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Drow in early D&D
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<blockquote data-quote="Blue Orange" data-source="post: 8298330" data-attributes="member: 7025997"><p>I'd argue that most preindustrial civilizations (ie any D&D civilization in most settings) had at least some degree of what we would consider prejudice, though they defined ingroup and outgroup differently--you had barbarians defined as 'people who didn't speak Greek', for instance; Romans talked about tribal people outside of the empire the same way, and in China again it was groups outside of the empire. (They categorized them by the cardinal directions.) A <em>lot</em> of history revolves around inter-ethnic conflicts, and often you have one group that sits on top of the other as a ruling class--look at the Manchu Qing dynasty in China, or Normans in England after 1066 (that's why our 'common' words sound like German and our 'fancy' words sound like French-look at 'cow' (Kuh) and 'beef' (boeuf) for instance). Ancestry's very often a big factor though.</p><p></p><p>How much of that you want to put into your<em> game </em>is another story. A lot of your players may have had real-life traumatic experiences with some of this stuff.</p></blockquote><p></p>
[QUOTE="Blue Orange, post: 8298330, member: 7025997"] I'd argue that most preindustrial civilizations (ie any D&D civilization in most settings) had at least some degree of what we would consider prejudice, though they defined ingroup and outgroup differently--you had barbarians defined as 'people who didn't speak Greek', for instance; Romans talked about tribal people outside of the empire the same way, and in China again it was groups outside of the empire. (They categorized them by the cardinal directions.) A [I]lot[/I] of history revolves around inter-ethnic conflicts, and often you have one group that sits on top of the other as a ruling class--look at the Manchu Qing dynasty in China, or Normans in England after 1066 (that's why our 'common' words sound like German and our 'fancy' words sound like French-look at 'cow' (Kuh) and 'beef' (boeuf) for instance). Ancestry's very often a big factor though. How much of that you want to put into your[I] game [/I]is another story. A lot of your players may have had real-life traumatic experiences with some of this stuff. [/QUOTE]
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