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General Tabletop Discussion
*Dungeons & Dragons
Goblins and their "Curse of Strife"
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<blockquote data-quote="Ruin Explorer" data-source="post: 8030725" data-attributes="member: 18"><p>I think these are valid criticisms, to a certain extent. People dismissing them entirely without seeking to understand them might want to think about them a bit harder.</p><p></p><p></p><p></p><p>See this is a good example of someone missing the point completely. None of the criticisms boil down to that. It's simply disingenuous to suggest they do.</p><p></p><p>The criticisms boil down to "the curse can only be removed in ways that all look like real-world stuff that's used to oppress minorities".</p><p></p><p>Is there a fix for this? Yes. How about simply having Remove Curse work? Like, <em>simple as that</em>. Remove the weird rolls. Remove the uncertainty. This is D&D. Remove Curse either works or it doesn't, it's not random.</p><p></p><p>The issue is, ironically, that the Wildemount people <em>tried a little too hard</em>, and ended up simply aping a bunch of existing dubious tropes (which is absolutely representative of the problem). This could have been very easily circumvented - <em>just let Remove Curse work</em>. Don't make there be weird "A friend gives you Advantage!" stuff or make people die to break the curse or whatever, just have Remove Curse work. And make the curse have some sort of flashy deal when it leaves. Make it obviously magical. Remove Curse removes much worse curses than this, note.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8030725, member: 18"] I think these are valid criticisms, to a certain extent. People dismissing them entirely without seeking to understand them might want to think about them a bit harder. See this is a good example of someone missing the point completely. None of the criticisms boil down to that. It's simply disingenuous to suggest they do. The criticisms boil down to "the curse can only be removed in ways that all look like real-world stuff that's used to oppress minorities". Is there a fix for this? Yes. How about simply having Remove Curse work? Like, [I]simple as that[/I]. Remove the weird rolls. Remove the uncertainty. This is D&D. Remove Curse either works or it doesn't, it's not random. The issue is, ironically, that the Wildemount people [I]tried a little too hard[/I], and ended up simply aping a bunch of existing dubious tropes (which is absolutely representative of the problem). This could have been very easily circumvented - [I]just let Remove Curse work[/I]. Don't make there be weird "A friend gives you Advantage!" stuff or make people die to break the curse or whatever, just have Remove Curse work. And make the curse have some sort of flashy deal when it leaves. Make it obviously magical. Remove Curse removes much worse curses than this, note. [/QUOTE]
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