40 years ago and negotiate, cajole, or bully players into accepting the mix of aesthetic and play style. There's an appeal to this choice, the Gygaxian vernacular aesthetic of savage humanoids roaming gray stone mazes is the original aesthetic of Dungeons & Dragons. Playing the editions of the game with the aesthetic they created seems right and proper, respectful to the source material, or even authentic. Especially for players who started with the 1970's and 1980's editions Gygaxian vernacular fantasy offers a comfortable joy, like pulling on a favorite t-shirt -- uncomplicated and familiar in times that are often far too complicated.

It may even work, especially if the table you are playing at is dominated by players who have familiarity with early D&D and its aesthetic. The expectations of new players, unfamiliar with the Gygaxian vernacular aesthetic or Classic mechanics will be corrected and nudged towards what works in a Classic game fairly quickly. However, for tables new to Classic games, that an older style adventure appears much like a Contemporary Traditional one can cause a great deal of confusion. The monsters and imagery are largely the same, but the “story” functions entirely differently. Players plunge into combat after combat and quickly become frustrated at the fragile nature of their characters and the simplicity of the combat mechanics. Referees become confused because building encounters that would work well in a newer edition lead to unexpected results and the rules themselves, where they emphasize exploration, seem to push against the goal of heroic adventure.

I think this is related, actually, to all the recent (and not recent) posts about racial asi, bioessentialism, and alignment, in so far as there is a reckoning to be had between fantasy settings in general and the specific vision and aesthetic of early (especially) 1e dnd. 1e serves as a nostalgic base for 5e in many ways, but I think the playstyle and culture has moved on to something else. How can dnd (or the wider rpg community) qualify and create a game more attuned to this "something else" playstyle?
 

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overgeeked

B/X Known World
Remove default alignment for entire races. Stop describing entire races as “savage” or “uncivilized” or “backward” or any of a dozen other blatantly racist tropes. Treat all intelligent humanoid creatures (the body shape, not the creature category) as having unique, multifaceted cultures all their own. Give multiple examples of any given race and show them having multifaceted and/or distinct cultures. Make a more explicitly cosmopolitan setting that embraces these ideas from the jump. Despite all its Orientalism, Al-Qadim managed to have a multicultural society where literally anyone who accepted the Loregiver’s laws was a full member of society...ogre, kobold, orc, or goblin.
 

Scribe

Legend
How can dnd (or the wider rpg community) qualify and create a game more attuned to this "something else" playstyle?

By leaving behind the players that dont want to go there, and I am referring to myself.

Planescape could be the setting that offers 'everything'. It could be told as a setting with alignment and race restriction on ASI, and it could be the hub of the D&D multiverse, with Evil Angels, Good Devils, and everything in between.

Let that be the send off from 5e into whatever comes next, and let whatever comes next break the link to all this 'problematic' history, and let everyone play Eberron.
 

Lanefan

Victoria Rules
Despite all its Orientalism, Al-Qadim managed to have a multicultural society where literally anyone who accepted the Loregiver’s laws was a full member of society...ogre, kobold, orc, or goblin.
So, in other words the monsters weren't monsters any more.

Given as how both the at-table and in-fiction function of creatures like those has generally been to be the foe, the villain, the monster, my question is this: if they're made to be just like everyone else and no longer the outsider or the foe then what's their function in the setting, and in the game?
 

overgeeked

B/X Known World
So, in other words the monsters weren't monsters any more.

Given as how both the at-table and in-fiction function of creatures like those has generally been to be the foe, the villain, the monster, my question is this: if they're made to be just like everyone else and no longer the outsider or the foe then what's their function in the setting, and in the game?
The word you're trying not to use is the Other. Yes, these creatures are historically the foe, villain, monster, outsider, and other. That's exactly the problem. They're incredibly thinly veiled racist stereotypes and have been for decades. Yes, even when Uncle Tolkien used them. Just because you're used to them, you like using them, or they're convenient shorthand for you does not make them less racist. That they're only ever used as the foe, villain, monster, outsider, and other is part of the problem. That they're the default evil is part of the problem.

Their function can be the same as any other character in fiction. Serving any one of an infinite possibilities. You don't have to use racist tropes to have a foe, a villain, or a monster. A well-dressed human will do. A cannibal dwarf is just as good as an orc. You don't have to use racist tropes to reinforce in groups and out groups. Breaking bread with people of shared interest will do as will defending against a common enemy. Now just imagine the common enemy is a human and you're standing next to an orc defending your village.

Look at Game of Thrones. Nearly 100% human characters and plenty of villains. Plenty of anti-heroes. Plenty of violence and intrigue. No need for racist tropes. But you don't need to go 100% human. You can still use orcs, trolls, goblins, gnolls, bugbears, etc. Modern gamers are simply pushing back against the obvious racism dripping from these creatures. You can have a chaotic tribe of humans as the villains. You can have an orc wizard as the villain. You can have a goblin artificer as the foe. A gnoll scholar as the quest giver. A bugbear detective. A troll gardener. You don't have to only use non-human creatures as villains.

Likewise you don't have to use humans, elves, dwarfs, and halflings as the good guys. At a guess you don't have trouble making any of those into foes, villains, monsters, outsiders, or other. It's simple. There is no default for those races, they can be anything. Good, bad, or in-between. So why is it so difficult to see orcs, goblins, ogres, or trolls as anything but the monster? Why is it so hard to let them be neutral or good? Not in a morally relativistic flip the meaning of good and evil on its head sense. But in a straightforward sense. Why not a LG troll paladin? Why not a goblin scribe who serves the good king of the human lands? Why not a gnoll shipwright building the best barges in the land.

Why do orcs, goblins, trolls, etc have to be evil? Tradition is about the worst excuse possible.
 

Scribe

Legend
if they're made to be just like everyone else and no longer the outsider or the foe then what's their function in the setting, and in the game?
They don't have one, just look different.
Now just imagine the common enemy is a human and you're standing next to an orc defending your village.
Why? What does the Orc offer?
Look at Game of Thrones. Nearly 100% human characters and plenty of villains
Exactly.
You can still use orcs, trolls, goblins, gnolls, bugbears, etc
But why bother?
 


Scribe

Legend
They're inherently interesting. Things that are different than I am are inherently interesting to me. I like diversity. What does the orc offer? It's not a human. What does the human offer? Nothing. We should remove them from the game.
They aren't interesting. They are your neighbor with bigger teeth, and a green or grey tint of the skin.

You hang out every Thursday at the pub.

Human in all but name and minor cosmetics, that's the path removing everything problematic puts us on.
 

overgeeked

B/X Known World
They aren't interesting. They are your neighbor with bigger teeth, and a green or grey tint of the skin.

You hang out every Thursday at the pub.
My neighbor is way more interesting than the 100-year-old racist tropes in fantasy.
Human in all but name and minor cosmetics, that's the path removing everything problematic puts us on.
We can remove the racism and still have an interesting game.
 


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