Mod Note:Then those people need therapy, because they are out of touch with reality.
That’s going a bit far, IMHO.
Mod Note:Then those people need therapy, because they are out of touch with reality.
But in their fantasy worlds there is. Like James Cameron's Avatar with the Na'vi (translation the people), or with the various Star Trek races treated as people.
Am I misunderstanding somewhere, or is there an argument being made that it is all fantasy, so fantasy racism doesn't match with real life racism, but in these fantasy games only humans can be people because in real life only humans are people?
I'm not sure it is a problem. If I were reading a novel, most novels at least, little world building tidbits like that kind of nag at me. Because you're absolutely right, it takes a tremendous amount of resources to train, equip, and maintain a significant fighting force and that will rely on some very sophisticated infrastructure (even when taking into account magic and whatnot).
But I admit that I take a slightly different approach to world building for a game. I typically only concern myself with what matters during the actual game play. Does it matter how my city of a million people feeds itself? Not unless it matters during the adventure. Does it matter how a seemingly "tribal" society with no cities, countries, or empires of their own maintain a well trained and equipped standing army? Not unless it matters during the adventure.
My 4e DM mad it where Asmodeus convinced the human creator deity to heroically sacrifce himself to win the Dawn War and used that to transform Baator and switch alignments. "Angels must be the same aligment of their god. But what if their god is dead and stricken?"I actually liked how there was a human creator deity in 4e, but he was killed by Asmodeus and their name and memory struck from the Multiverse, their realm turned to Baator, and their servants turned to devils. Thus humanity had a racial deity but due to them being lost, humanity has adopted all manner of other deities (some racial, some primal, and some monstrous) and that lack of a deity is why humanity is so diverse. It was a far bit more novel than "humans are special snowflakes" thing most settings do to justify humanity having no unified culture or traits.
Actually a lot of it comes from live play.Also the kinds of nitpicks you see online (where people are googling information in the course of a discussion) are often not what comes up in live play. It is either usually very idiosyncratic (ie the player happens to know a ton about ancient Mediterranean ship building techniques) or more obvious but important things (I.e. hey where are they getting water for all these people?)
I might agree with this assessment if WotC showed any real interest in developing their lore/settings. Curse of Strahd is every bit as silly as the original I-6 Ravenloft module from 1983. Don't get me wrong, it's my all time favorite AD&D adventure, but from a world building perspective it's full of the same problems many other settings are. I might be taking your use of the dungeon literally, for me, as soon as you stop adventuring is when D&D stops making any sense. The economy alone in most settings is odd.The second your PCs step outside the dungeon, a lot of the lore stops making sense. That end up breaking the DM's system of having the world move along with the PCs. Because if the world makes no sense, the monster's actions are purely DM fiat and cannot be estimated by players. Which takes players out the game.
Actually a lot of it comes from live play.
Most of the D&D lore is written purely for the perspective of the ones in the dungeon. D&D stopped being a purely silly dungeon game very early.
The second your PCs step outside the dungeon, a lot of the lore stops making sense. That end up breaking the DM's system of having the world move along with the PCs. Because if the world makes no sense, the monster's actions are purely DM fiat and cannot be estimated by players. Which takes players out the game.
I mean the 6MWD was a result of making monster so stupid, resourced, and primitive that there was nothing logically that they could do to a party that retreated, rest, and returned at 100% strength
In fairness though the original Ravenloft module was an attempt to explain the silliness of a random vampire encounter in a dungeonI might agree with this assessment if WotC showed any real interest in developing their lore/settings. Curse of Strahd is every bit as silly as the original I-6 Ravenloft module from 1983. Don't get me wrong, it's my all time favorite AD&D adventure, but from a world building perspective it's full of the same problems many other settings are. I might be taking your use of the dungeon literally, for me, as soon as you stop adventuring is when D&D stops making any sense. The economy alone in most settings is odd.
I meant literally.I might agree with this assessment if WotC showed any real interest in developing their lore/settings. Curse of Strahd is every bit as silly as the original I-6 Ravenloft module from 1983. Don't get me wrong, it's my all time favorite AD&D adventure, but from a world building perspective it's full of the same problems many other settings are. I might be taking your use of the dungeon literally, for me, as soon as you stop adventuring is when D&D stops making any sense. The economy alone in most settings is odd.
The point is that Early D&D/RPG designers copy and pasted real history or false retellings of real history to make the excuses who why intelligent people acted or look like they did.In fairness though the original Ravenloft module was an attempt to explain the silliness of a random vampire encounter in a dungeon
I was talking more about deep historical realism stuff (things that get mentioned casually on the internet but require a pretty detailed understanding of economic history and historical cultures to even notice). Not stuff like ‘why is there even a vampire in this dungeon?’ (which is the question Ravenloft tried to address)