D&D General Old School DND talks if DND is racist.

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Zardnaar

Legend
We're talking about what's in the D&D books. You claimed time travel was. It isn't. You claimed accurate divination spells for the future were. They aren't.

You can add to D&D, and sure, you can decide when it's "not D&D", but obviously, if you're going as far in the direction you want to, you're basically ignoring everything that is relevant to this discussion, which is about a more "core" vision of D&D, not some wacky-ass homebrew full of time-travel and perfect foresight, where alignment is replaced by a "goodness score" which fluctuates up-and-down Good Place style, and so on.

I mean, I loved Travellers too dude, it was a great show. It wasn't a great D&D show though.

I have thought of time trave in reverse. The baddies are trying to kill them based in the actions of their descendants.

Kinda like T2 but their descendants cause the equivalent of Judgement Day.
 

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If orcs overlapped narratively and culturally with humans, I understand that you wouldn’t like that, and I even kind of understand why. But I don’t understand how that makes them fundamentally the same race in your view.

It's not the existence of overlap -- though I won't speak for Oofta -- it's the total overlap. What is the point in saying "you meet an orc" or "you meet an elf" when orcs, elves and humans all are culturally diverse, mechanically indistinct? What information does it convey? You can't deduce anything about his culture, his expected behaviour, just that he's a biped with some degree of intelligence. How does "orc", "elves" distinguish themselves once you've removed monoculture and mechanical differences? What makes "orcs" and "elves" anything other than "humans-with-masks"? With elves, at least, I could see the extremely long lifespan affecting their viewpoint more than just cultural differences could, but it's not something I've really seen really played up. At some point there is a point when "orc" isn't a meaningful descriptor, except for some mild physical variations. And this is the point where every race is the same race.
 

Bloodthirsty Human Barbarians means that they can stop to be bloodthirsty barbarians. Some examples of human bloodthirsty barbarians:
a) people raised in an improper environment (real life problem: children soldiers in Al-qaeda controlled territory)
b) people lacking the oppportunity to be rehabilitated after deviating from the correct behaviour (real life problem: various criminals after a prison sentence)
c) people who were fed propaganda and followed a leader without actually being barbaric themselves (real life problem: Germans after the fall of the Nazi regime).
d) people with no way of surviving than killing and plundering (real life problem: mercenary soldiers after the end of a war, various barbarian nations at the end of the roman empire who were themselves displaced from their lands by other tribes)
e) people who are just defending their homeland and suffering propaganda from the other side (real life problem: Native Americans)

The correct way to deal with all this cases is resolving the underlying issue, not killing them. If you remove free will from orcs, you can assume a default "killing them is the only way to deal wit them". Of course, it will be reminiscent of "the only good Indian is a dead Indian" but the sentence is offensive only because it applies to humans. "the only good coronavirus is a dead coronavirus" is perfectly fine. If your orcs are like demons, illithids and coronavirus, the pludering orc can be killed. If your orc is free-willed and intelligent, like a human, he's doing the exact same plundering as a human, and the correct answer isn't to kill them, it's to solve the problem that made them bloodthirsty barbarian in the first place. Which is probably more challenging and complex that puting a sword through their brains.

Having inherently evil species allows for simple situations and simple fun for when you don't want to deal with the complexities of dealing with human and human-like barbarians, most of which will just

I mean, Elves ain't human, either, but obviously "the only good elf is a dead elf" would probably feel a bit weird. Same with dwarves and other player races. I suppose my point is that Orcs come off as people, rather than monsters. Illithids and Demons feel unique and disconnected to people in different ways, but Orcs at their most base level feel just like another sapient being.

In 5E I think Volo's may be the only one that really pushes those tropes, but unfortunately it does kind of hit them square on.

Previous editions have also hit them plenty of times. I think @Oofta was alluding to the Volo's stuff when he said he really didn't like some of what was in Volos.

And yeah it's not "just being the bad guys" or "just being evil", it's that they hit every nasty-as-hell racist trope branch on the way down the tree.

Yeah, it's sad because the Hobgoblin stuff is just really good, and they don't even give any roleplaying instructions for them! I love stuff like "Brutal Civility" and the meritocratic advancement they have. They've kind of got a fantasy Klingon vibe, but aren't simply about war.

Let's take Star Trek. It's a television show with a vast array of alien creatures including Klingons, Romulans, Bajorans, Kardashians Cardassians, Vulcans, and many, many more. You could, in theory, replace any one of those species with humans and tell the same story because Star Trek is deliberately telling human stories. Humans with masks don't have to be one trick ponies. The Vulcans have their logic but are all of them alike? No. Even in the original series the bad guy Romulans weren't all the same.

