When Fantasy Meets Africa

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The roaring success of the recent Black Panther film is another sign that fantasy worlds are changing. The fictional African country of Wakanda as portrayed in Marvel comic books has been isolated and stagnant, a common problem with "Othering" of non-white cultures. The plot of the film addresses its isolationist past and in doing so, blazes a trail for other fantasy universes in how they portray African-like nations.

[h=3]Marvel Deals With its "Other"[/h]Othering is a process in which other cultures are viewed through a biased lens of exoticism and isolationism. These cultures are not integrated into the world but are rather static, often amalgamating a region's various cultures into one homogeneous mass. The culture may be portrayed as never having advanced beyond what defines it as exotic.

Any world creation will likely be influence by the beliefs of the time, and many fantasy worlds -- Marvel's superhero universe included -- paint different cultures with broad strokes for white audiences as a form of shorthand. This is how we got Wakanda as a technologically-advanced culture that never fully engaged with the horrors of war that have rocked the world at large. As Nate Jones puts it:

It refuses to trade with other nations, though as one line in the movie makes clear, Wakandans are still able to consume American memes. As we see in a Western television broadcast in the movie, Wakanda is able to get away with this by masquerading as an impoverished third-world country, and since the country’s leadership refuses to take international aid, the rest of the world doesn’t ask too many questions.


The plot of Black Panther addresses this isolationism -- a byproduct of "othering" Wakanda as a a fictional nation in Africa -- head on, and makes it clear that the Marvel Cinematic Universe plans to integrate Wakanda into its narrative like any other nation. It's a bold choice that will likely change the static nature of Wakanda forever. Role-playing games face a similar dilemma.
[h=3]RPGs and Africa[/h]There hasn't been a great track record in nuanced representation of African nations in tabletop role-playing games. G.A. Barber uses Rifts Africa by Palladium as an example:

...with a decided lack of POC in the art, and the entire continent serves as a place for non-Africans to adventure in. There are 67 interior pictures in Rifts Africa, of which 54 depict non-Africans or landscape, and 13 depict Africans. The first picture with Africans in it has them acting as porters for a white game hunter. Four of the pictures (just under 25% of the pictures depicting Africans) depict Africans as monsters. None of the pictures show Africans using modern or futuristic technology or weapons, none of them are of Africans fighting monsters or “looking cool”. In a single book, ostensibly about Africa, only 19% of the pictures show Africans (omission), and the few depictions of them make it clear they are there as set dressing and nothing more (stereotypes and limited roles).


Dungeons & Dragons
has slowly, steadily, been addressing this issue. Fifth Edition has made efforts to be more inclusive, and that reflects in the diversity of character art. The lead image for the human race in the Player's Handbook is of a black woman. And yet, D&D still struggles with its broad strokes representation of African nations, as the controversy over the depiction of Chult demonstrates in Tomb of Annihilation:

Its point of inspiration is a campaign setting that, for years, has been written off as tone-deaf. The new adventure draws on D&D co-creator Gary Gygax’s adventure Tomb of Horrors and combines that with source material detailing Chult, a jungle peninsula first conceived of in a 1992 novel called The Ring of Winter, in which an adventurer travels to Chult’s dinosaur-filled wilderness seeking the eponymous artifact...The canonical Chultan peninsula finally congealed in a 1993 campaign setting as a dinosaur-infested jungle where heat wiped out even the strongest adventurers and insects carried fatal diseases. Reptilian races and undead skeletons dominate the land and humans live in tribal clusters and clans. Its major city, Mezro, “rivals some of the most ‘civilized’ population centers in Faerun,” the setting reads. Slavery is mentioned about 40 times. In D&D’s 3rd edition, it’s written that Chultan priest-kings worship “strange deities” in the city of Mezro. In D&D’s 4th edition, Chult is located on what’s called the “Savage Coast.” It’s said there that the city of Port Nyanzaru is controlled by foreign traders who often must defend against pirates. Mezro has collapsed. It just sank into the abyss. What remains is this: “Human civilization is virtually nonexistent here, though an Amnian colony and a port sponsored by Baldur’s Gate cling to the northern coasts, and a few tribes—some noble savages, others depraved cannibals—roam the interior.”


