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What is Expected from an Oriental Game Setting?
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<blockquote data-quote="TwinBahamut" data-source="post: 4485520" data-attributes="member: 32536"><p>It is hard to say what exactly I want (other than basic stuff like a well-written and mechanically interesting setting), but there are a few things that come to mind.</p><p></p><p>I don't mind mashing together cultural elements from different real world countries and regions. What I don't want is the real world with the serial numbers filed off. I don't want a "stereotypical Chinese land" and a "stereotypical Japanese land". Just like normal D&D tends to be inclusive of different cultural ideas, an Asian D&D setting should be as inclusive as possible without requiring the player characters to travel hundreds of miles to see something new. Furthermore, the "China land" and "Japan land" mentality lends itself to game design that is more built around stereotypes, faulty grasps of history, and limited creativity.</p><p></p><p>What want to see is a setting that can grasp something akin to "Asian fantasy as imagined by people from Asia". As an example, some of my favorite Japanese anime series, such as <em>The Twelve Kingdoms</em> or <em>Moribito</em>, are set in truly great settings that are based on asian history and myth, but manage to surpass those things and become something unique unto themselves. In such stories, the focus is on the interesting stories to be told, leaving the cultural differences left in the background.</p><p></p><p>One thing I really do <em>not</em> want to see at all is an unnatural emphasis on Honor. This kind of thing is not historically accurate at all and makes for a lousy game. I hated Rokugan because of this kind of thing. It takes Edo-period samurai ideology (created by samurai who lived in the midst of 200 years of peace and social stability) and trying to apply it to something like Sengoku-era conflict (in which warfare was commonplace, life was cheap, and victory would be achieved in whatever way was necessary). It just doesn't work.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4485520, member: 32536"] It is hard to say what exactly I want (other than basic stuff like a well-written and mechanically interesting setting), but there are a few things that come to mind. I don't mind mashing together cultural elements from different real world countries and regions. What I don't want is the real world with the serial numbers filed off. I don't want a "stereotypical Chinese land" and a "stereotypical Japanese land". Just like normal D&D tends to be inclusive of different cultural ideas, an Asian D&D setting should be as inclusive as possible without requiring the player characters to travel hundreds of miles to see something new. Furthermore, the "China land" and "Japan land" mentality lends itself to game design that is more built around stereotypes, faulty grasps of history, and limited creativity. What want to see is a setting that can grasp something akin to "Asian fantasy as imagined by people from Asia". As an example, some of my favorite Japanese anime series, such as [i]The Twelve Kingdoms[/i] or [i]Moribito[/i], are set in truly great settings that are based on asian history and myth, but manage to surpass those things and become something unique unto themselves. In such stories, the focus is on the interesting stories to be told, leaving the cultural differences left in the background. One thing I really do [i]not[/i] want to see at all is an unnatural emphasis on Honor. This kind of thing is not historically accurate at all and makes for a lousy game. I hated Rokugan because of this kind of thing. It takes Edo-period samurai ideology (created by samurai who lived in the midst of 200 years of peace and social stability) and trying to apply it to something like Sengoku-era conflict (in which warfare was commonplace, life was cheap, and victory would be achieved in whatever way was necessary). It just doesn't work. [/QUOTE]
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