Do We Still Need "Oriental Adventures"?

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Orientalism -- a wide-ranging term originally used to encompass depictions of Middle Eastern, South Asian, and East Asian cultures -- has gradually come to represent a more negative term. Should Dungeons & Dragons, known for two well-received books titled "Oriental Adventures," have another edition dedicated to "Eastern" cultures?

[h=3]A Brief History of Orientalism[/h]For a time, orientalism was a term used by art historians and literary scholars to group "Eastern" cultures together. That changed in 1978 with Edward Said's Orientalism, which argued that treatment of these cultures conflated peoples, times, and places into a narrative of incident and adventure in an exotic land.

It's easy to see why this approach might appeal to role-playing games. Orientalism is one lens to view a non-European culture within the game's context. We previously discussed how "othering" can create a mishmash of cultures, and it can apply to orientalism as well. The challenge is in how to portray a culture with nuance, and often one large region isn't enough to do the topic justice. The concept even applies to the idea of the "East" and the "Orient," which turns all of the Asian regions into one mono-culture. Wikipedia explains the term in that context:

The imperial conquest of "non–white" countries was intellectually justified with the fetishization of the Eastern world, which was effected with cultural generalizations that divided the peoples of the world into the artificial, binary-relationship of "The Eastern World and The Western World", the dichotomy which identified, designated, and subordinated the peoples of the Orient as the Other—as the non–European Self.


Game designers -- who were often admitted fans of Asian cultures -- sought to introduce a new kind of fantasy into traditional Western tropes. Viewed through a modern lens, their approach would likely be different today.
[h=3]The "Oriental" Books in D&D[/h]The original Oriental Adventures was published in 1985 by co-creator of D&D Gary Gygax, David "Zeb" Cook and François Marcela-Froideval. It introduced the ninja, kensai, wu-jen, and shukenja as well as new takes on the barbarian and monk. It was also the first supplement to introduce non-weapn proficiencies, the precursor to D&D's skill system. The book was well-received, and was envisioned by Gygax as an opportunity to reinvigorate the line -- ambitions which collapsed when he left the company. The book's hardcover had the following text printed on the back:

…The mysterious and exotic Orient, land of spices and warlords, has at last opened her gates to the West.


Aaron Trammell provides a detailed analysis of how problematic this one line of text is. The sum of his argument:

Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension to Dungeons & Dragons, the reality is that by lumping together Chinese, Japanese, Korean, Mongolian, Philippine, and “Southeast Asian” lore he and co-authors David “Zeb” Cook and Francois Marcela-Froideval actually developed a campaign setting that reinforced western culture’s already racist understanding of the “Orient.”


The next edition would shift the setting from Kara-Tur (which was later sent in the Forgotten Realms) to Rokugan from the Legend of the Five Rings role-playing game.
[h=3]Controversy of the Five Rings[/h]James Wyatt wrote the revised Oriental Adventures for Third Edition D&D, published by Wizards of the Coast in 2001. It was updated to 3.5 in Dragon Magazine #318.

Legend of the Five Rings, a franchise that extends to card games, is itself not immune to controversy. Quintin Smith got enough comments on his review of the Legend of the Five Rings card game that he included an appendix that looked critically at chanting phrases "banzai!" at conventions and some of the game's art:

Now, I have no idea if this is right or wrong, but I do know that chanting in Japanese at an event exclusively attended by white men and women made me feel a tiny bit weird. My usual headcheck for this is “How would I feel if I brought a Japanese-English friend to the event?” and my answer is “Even more weird.” Personally, I found the game’s cover art to be a little more questionable. I think it’s fantastic to have a fantasy world that draws on Asian conventions instead of Western ones. But in a game that almost exclusively depicts Asian men and women, don’t then put white people on the cover! It’s such a lovely piece of art. I just wish she looked a little bit less like a cosplayer.


