What We Lose When We Eliminate Controversial Content

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gamerprinter

Mapper/Publisher
In The Gift, the first module of the intro trilogy to my Kaidan setting of Japanese Horror (PFRPG), I included that local markets didn't serve foreigners, and they were forced to shop where the oppressed caste of Japanese culture shopped (Kaidan included social castes as well). Because Kaidan under the control of the Shogun followed the same precepts that feudal Japan, at least during the Tokugawa Era, did as a closed state, and foreigners were allowed to be only on the foreigner's island (very much like Nagasaki Japan was during that period). The PCs require special permission to enter the rest of the state.

I did get some flack from some communities because I chose to emulate Japanese history in the creation of Kaidan in that way. It was a design choice, and I don't regret doing that. It wasn't an issue carried across the entire setting. It was only mentioned in that single adventure, the pregen PCs were foreigners. While the setting isn't truly based on history (Kaidan is not Japan). The Japanese being somewhat xenophobic was due to Shogunate decree, it was the same for Kaidan in my development.
 
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JiffyPopTart

Bree-Yark
From what I can tell, you are saying that not having slavery makes your games "less real." But that's nonsense, and if you can tell stories with gravitas and authenticity without including things like that, why do you need to include things like that?

And by "you," I mean "companies that mass-produce books for an all-ages crowd," not you personally and your home table.
I don't think anyone here has said they have to have slavery (or whatever touchy subject) in all of their games....they are saying when slavery (or other touchy subjects) are no longer a crayon in the box a game becomes less colorful.
 

Faolyn

(she/her)
We're glad you're not, too. :)

You leap to strange and dark places, though. I haven't had a PC captured in any campaign I've run since the early 80s.
So why even bring it up? Why have it floating around in your head as a possibility, if it's something that literally hasn't happened in 40 years?
 






Hussar

Legend
In The Gift, the first module of the intro trilogy to my Kaidan setting of Japanese Horror (PFRPG), I included that local markets didn't serve foreigners, and they were forced to shop where the oppressed caste of Japanese culture shopped (Kaidan included social castes as well). Because Kaidan under the control of the Shogun followed the same precepts that feudal Japan, at least during the Tokugawa Era, did as a closed state, and foreigners were allowed to be only on the foreigner's island (very much like Nagasaki Japan was during that period). The PCs require special permission to enter the rest of the state.

I did get some flack from some communities because I chose to emulate Japanese history in the creation of Kaidan in that way. It was a design choice, and I don't regret doing that. It wasn't an issue carried across the entire setting. It was only mentioned in that single adventure, the pregen PCs were foreigners. While the setting isn't truly based on history (Kaidan is not Japan). The Japanese being somewhat xenophobic was due to Shogunate decree, it was the same for Kaidan in my development.
Thank you @gamerprinter. This is exactly the kind of thing we should be discussing.

So much of this thread, like most of the others, focuses on hypotheticals. The problem with that is, you can craft a hypothetical to support any argument. The other issue is that people seem to want a solid answer here which will fit all situations. Let's be honest, that's not going to happen. These things are messy, emotional, and just because someone comes down one way on one thing in no way predicts how they will come down on something else.

But here, we have a solid example that we can actually discuss. Now, to me, there are a few really salient points here:

1. While the setting is not a "historical Japan", it is, strongly tied to Japan, I believe. So, it does make sense, in order to invoke the feeling of Japan at that point in time, to use this. There's a solid, logical reason for doing so.

2. This is not (and please correct me if I'm wrong" an "Oriental Adventures" setting where a bunch of different cultures are being mashed together, correct? So, again, if we're crafting a setting which is grounded in a specific place and time, it does make sense.

3. It is also limited to a specific product, which does make it somewhat different from, say, slavery, which is spread across multiple products for many, many years.

If I may ask, @gamerprinter, what were the specific concerns about the module? Or, were there specific concerns, or, more just general, "Well this kinda sucks" sort of thing? On a personal level, I wouldn't have any problem with this to be honest. And, as a few additional questions, do you think these concerns hurt future sales? Did you feel you were being attacked for doing this?
 

Faolyn

(she/her)
I suppose if we can't agree that removing crayons leaves you with less colors there really isn't much we could find common ground on.
So, to keep with this metaphor... Art can use any color. It can use all colors. It can use a limited palette. It can use just black and white. It could even have no color at all.

A game not having slavery--or not having some other topic--isn't less of a game, and it's not limited. It's just different. And it could very well be better and more accessible for not having that topic in it.
 

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