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Every Hero Needs A Victim

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Ah, heroism. The bold confrontation of evil and menace by the brave and occasionally somewhat foolhardy hero for the benefit of someone in desperate need of their help. The RPG hobby was born out of the forge of heroism, and the most popular game within the hobby has always used it as the banner-level promise. "Play Dungeons & Dragons," the cover proclaims in ways overt and subtle, "and you will be a hero!"

We can think of this heroism something like an emotional goal for our game. Though the exact cocktail of emotional highs we get from pretending to be a hero in our games is probably pretty complex, it's likely close to what Ekman would've called "satisfaction." It also involves a lot of elements of social approval: in the fantasy world, your avatar can be loved and honored and respected for their deeds, and, by empathy, you can feel that feeling, too. Certainly that's a big draw for people not used to getting the accolades of their peers (ie: a lot of socially awkward high school folks), but it's also a draw for other people, for a variety of reasons. The ultimate thrust is that being a hero is fun in and of itself. Solving the problems of imaginary people feels awesome.

Of course, if we are to play as the hero, we're going to need someone in need of our help. D&D is set up so that the characters we make are eminently capable of helping the NPC's in the world. For the most part, our NPC's are farmers and townsfolk and other "civilians," while our characters are elite, heroic, and sometimes even specially chosen by destiny or blessed with some ability that makes them distinctly NOT part of the normal daily operation of the world.

In the context of game design, these NPC's serve to help motivate the player. When you sign up to pretend to be a hero (as D&D advertises itself), doing the right thing feels good, so the player is naturally inclined to help out the people of the world that lies before them. It's what they're here to do -- to save those who need saving, and feel good because of that. So we need people who need saving, for our own fun. We need to put peasants in peril. We need a world that needs heroes.

There can be a problem in this. In presenting our NPC's as victims that need saving, we need to walk a fine line between encouraging the player to do the thing they want to do and be a big damn hero, and presenting our NPC's as characters who exist only to be helped. What's wrong with an NPC who exists only to be saved by the PC's? Well...

[video=youtube;X6p5AZp7r_Q]https://www.youtube.com/watch?v=X6p5AZp7r_Q&feature=player_detailpage[/video]

That Doesn't Apply At All!
I see your point. There's more than a few issues talked about this video that are relevant for our own games, but not everything. For one, our home games aren't exactly mass market media. Every table is an audience of about 4-8 people, typically adults or teenagers, so the cultural limits of Mark's Monday MapTools game is pretty limited. Mark clearly doesn't have the same influence or reach of Nintendo, so it's not like some little girl in some distant city is going to grow up playing Mark's campaign and allow it to shape her self-image.

It's also true that, because of the nature of D&D as a game where you make your own characters, there's a greater diversity in protagonists and victims in the game. While I'm fairly confident males still dominate, I'd wager there's been more female protagonists in 40 years of D&D than there have been in the same amount of time in videogames, if only because character gender is something you opt into -- anyone can play a male or a female character. There is no default character gender option, the game demands that you make a choice. Victim types, too, are more diverse, and often grander. It's not always the princess that needs saving, it's often the whole kingdom, or the whole world, or even no one in particular (it's just about the heroes and the dangers outside of town). A princess getting kidnapped by a dragon is pretty small potatoes compared to what that dragon could do to her entire kingdom, without going through the hassle of a kidnapping.

Some of the D&D writing, especially pre-3e, can be amazingly sexist, or at least ignorant, and there's certainly other issues with the presentation of women in the game (holy sexual objectification, Batman!). The damsel in distress, though, doesn't have a large presence. We're well ahead of Mario and Link, at least.

A Problem With Appendix N
Of course, the same cannot be said for the source material we claim to want to emulate with D&D. Old pulp novels? Ancient Greek myths? Medieval fairy tales? Check, checkitty check-check. D&D is deeply steeped in the raw distilled testoster-juices of stereotypical adolescent male power fantasies, and is pretty proud of it. These stories unabashedly used and re-used the damsel in distress without the slightest batting of an eyebrow. So what's wrong with us playing games inspired by our often-brilliant, occasionally-questionable source material? Shouldn't we be able to play as Perseus rescuing Adromeda? Is there anything inherently wrong with the princess and the dragon?

Well, not always. A trope is ultimately a narrative tool. It isn't inherently good or bad (though it can be over-used and stereotypical). What's good or bad is in how you use them.