One of my favorite original series episodes is "Balance of Terror" where a Romulan warbird encroaches into Federation space, destroys some outposts near the neutral zone, and the Enterprise is dispatched to see what the hell is going on. The Romulan commander is a lot like Kirk. He has a strong sense of duty, a close friendship with the ship's doctor that mirrors Kirk's friendship with McCoy, and cares about the men and women under his command. The fact that this "bad guy" is so much like our protagonist is one of the things that makes this episode so great. You would have a really difficult time making a similar story with an alien we couldn't relate to.

DS9 was really good at fleshing out Klingons, Cardassians, Bajorans and Ferengi. Well, not always Ferengi, but at least they did better with them than TNG did.
 

HJFudge

Explorer
We're talking about what's in the D&D books. You claimed time travel was. It isn't. You claimed accurate divination spells for the future were. They aren't.

You can add to D&D, and sure, you can decide when it's "not D&D", but obviously, if you're going as far in the direction you want to, you're basically ignoring everything that is relevant to this discussion, which is about a more "core" vision of D&D, not some wacky-ass homebrew full of time-travel and perfect foresight, where alignment is replaced by a "goodness score" which fluctuates up-and-down Good Place style, and so on.

I mean, I loved Travellers too dude, it was a great show. It wasn't a great D&D show though.

I mean, by this logic, literally ANY house rule, any deviation of lore, any single word changed from RAW in any available book for the edition you play makes it Not D&D and not relevant to the discussion. If the book doesnt specifically say you can, you can't.

This is a very peculiar argument. It is a very unhelpful argument. It, in my view, is a very erroneous argument.

Time travel in some form or another has played a part in a great many games I have played...for better and worse. Time travel can be hokey, it can be hard to do well.

My example was that in the campaign, using the D&D ruleset, the plot was that the antagonists were the PCs from the future and they had perfect knowledge of what was to happen. Nothing in the D&D core ruleset prohibits this in any way.

And certainly, if you slaughter the prince or whatever you are gonna get flack for it. Thats part of the story! It is what makes what you do an actual sacrifice! It's very easy to do good when there is no cost. It is when you pay a price for doing what you feel is right that it matters. When only you will know that you did right and whilst everyone else believes you are bad it really doesnt matter what anyone else believes because what matters is the consequence of what you did.
 

EzekielRaiden

Follower of the Way
If you remove free will from orcs
Which is a solution that works, as long as half-orcs aren't a playable thing. If they are, it pretty much guarantees you can't do this.

But I disagree that the only way forward is to continue going this way because I don't see what niche they'd fit.
Why do they need to fit a niche? This is completely separate from my "why do they need to be monoculture" line of questioning, just to be super ultra explicit about that, because I'm sure someone will try to tie the two together as though they were one position. They aren't.

Why does a race need more than "it's popular" or "as a creator, I like them" to be included as an option?

But as we have moved away from monoculture because depicting a race as a monoculture is racist, we no longer need this many races.
You don't need anything as an author. "Need" is a completely inappropriate standard of inclusion. If we're going by what we "need," then LITERALLY NOTHING in the books--not even human beings--is "needed." (Consider the Redwall books, which never see a human character ever and yet have a massive fan following. Or, if you want a specifically TTRPG example, Mouse Guard.)

So, why is this minimalism required? A lack of "need" is not enough. What mandates that we shouldn't have whatever races seem fun or interesting or popular or profitable or (etc.), other than "we can't include absolutely everything because books don't work that way and resources are finite"?

If the problem with orcs is that they can no longer be depicted as lacking free-will so they can fit the niche of brainless opponent at the appropriate CR (after you are finished dealing with zombies and before moving to gnolls), are evocative of real-life racist tropes, the best solution would be to remove them altogether, as is the case with many of the races in the game.
Why is that best? You seem to be ignoring the very significant possibility that people like these things...without needing them to be mindless violent hordes. That people may just...like buff green-skinned people, whether to look upon, or to play as, or both. Consider roegadyn from FFXIV: they're basically orcs, but emphatically not mindless. They have a cultural history, a reason why they're common in certain areas and rare in others, and they're found all over even though they're not actually native to every part of the planet originally. Most of them are either green-to-grey ("Sea Wolf" clan) or red-to-brown ("Hellsguard" clan); both clans have representation all over the world, in a variety of different cultures, though they can still trace their origins back to certain areas of the planet.
 

It's not the existence of overlap -- though I won't speak for Oofta -- it's the total overlap. What is the point in saying "you meet an orc" or "you meet an elf" when orcs, elves and humans all are culturally diverse, mechanically indistinct? What information does it convey? You can't deduce anything about his culture, his expected behaviour, just that he's a biped with some degree of intelligence. How does "orc", "elves" distinguish themselves once you've removed monoculture and mechanical differences? What makes "orcs" and "elves" anything other than "humans-with-masks"? With elves, at least, I could see the extremely long lifespan affecting their viewpoint more than just cultural differences could, but it's not something I've really seen really played up. At some point there is a point when "orc" isn't a meaningful descriptor, except for some mild physical variations. And this is the point where every race is the same race.