Perhaps in response to this criticism, Fantasy Flight Games removed the "banzai" chant as a bullet point from its web site. The page also features several pictures of past tournament winners, which provides some context as to who was shouting the chant.
[h=3]Fifth Edition and Diversity[/h]By the time the Fifth Edition of D&D was published, the game's approach to diverse peoples had changed. Indigo Boock on GeekGirlCon explains how:

Diversity is strength. The strongest adventuring party is the most diverse adventuring party. Try thinking about it in terms of classes—you have your healers, fighters, and magic users. Same goes for diversity. Different outlooks on life create more mobility and openness for different situations. Jeremy also explained that it was crucial that the art also reflected diversity, as did Art Director Kate Erwin. With this, they tried to make sure that there was a 50/50 split of people who identify as male and people who identify as female in the illustrations.


Trammell points out how these changes are reflected in the art of the core rule books:

First, there are illustrations: an East Asian warlock, a female samurai, an Arabian princess, an Arab warrior, and a Moor in battle, to name a few. Then, there are mechanics: the Monk persists as a class replete with a spiritual connection to another world via the “ki” mechanic. Scimitars and blowguns are commonly available as weapons, and elephants are available for purchase as mounts for only 200 gold. Although all of these mechanics are presented with an earnest multiculturalist ethic of appreciation, this ethic often surreptitiously produces a problematic and fictitious exotic, Oriental figure. At this point, given the embrace of multiculturalism by the franchise, it seems that the system is designed to embrace the construction of Orientalist fictional worlds where the Orient and Occident mix, mingle, and wage war.


A good first step is to understand the nuances of a region by exploring more than one culture there. Sean "S.M." Hill's "The Journey to..." series is a great place to start, particularly "Romance of the Three Kingdoms."

D&D has come a long way, but it still has some work to do if it plans to reflect the diversity of its modern player base and their cultures...which is why it seems unlikely we'll get another Oriental Adventures title.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
 

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Michael Tresca

Michael Tresca

So tell your fear-mongering to take a seat. We're not telling people they can't have fun. We're telling people there are better ways to have fun.

How do we have better fun? I am tired of the normal mass market fun I have previously been having and would enjoy some quality fun for a change.
 

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How do we have better fun? I am tired of the normal mass market fun I have previously been having and would enjoy some quality fun for a change.

I believe I just wrote a couple paragraphs on the subject. Perhaps reading them would enlighten you?
 

people attempting to defend a fair representation of another culture

Kara Tur was briefly detailed in the Sword Coast Adventurer's Guide, and of course we have Chult in ToA. Do you feel that those are fair representations? I would love to see Kara Tur given the treatment that Chult was (minus the death curse) in ToA and see the setting updated for 5e.
 

I believe I just wrote a couple paragraphs on the subject. Perhaps reading them would enlighten you?

Oh ok, so step one treat my character like it is a real person, dont play DnD in a fun and silly manner, look down on games with large numbers of players aka jerks?

Sounds doable.
 

Oh ok, so step one treat my character like it is a real person, dont play DnD in a fun and silly manner, look down on games with large numbers of players aka jerks?

Sounds doable.

If your goal with these posts is to be reported for trolling, you are doing a fine job.

You can also consider this my last response to you ever.
 

Kara Tur was briefly detailed in the Sword Coast Adventurer's Guide, and of course we have Chult in ToA. Do you feel that those are fair representations? I would love to see Kara Tur given the treatment that Chult was (minus the death curse) in ToA and see the setting updated for 5e.

I am not intimately familiar with either setting, as I'm not a terrible fan of Forgotten Realms the setting. I know old tidbits about Chult from discussions about when the new ToA came out, but it sounds like it had some problems and they made an effort to fix those problems in the update, not perfect, up effort was made and some improvement was accomplished.

Most material from the 70's and 80's has a fair number of problems with it, it is a product of its time. We are no longer in the that time. We know better, we can do better. We have done better, and there's no reason for us not to continue to do better.

I could probably assume Kara-Tur had it's problems. So if it were updated to help clean up those problems, I think that'd be great.
 

I owned the original book back in the 80s, and it was largely responsible for awakening my interest in Japanese history and mythology in particular. Although it did contain references to several Asian cultures... my memory of it was that it skewed very heavily in the direction of Japan and Japanese mythology and folklore. What I would like to see is a treatment that is a little more diverse, drawing inspiration from not only Japan, but also China, India, Thailand, The Philippines, and other cultures and civilizations. Heck, just a book of monsters influenced by said cultures would be amazing. There are some truly terrifying mythological creatures from places like The Philippines for example which get almost no exposure in fantasy RPGs.
 

