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Two underlying truths: D&D heritage and inclusivity
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8021794" data-attributes="member: 15882"><p>I find the exploration/expansion theme to be tricky. A big part of D&D heritage is exploring the unknown: Old Tombs, dark forests, strange people. Exploring Tomes and robbing from the dead is pretty on the nose. Especially if the tomb is of an elf or ancient race and the adventurers are a bunch of humans.</p><p></p><p>I've noticed in my own games that solutions to problems are different than they used to be when I was younger. I think part of it is because of my age but a big part is because of the world we live in. My druid who wants to help the forest by having the town use sustainable logging practices instead of going in and killing all the elves. Ironically, I don't find that younger players want to find other, more complex solutions. I think that's because many come to the game for the cool combat scenes. </p><p></p><p>Imagine an adventure where elves are preventing loggers from entering their forest and there have been some attacks. The town brings in adventurers to take care of the problem. I think that's a pretty common D&D trope. It has a lot more baggage these days with First Nations people blocking road access to pipeline workers. (not that there wasn't baggage back then, but I think it's more in the light now). Can we tell these kinds of stories? D&D is inherently a violent game with combat. I think a DM would have to be super careful how the adventure would be structured so as not to paint the elves in a bad way.</p><p></p><p>Is it possible to do these stories in a responsible, educational way or are they off the table?</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8021794, member: 15882"] I find the exploration/expansion theme to be tricky. A big part of D&D heritage is exploring the unknown: Old Tombs, dark forests, strange people. Exploring Tomes and robbing from the dead is pretty on the nose. Especially if the tomb is of an elf or ancient race and the adventurers are a bunch of humans. I've noticed in my own games that solutions to problems are different than they used to be when I was younger. I think part of it is because of my age but a big part is because of the world we live in. My druid who wants to help the forest by having the town use sustainable logging practices instead of going in and killing all the elves. Ironically, I don't find that younger players want to find other, more complex solutions. I think that's because many come to the game for the cool combat scenes. Imagine an adventure where elves are preventing loggers from entering their forest and there have been some attacks. The town brings in adventurers to take care of the problem. I think that's a pretty common D&D trope. It has a lot more baggage these days with First Nations people blocking road access to pipeline workers. (not that there wasn't baggage back then, but I think it's more in the light now). Can we tell these kinds of stories? D&D is inherently a violent game with combat. I think a DM would have to be super careful how the adventure would be structured so as not to paint the elves in a bad way. Is it possible to do these stories in a responsible, educational way or are they off the table? [/QUOTE]
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Community
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Two underlying truths: D&D heritage and inclusivity
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