Using Princess Peach's kidnapping as an excuse plot in (almost) every single Mario game doesn't use the trope well. It's a thoughtless use of the narrative tool to frame some compelling run-and-jump action gameplay. That gameplay is the point -- the plot is just there to frame it. None of the characters participate in that storyline consciously. As has been noted by keen observers of the obvious over the years, Mario and Peach and Bowser never really think about this ritual they go through. The three aren't multi-dimensional characters, they're not people, they're just anthropomorphized vehicles for game mechanics. Mario isn't a person, he's just a run-and-jump avatar. Bowser isn't a villain, he's just a big moving wall of failure. Peach isn't a princess, she's just a goal point in a pink dress.

But you can use this trope more thoughtfully. A fairly good example of this is the character development the Ice King goes through in Adventure Time. At first, the character is not much more than Bowser with a few extra princesses, but Adventure Time does more to explore the interesting questions this raises, rather than simply using princess-napping as an excuse for wacky adventuring fun times.

The central problem, then, is when the trope is used and assumed to just be "the way things are." You should feel free to have a dragon kidnap a princess who then must be saved by the (typically male) heroes, but that shouldn't be the end of the narrative. Why did this dragon need this particular princess? What does the villain seek, and hope to gain through her? What power does she offer that the dragon cannot just easily kill her? Why might she not be seeking her own active escape? What are her thoughts on this power that she has that has made her a target? How can she use the heroes to accomplish her own goals (typically, of getting the heck out of there), and what can she do for the heroes that they can't do themselves?

In the deep depths of history, these motives were often baldly and obviously sexual and predatory in nature (when they were thought of at all), but we don't need to follow in those footsteps today. By turning these cardboard cut-out excuses-for-an-adventure into actual characters with motives and desires and hopes and aspirations, you get a better story, and a less stereotypical damsel in distress, all at once. Sure, Jack Vance never gave the thoughts or opinions or abilities of his female characters much consideration, but we don't need to accept that as something that's fine and dandy in our own games. He was a product of his times for better and worse, and we're also a product of ours. As DMs and players, we've never been very interested in wholesale looting of the source material, but rather using it as a wellspring of inspiration. Use these sources of inspiration, but don't be tethered to them. Just because you play a game that borrows from Edgar Rice Burroughs doesn't mean that you need to have an ape kidnapping a token woman just so that the heroes can save her and prove that they're awesome. I mean, what does that ape even do that for? And why doesn't she fight back?

Everyone Is Someone's Princess
We established pretty early on that D&D doesn't have a big damsel-in-distress problem, in general, and in the areas where it might, it's possible to use the trope without necessarily using it in the same way that the original authors might have (ie: without giving it much thought, or with giving it too much thought in a fairly problematic direction).

But D&D's problem with things in distress can run a bit deeper than everyday misogyny, too. Man or woman or child or sleepy hamlet or kingdom or city or world or plane...whenever we fail to develop our designated victims as characters -- as people -- in their own right, it can weaken the whole gameplay experience by treating the NPC's in peril as excuses for gameplay, rather than as interesting characters in their own right.

Ultimately, the idea that there is a designated victim that needs saving is unsatisfying because that's not how the real world works. In the real world, the closest things we have to our D&D adventuring heroes are probably those who bravely face their own death for our good and protection -- soldiers, firefighters, police officers. Yet these people aren't inhumanly special or fated or annointed by the gods, they merely have a special skill set for dealing with things like "people shooting at you" or "being surrounded by fire" that the rest of us generally lack. To put it in comic book terms, they're more like Batman or Iron Man (very skilled, elitely trained, and perhaps a little bit crazy) than like Superman (fundamentally alien) or the X-men (something more than human) or Spider-man (mutated by chance into a greater-than-mortal being). They are heroic because we as a society need them and admire their actions, not because of anything inherently different about them.

Adventurers in D&D could follow the same model: part of an elite force of people specially trained to deal with a world filled with dungeons and dragons, but still fundamentally human. This might rob them of a certain numinous mythic quality, but it can be argued that giving protagonists that quality makes them feel a little less-than-human, anyway. It would also be true in this world that the NPC's are to some degree necessary -- a fireman can't fight fires with one hand and grow crops with the other, so it should be with an adventurer who faces dangerous dungeons and dragons. They can't do it all, so they need the help and the stability of those who stay behind, to make food, to grow crops, to construct houses, to conduct business, to enable the hero to do their job.