Orientalism -- a wide-ranging term originally used to encompass depictions of Middle Eastern, South Asian, and East Asian cultures -- has gradually come to represent a more negative term. Should Dungeons & Dragons, known for two well-received books titled "Oriental Adventures," have another edition dedicated to "Eastern" cultures?

[h=3]A Brief History of Orientalism[/h]For a time, orientalism was a term used by art historians and literary scholars to group "Eastern" cultures together. That changed in 1978 with Edward Said's Orientalism, which argued that treatment of these cultures conflated peoples, times, and places into a narrative of incident and adventure in an exotic land.

It's easy to see why this approach might appeal to role-playing games. Orientalism is one lens to view a non-European culture within the game's context. We previously discussed how "othering" can create a mishmash of cultures, and it can apply to orientalism as well. The challenge is in how to portray a culture with nuance, and often one large region isn't enough to do the topic justice. The concept even applies to the idea of the "East" and the "Orient," which turns all of the Asian regions into one mono-culture. Wikipedia explains the term in that context:

The imperial conquest of "non–white" countries was intellectually justified with the fetishization of the Eastern world, which was effected with cultural generalizations that divided the peoples of the world into the artificial, binary-relationship of "The Eastern World and The Western World", the dichotomy which identified, designated, and subordinated the peoples of the Orient as the Other—as the non–European Self.


Game designers -- who were often admitted fans of Asian cultures -- sought to introduce a new kind of fantasy into traditional Western tropes. Viewed through a modern lens, their approach would likely be different today.
[h=3]The "Oriental" Books in D&D[/h]The original Oriental Adventures was published in 1985 by co-creator of D&D Gary Gygax, David "Zeb" Cook and François Marcela-Froideval. It introduced the ninja, kensai, wu-jen, and shukenja as well as new takes on the barbarian and monk. It was also the first supplement to introduce non-weapn proficiencies, the precursor to D&D's skill system. The book was well-received, and was envisioned by Gygax as an opportunity to reinvigorate the line -- ambitions which collapsed when he left the company. The book's hardcover had the following text printed on the back:

…The mysterious and exotic Orient, land of spices and warlords, has at last opened her gates to the West.


Aaron Trammell provides a detailed analysis of how problematic this one line of text is. The sum of his argument:

Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension to Dungeons & Dragons, the reality is that by lumping together Chinese, Japanese, Korean, Mongolian, Philippine, and “Southeast Asian” lore he and co-authors David “Zeb” Cook and Francois Marcela-Froideval actually developed a campaign setting that reinforced western culture’s already racist understanding of the “Orient.”


The next edition would shift the setting from Kara-Tur (which was later sent in the Forgotten Realms) to Rokugan from the Legend of the Five Rings role-playing game.
[h=3]Controversy of the Five Rings[/h]James Wyatt wrote the revised Oriental Adventures for Third Edition D&D, published by Wizards of the Coast in 2001. It was updated to 3.5 in Dragon Magazine #318.

Legend of the Five Rings, a franchise that extends to card games, is itself not immune to controversy. Quintin Smith got enough comments on his review of the Legend of the Five Rings card game that he included an appendix that looked critically at chanting phrases "banzai!" at conventions and some of the game's art:

Now, I have no idea if this is right or wrong, but I do know that chanting in Japanese at an event exclusively attended by white men and women made me feel a tiny bit weird. My usual headcheck for this is “How would I feel if I brought a Japanese-English friend to the event?” and my answer is “Even more weird.” Personally, I found the game’s cover art to be a little more questionable. I think it’s fantastic to have a fantasy world that draws on Asian conventions instead of Western ones. But in a game that almost exclusively depicts Asian men and women, don’t then put white people on the cover! It’s such a lovely piece of art. I just wish she looked a little bit less like a cosplayer.


