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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Diversity in D&D Third Edition
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<blockquote data-quote="billd91" data-source="post: 7870286" data-attributes="member: 3400"><p>I think there's also got to be a bit of caveat emptor here. If I'm going to be running some 20s era Call of Cthulhu, my players should have an idea of what to expect before they sign off on us playing that campaign. They know there's going to be some institutional racism and sexism making up the setting. They know that it may affect some interactions. But I'm also going to make sure it's not constantly pervasive unless that's a specific aspect of a scenario - and then they'll be forewarned. </p><p></p><p>Then if they do sign on, they're going to have to recognize that they signed on for it and trust me that I won't run roughshod over them. If it gets to a point where it bothers them, I expect them to tell me about it, not stew in silence. I also generally let them know that while there may be racism (or sexism, etc) in the culture at large, there will likely be chances for them to exploit their minority status. For example: In Masks of Nyarlathotep, characters may go to Nairobi in Kenya Colony - a city heavily segregated along British colonial models into, effectively Blacktown, Browntown, and Whitetown. Black investigators, even if from the US or UK, will have an easier time interacting with the local informants in Blacktown than a white investigator. And, honestly, any time race is going to be a prominent issue in an RPG, it should be represented by both groups in the society and that should give players a chance to make use of being on the underprivileged end in a positive way.</p></blockquote><p></p>
[QUOTE="billd91, post: 7870286, member: 3400"] I think there's also got to be a bit of caveat emptor here. If I'm going to be running some 20s era Call of Cthulhu, my players should have an idea of what to expect before they sign off on us playing that campaign. They know there's going to be some institutional racism and sexism making up the setting. They know that it may affect some interactions. But I'm also going to make sure it's not constantly pervasive unless that's a specific aspect of a scenario - and then they'll be forewarned. Then if they do sign on, they're going to have to recognize that they signed on for it and trust me that I won't run roughshod over them. If it gets to a point where it bothers them, I expect them to tell me about it, not stew in silence. I also generally let them know that while there may be racism (or sexism, etc) in the culture at large, there will likely be chances for them to exploit their minority status. For example: In Masks of Nyarlathotep, characters may go to Nairobi in Kenya Colony - a city heavily segregated along British colonial models into, effectively Blacktown, Browntown, and Whitetown. Black investigators, even if from the US or UK, will have an easier time interacting with the local informants in Blacktown than a white investigator. And, honestly, any time race is going to be a prominent issue in an RPG, it should be represented by both groups in the society and that should give players a chance to make use of being on the underprivileged end in a positive way. [/QUOTE]
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