It's also true that in the real world, people aren't totally helpless in the face of danger. Time and again, people without training dig deep within themselves in times of crisis and find the strength to face the danger in front of them. Real people become heroic in moments of pressure, such as a kidnapping, and a world in which NPC's are all weak and pliable and needy isn't one where this is true, so it isn't one that feels real. While heroism may demand someone to save, it doesn't demand that this person is passive, and having an active hand in their own salvation should be part of what they want as well.

One of the big issues that can plague heroic gameplay is the idea that the victims are only victims, merely victims, without anything to contribute to the adventure or the narrative other than being tormented by something. This is not only an issue when you re-use the same stock victims, it's also an issue that creates unsatisfying narratives in play. How many times has your group bemoaned the needy NPC's, the town guard who can't kill some goblins, the wizard at the tavern who can never seem to go get his own dang MacGuffin, the shopkeeper who charges them full price despite them saving the world? This isn't just sour grapes, it's a hint that your world and your narrative might be a little shallow, and while that might have been fine for any number of authors in Appendix N, those people are only a starting point, not an endpoint. They are there to launch us into our own adventures, not limit us to theirs.

So lets hear it from you: what are some of the greatest moments you've had in giving your NPC's some agency over their own destinies? Have you treated your NPC's as just plot devices, as victims to save, or were they actual people that the players actually cared about and felt good helping? What have been your big wins here, and what do you wish you've done better? Let me know in the comments!
 

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S'mon said:
Of all the Politically Correct arguments that fly in the face of reality, this is the one that really annoys me. Simulationist systems would have far bigger sex-based ability modifiers than the STR cap (not modifier!) that is the only sex-based element in the 1e AD&D PHB. There are good arguments against modifiers in terms of game-play, but it is in no way sexist to note that women are much (much) less strong on average than men, and that even a fantasy world needs to retain that at least for NPCs or deal with the implications a species very unlike real humans.

If you're going to say that women in the real world are "much (much) less strong on average than men," you're going to have to specify things like the kind of strength you're talking about and the degree of "much (much) less" and get into the weeds on statistical averages vs. what a player has an expectation to play as. If you're going to say that a game of fantasy and make-believe should have a rule to enforce that disparity in strength, that it is noteworthy enough to be represented in the numbers, you're going to need to get very specific and granular on what something like the STR score represents in the world. If you're going to say that a rule enforcing a gender disparity isn't pretty blatantly sexist, you're going to need to understand the sociology of disempowerment and the psychology of power fantasies.

And since this is precisely the kind of side-track I wasn't really interested in having, you might want to say those things in a different context. For my purposes here, noting that D&D can sometimes be sexist in an official capacity in other ways in no way diminishes the fact that D&D doesn't cleave very strongly to the damsel in distress motif, specifically, and that it's pretty significant in that regard given the trope's prevalence in closely related media. It shows, in part, what giving the participants agency over their protagonists and antagonists can help mediate.
 

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Edit: Sorry, KM. Didn't see your post, above. Feel free to remove this, if you feel it detracts from your discussion.

but it is in no way sexist to note that women are much (much) less strong on average than men

Given that "strength", both in real-world and game terms is vaguely defined, yes, it sure looks kind of sexist, and problematic.

Doubly so when you over-focus on the average, rather than noting that even if there's a difference on average, the distributions are very broad and largely overlapping. Triply so when you fail to note that much of the difference in averages in the current population is apt to be the result of current culturally imposed gender roles and behaviors, rather than biology, so that they may not apply in the fictional culture. At the upper levels of training, can men out-perform women at many contests of upper-body strength? Yes. But isn't the 'average' we point to more a result of day-today labors? Isn't a woman who does a lot of physical work apt to be stronger than a desk-jockey man?

If we really wanted to do it right, why not put in strength bonuses and penalties based upon life-work, rather than gender? Then, if in the society much of the upper-body strength work was performed by men, then we'd get the effect that men are stronger, but still not restrict a woman who had similar life-work. Insisting on tying modifiers to gender, and thus hard-baking the cultural differences into the rule-set, sure looks like sexism.

and that even a fantasy world needs to retain that at least for NPCs or deal with the implications a species very unlike real humans.