Perhaps in response to this criticism, Fantasy Flight Games removed the "banzai" chant as a bullet point from its web site. The page also features several pictures of past tournament winners, which provides some context as to who was shouting the chant.
[h=3]Fifth Edition and Diversity[/h]By the time the Fifth Edition of D&D was published, the game's approach to diverse peoples had changed. Indigo Boock on GeekGirlCon explains how:

Diversity is strength. The strongest adventuring party is the most diverse adventuring party. Try thinking about it in terms of classes—you have your healers, fighters, and magic users. Same goes for diversity. Different outlooks on life create more mobility and openness for different situations. Jeremy also explained that it was crucial that the art also reflected diversity, as did Art Director Kate Erwin. With this, they tried to make sure that there was a 50/50 split of people who identify as male and people who identify as female in the illustrations.


Trammell points out how these changes are reflected in the art of the core rule books:

First, there are illustrations: an East Asian warlock, a female samurai, an Arabian princess, an Arab warrior, and a Moor in battle, to name a few. Then, there are mechanics: the Monk persists as a class replete with a spiritual connection to another world via the “ki” mechanic. Scimitars and blowguns are commonly available as weapons, and elephants are available for purchase as mounts for only 200 gold. Although all of these mechanics are presented with an earnest multiculturalist ethic of appreciation, this ethic often surreptitiously produces a problematic and fictitious exotic, Oriental figure. At this point, given the embrace of multiculturalism by the franchise, it seems that the system is designed to embrace the construction of Orientalist fictional worlds where the Orient and Occident mix, mingle, and wage war.


A good first step is to understand the nuances of a region by exploring more than one culture there. Sean "S.M." Hill's "The Journey to..." series is a great place to start, particularly "Romance of the Three Kingdoms."

D&D has come a long way, but it still has some work to do if it plans to reflect the diversity of its modern player base and their cultures...which is why it seems unlikely we'll get another Oriental Adventures title.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.

All regions of the World were less diverse in the Middle Ages. People in Europe in 1100 AD for instance rarely ever saw a black man or a person from China, for instance. There is also a reason why Christopher Columbus called the first native Americans he saw, "Indians" Christopher Columbus never saw a real Indian, he read the works of Marco Polo as his guide, but he never actually been to the places Marco Polo described in his diary. Travel in the Middle Ages was very uncommon. People usually never went more than a dozen miles from where they were born, and it was common for Europeans only to meet other Europeans, and for Asians to meet only Asians, and for blacks to see only blacks. that is the way things were back them. It is not realistic for a middle age society to reflect the diversity of modern society because middle age societies were not as diverse, travel was expensive and few people did it. If a black person ever appeared in a Medieval European village, he would receive stares, as most people in that village had never seen a black man before.

A player may play any race he wants, he just has to understand that I his character is of another race from a different continent, he is going to receive a lot of curiosity from the local villagers when he goes to buy some equipment. If he goes into a tavern, to check on the local gossip, its realistic to expect a hush when he steps through the door, as no one there has ever seen his kind before, to them he is exotic.

Today we live in a world of jet age travel, people travel all throughout the world, I meet people from China, and from Africa, and from the Middle East all the time, this is normal for me, an it is not exotic, but back in the middle ages it was, and we just have to understand that. the past was different from today, is it wrong to portray that difference. Should every village the PCs travel to reflect a polyglot of cultures from all around the World? How realistic is that? It is politically correct to portray villages that way, but it is not realistic, any more than going to a peasant's house and finding a bathroom inside with a flush toilet would be.
 

I actually think "Asian Adventures" would be even more problematic, because it would imply that they're trying to be accurate to actual Asian cultures. We don't have "European Adventures." "Oriental," while not politically correct in some circles, at least clearly indicates that it is a Western/Occidental view on Asia.

Yes, "Asian Adventures" would be substantially more problematic than "Oriental Adventures". I appreciated some game publications' use of the word Mythic or Mystic such as "Mythic Europe" for an Ars Magica supplement and "Mystic China" from Palladium. They highlighted the source while also highlighting the fantasy interpretation.
 

I have an idea: how about to avoid "othering" we just stick to good old fashioned D&D? Knights, dragons, orcs, and western (can I say that?!) flavor.

It's kind of funny. OA gets accused of "Othering" when its goal was pretty much the opposite - to bring in that which had previously been excluded. Returning to exclusion would be about as othering as you could get.
 

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