But being diverse doesn't mean they still can't be mechanically distinct: an Orc can still be tougher than a human, an Elf can still be faster and more perceptive than a human. The Orc's strength and toughness means that they can live in more inhospitable areas, travel across wastelands that a human might not, just as an elf's longevity would influence how they see the advancement of society and time. As it stands, Orcs aren't particularly distinguishable from bloodthirsty humans beyond a bonus action to get closer into combat.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Here is where it becomes tough. Because there is an argument that can be made, as distasteful as it may be, that if you can end a war sooner by doing something HORRIBLY VICIOUS...well, consequentialism right? If the consequences of your heinous act is that a war ends a year sooner than it would, saving untold lives, is that not the only right course of action to take?
This is highly tangential to the topic at hand, but you actually can make a consequentialist argument in favor of not committing the heinous act that ends the war. It just requires taking a step back from the immediate scenario and considering the longer-term ramifications of the heinous act. Maybe you save more lives in the short term by ending the war early, but how many more might be lost because you set a precedent that such heinous acts are acceptable in wartime? How many allies did committing that act lose you, and how many new enemies did it gain you? Consequentialism isn’t “the ends justify the means,” it’s “outcomes matter more than motivation.” Wartime atrocities get labeled war crimes because most reasonable people recognize that their long-term outcomes are far worse than the immediate advantage they may offer.
 

Zardnaar

Legend
This is highly tangential to the topic at hand, but you actually can make a consequentialist argument in favor of not committing the heinous act that ends the war. It just requires taking a step back from the immediate scenario and considering the longer-term ramifications of the heinous act. Maybe you save more lives in the short term by ending the war early, but how many more might be lost because you set a precedent that such heinous acts are acceptable in wartime? How many allies did committing that act lose you, and how many new enemies did it gain you? Consequentialism isn’t “the ends justify the means,” it’s “outcomes matter more than motivation.” Wartime atrocities get labeled war crimes because most reasonable people recognize that their long-term outcomes are far worse than the immediate advantage they may offer.

Several war crimes solved some problems or were committed because of other ones.

Years in the aftermath of WW2 come to mind.
 

HJFudge

Explorer
This is highly tangential to the topic at hand, but you actually can make a consequentialist argument in favor of not committing the heinous act that ends the war. It just requires taking a step back from the immediate scenario and considering the longer-term ramifications of the heinous act. Maybe you save more lives in the short term by ending the war early, but how many more might be lost because you set a precedent that such heinous acts are acceptable in wartime? How many allies did committing that act lose you, and how many new enemies did it gain you? Consequentialism isn’t “the ends justify the means,” it’s “outcomes matter more than motivation.” Wartime atrocities get labeled war crimes because most reasonable people recognize that their long-term outcomes are far worse than the immediate advantage they may offer.

Yup! That is certainly one argument that can be made! There is no right answer to this. There is no One True Way. Each PC, each party, will arrive at a different conclusion and they are all okay. Each choice will have a consequence. The important thing in gaming terms is to make the consequence feel natural and as a result of the players choices. If one weights the scales too heavily one way or another...well...it ruins it imho and makes it feel forced.

If the stakes are 'all of existence' that is too high of a stake in almost all cases for a choice like this. Because then all sorts of things become okay to do. But it is different if it is say the fate of the Kingdom that has your characters values. Or the fate of a family member.
 

EzekielRaiden

Follower of the Way
This is highly tangential to the topic at hand, but you actually can make a consequentialist argument in favor of not committing the heinous act that ends the war. It just requires taking a step back from the immediate scenario and considering the longer-term ramifications of the heinous act. Maybe you save more lives in the short term by ending the war early, but how many more might be lost because you set a precedent that such heinous acts are acceptable in wartime? How many allies did committing that act lose you, and how many new enemies did it gain you? Consequentialism isn’t “the ends justify the means,” it’s “outcomes matter more than motivation.” Wartime atrocities get labeled war crimes because most reasonable people recognize that their long-term outcomes are far worse than the immediate advantage they may offer.
As with most ethical models, the value of consequentialism directly leads to the flaws thereof. It's supposed to make problems simple by diverting complex questions about motivation to simple questions about consequences. But then you get situations where the "simple" questions of consequences get complicated, because "consequences" means literally everything that could possibly result from your actions, which means that the supposed simplicity has actually turned into the complexity of "okay so what's the appropriate scale for looking at consequences of this action?" And it doesn't just work forward in time--you have to do the same thing when you start from "this was a bad consequence, we need to look for who's responsible" and the back-tracing of what causes led to those consequences can become incredibly thorny (as facetiously covered in an SMBC comic).
 

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