And to me it seems entirely sexist to say that a fantasy world "needs" to reflect this. The world (real or fictional) will not end. Birds won't fall dead from the sky. Popcorn won't de-pop. Dogs and cats won't start living together in peace and harmony, upsetting the normal order of things. Nothing particularly bad will happen if you don't bake those things into your rule set. There is no "need".
 
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Aside from me thinking Anita is a fool peddling feminism, part of the issue of str stats in game is that it's not actually a measure of strength per se. It's more abstract - a str 16 female human fighter is probably not going to be as strong as a strength 16 male human fighter, its just that their relative combat abilities are equal. IE; the woman might be a slightly smaller target, faster on her feet, harder to hit, more accurate with attacks compared to the male fighter who is physically stronger and possibly tougher but in game it makes little to no difference.
 
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Yeah, but she's problematic, too.

This isn't to say that Vance isn't a worthy person to game in the footsteps of, just that he had some less-than-admirable traits when it comes to some of his female characters, and that following in his footsteps doesn't necessarily mean we have to treat our NPC's like that.

Do we know that was the case with Vance's characters? By which I mean, the assumption seems to be that he was subconsciously infusing his female characters with negative imagery that reflected his personal view of women. That doesn't strike me as always being the case; is there no possibility that he was imbuing her character with unpalatable or otherwise-negative traits because he wanted her to be perceived that way?

I'm reminded of an anecdote (and I may be getting this wrong) where someone complained that one of Heinlein's female characters said that "if a woman gets raped, 90% of the time it's her own fault," saying that this showed his bias against women. Heinlein responded that that was what that particular character believed, not he himself.

In other words, we seem to presume that all literary characters - and certainly the central ones (e.g. the presumed protagonists) - are or should be faultless role models for the readers, and that any negative personality traits they display are the result of the author unwittingly projecting their prejudices onto them.
 

a str 16 female human fighter is probably not going to be as strong as a strength 1 male human fighter, its just that their relative combat abilities are equal.

I've been bitten too many times in the past month, and can no longer tell when someone is trying to be sarcastic vs when they're talking out of their butt.
 

In other words, we seem to presume that all literary characters - and certainly the central ones (e.g. the presumed protagonists) - are or should be faultless role models for the readers, and that any negative personality traits they display are the result of the author unwittingly projecting their prejudices onto them.

Yes, and likewise, you'll see it claimed that if an author writes about a world that is generally misogynistic, that the author is too.

If we are talking about just one book, the basic defense that it is the character's idea, and not the author's, holds up. But when the author uses the same things many times, among his protagonists and other positively-presented characters across several works, that defense starts to crumble, and you have to start thinking that it is a theme for the author, not just one character's particular belief.

I haven't read enough Vance to know if it is a theme for his work. But, when you take in Heinlein's work collectively, he's a bit of a mixed-message.
 

I've been bitten too many times in the past month, and can no longer tell when someone is trying to be sarcastic vs when they're talking out of their butt.

Or maybe when they've just made a typo, and wanted to be comparing 16 to 16, not 16 to 1.
 


If we are talking about just one book, the basic defense that it is the character's idea, and not the author's, holds up. But when the author uses the same things many times, among his protagonists and other positively-presented characters across several works, that defense starts to crumble, and you have to start thinking that it is a theme for the author, not just one character's particular belief.

The issue there is that just because an author has a theme, doesn't mean that it's a reflection of how they see the world - it just means that they're representing the same basic theme over and over again, either because they want to keep making a particular point, or because that's really all they know how to write (or both). There are a lot of authors, including very talented authors, who keep telling the same basic stories across multiple unrelated books (e.g. books that aren't part of a shared universe). Just compare The Outsiders to Rumble Fish, for example - the details vary, but the basic theme remains the same.

That's being a one-trick pony, for certain, but it's not necessarily the author communicating their worldview over and over.
 

The issue there is that just because an author has a theme, doesn't mean that it's a reflection of how they see the world

Note that I stipulated that this was about not just a theme, but a theme among the protagonists and characters that are presented positively.

That's being a one-trick pony, for certain, but it's not necessarily the author communicating their worldview over and over.

Well, for folks who are products of their times (say, like Edgar Rice Burroughs) I give them a bit of a pass on things - it is no sin to fail to be ahead of your time.

But, otherwise, if your one trick is flagrant sexism, or racism, or the like, and you don't see it and choose to avoid it, well, that's on you. Failing to feel it needs correction seems to me like walking and quacking like the duck, if you will.
 

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