That's kind of weird. If a DM hands you setting material that mentions there is more than one race in society, do you interpret that as him pushing an agenda for racial equality? If the setting material mentions that there is more than one language and culture within the society, does that mean he's arguing in favour of multiculturalism? I think the original poster was pretty clear on why he was including people who engage in same-sex relations: realism.Oryan77 said:I've never understood the point on bringing attention to homosexuality in a game other than to have an agenda and push your own opinions on people. If a DM told me, "it's common for there to be gay couples in this world" and he's pointing out to me every session that I see gay couples...I would take this as the DM trying to teach me that it's ok for people to be gay in real life.
I'm inclined to agree here. But because our society handles sexual orientation so differently than pre-modern societies have, I think that there is value in mentioning how homosexuality is handled in a general way, when the subject comes up.If being a gay NPC/PC has a role in the game, then by all means have his sexuality play a part in the session. I don't think that would be a distraction at all. Maybe it's to add character and personality to the individual. I can think of lots of great ideas for a gay NPC to add flavor to a game (not in an insulting or silly way). But just to push the point on the group that "there's gay people in this world" leads me to believe that I'm being preached to.
I'm recalling, for instance, how our GM in a recent campaign, did have to give us an extemporaneous lecture on how our characters' society handled war captives because our characters were acting way too modern in our treatment of defeated populations. I can see this kind of clarification having to be issued regarding gay NPCs, should the players make the wrong guess about the mores of their characters' society.
Bravo! Ancient Greece and the Carolingian civilization seem to have taken this approach. And it is another great example of understanding homosexuality without creating sexual orientation as an identity category. Here, the act of penetration signifies rank within a patron-client structure. Rather than being represented in the matrix of gender, here it is represented with the matrix of clientage and rank.Agback said:Yep. Apart from realistic contemporary and SF games that have had a light sprinkling of gay and lesbian charcters in them, and apart from teh fact taht one of my friends is gay and usually plays gay characters, my non-European non-Mediaeval fantasy setting Gehennum has a set of sexual mores modelled on those of Ancient Greece, including conventionalised loving relationships between young men and adolescent protegés and a number of military units based on the Sacred Band of Thebes. This causes a bit of embarrassment to young straight players when they first encounter the setting, and I probably wouldn't invite a homophobe or yong teenager to play. Otherwise there are no problems. Even socially conservative (by Australian standards) players in their young twenties seem to be okay with charcters in such relationships so long as their characters are the older partners and their NPC eromenoi are good-looking and have prestigious social connections.
Agback also raises an excellent point in that the closer your in-game society is to an agreed-upon historical or sociological reality, the more people's political views on debates about homosexuality in the real world are cast aside in favour of being immersed in a society other than their own.
Eloquently put!What I think I am doing when I present a setting with different sexual mores than my own society's is the same as when I have significantly non-human members of society, different marriage structures, different inheritance laws, different political arrangements etc.: playing with ideas. Making worlds and societies that are as interesting as ours, but not like ours.
Great rule. One I live by, myself.(Psi)Severed Head said:In campaigns I've been in, sex is for NPCs. It's used as part of NPC motivations (eg the mayor's lover is being held hostage by villains, or the head villain is ticked that you burned down his favorite whorehouse, etc).
I think you have answered the question yourself then. As I said, the best way to deal with the second type of player is to make your society believable based on historical precedent or clear anthropological or sociological reasoning.Malanath said:My main problem would be having one of three types of players, the "eww gross" player, the offended player, or the player that stalks the lesbian to try and catch her "in the act". The first player wouldn't make it into my group in the first place, the latter player would be penalized (I'd consider such action as OOC), and the second type of player can hopefully be reasoned with.
If you describe the setting, we might be able to offer you some advice on how the society you have constructed would conceptualize and regulate same-sex relations.Besides, the culture that I have created is suited to more mature / advanced role-players anyway. It is a culture that is decidedly different from the typical fantasy setting based in a westernized world.
I'm seeing a bit of tension between this assertion and your opening assertion that you want human NPCs to have the same rate of homosexuality as they do in this society in order to be believable. If your in-game society's assumptions are really so different, why is the inclusion of homosexuality so important for developing a sense of realism?Therefore it will require a bit more skill on the players part to pull off believable and interesting characters. (It shouldn't be TOO difficult, but will likely require some explaining and background information before playing and character creation.)
I think the OP is worried that the players might find something surprising that their characters do not.Oryan77 said:The reason I question the OP's motives though is the fact that the DM claims that homosexuality is supposed to be common in the world...and "accepted" (I guess anyway). So if it's common & accepted, why is the DM creating a situation where the players are supposed to be surprised that an informant is gay...
How are they supposed to know it's normal when the setting materials make no mention of it and the GM never brings it up in briefing the players (as you recommend)? It seems to me that you can't have it both ways.The PC's shouldn't be surprised, because it's "normal".
But given that no cultures have conceptualized sexual orientation the way ours has, it may be that what is surprising is how homosexuality fits into cultural institutions rather than the mere fact that it does.It should be no more shocking than if the male informant had a wife, or the organization is all straight women.
Because in present-day America, homosexuality is a controversial issue. I think the GM's concerns are about how the players' views as contemporary Americans may interact with their characters' views.My point is, why bring attention to that subject matter in your world unless the PC's are meant to react towards it?
Maybe you do. Some of us do it because making game world societies that are different than the one we live in constitutes a big chunk of the fun of playing RPGs. If you don't like slavery in your games because you think it's wrong in the present-day world, I guess your games feature a lot of mutlicultural representative democracies and other anachronisms. While that is one way to play D&D, it's certainly not the only one.It's like adding slavery to a game to make the world more "alive". You add slavery to get a reaction from the players.