Tomb of Annihilation
works hard to create a more comprehensive African culture in Chult, but it may suffer from not enough nuance:

While many players I talked to enjoyed how the history and political structures of Chult were expanded in Tomb of Annihilation (and enjoyed the adventure’s plot generally), they were still unimpressed by its execution. Its setting is an amalgamation of African cultures, a trope frequent in 20th century media that flattens the dimensionality of human experiences on the continent, which contains hundreds of ethnic groups. There are nods to West African voodoo, Southern African click-based Khoisan languages, East African attire (like Kenyan kofia hats) and the jungle climate of Central Africa. Its fantasy setting dissolves “Africa” into an all-in-one cultural stew that comes off as a little detached, sources I interviewed said.


Is it possible to depict a more nuanced fantasy Africa? Nyambe: African Adventures for 3.5 D&D, by Christopher Dolunt, offers some hope:

My motivation for creating Nyambe was simple. Africa was a major part of the Earth that has little or no representation in fantasy literature, let alone RPGs. When it does appear, it usually follows the pulp fiction model: steaming jungles, bloodthirsty cannibals, and dark gods long forgotten by the civilized races. Of course, historical Africa was nothing like that, so my goal for Nyambe was to create a fantasy version of Africa based on the actual history and mythology of Africa, rather than previous fantasy depictions. So, I went about taking snippets of history or myth, and twisting them, adding fantasy elements or changing specifics to make them fit into an OGL world.

[h=3]Now What?[/h]Wizards of the Coast made considerable strides in increasing D&D's diverse representation and transitioning Chult from conquered land to fantasy nation, but there's still work to do. As more people of color play D&D, the game will need to change to accommodate its players' diverse views. With Black Panther leading the way, here's hoping future game designers will take note.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
 

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Michael Tresca

Michael Tresca

The issue in my mind is simply one of opportunity. If I want to run a Viking inspired game, I’ve got a mountain of resources to use. Heck forty years ago the Dieties and Demigods gave a dnd treatment to Norse gods. The DMG has rules for Viking ships. The PHB has equipment lists for creating Viking inspired characters.

Sure it might be shallow as all get out but at least it’s a start.

If I wanted to use 11th century central Africa as an inspiration, I’ve got .... nothing. I’ve got to write virtually everything myself.

And that’s the problem. You want cannibal were leopards in your setting? Great. Fill your boots. But what else is there?

I can open Storm Kings Thunder right now and see Viking longships in the art. Sail to the home of the frost giant jarl. All viking inspired elements. And I could do that in dnd forty years ago.

Let’s see you set up a Central African kingdom using only the core books.

I've heard points like this in the past. Do you think the Eurocentric representation in traditional RPG is something other than the market providing what most of the people want? Is there even close to the same level of demand for Africa-centric RPG products in the market at large?
 

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You might have under the term Nubia. Kush, like Punt, is an unfortunate bit player in the sweep of history. As an underdog, you can root for from the sidelines, and for a while it ruled over Egypt when Egypt started to enter into its final senility. But it got beat down hard by the Assyrians and the Romans, and eventually, cut off from the rest of the world by being a landlocked country and with its neighbors declining in importance it sort of faded away leaving only a legacy of temporary military glory, a few small pyramids, and a lot might have beens. By the time the Islamic colonists/conquerers swept over North Africa it was gone, it's native language already extinct.

If the language could be cracked, it might enter into the history textbooks. But history isn't really the study of the past: it's the study of books. With no primary texts we know how to read, there isn't much anything to put in a history textbook that isn't pure speculation.

In any fantasy version of Africa, I think it would be important to explore those might have beens. A fantasy version of Africa that was just a bit wetter might well have told a very different story. There is no need to adhere to the same sweep of tragedy, and I'm sure most reviewers would rather have a triumphant Africa than one that seems to lose every roll of the dice.

I quite agree. Without hard information, we have to substitute our own fiction. In my view there is nothing wrong with the Jungles of Chult. In our own world, Africa is still being explored, we have a complete map, but we are learning new things about it every day, because so much of it was unrecorded. I think "dark continents" have their place in many fantasy worlds, and their is nothing wrong with including them in a fantasy world with lost civilizations and ruins to explore. Much of D&D is about exploration after all.
 

I've heard points like this in the past. Do you think the Eurocentric representation in traditional RPG is something other than the market providing what most of the people want? Is there even close to the same level of demand for Africa-centric RPG products in the market at large?

It's kind of a chicken and egg question... isn't it?

EDIT: In other words until Vampire the Masquerade made such a big splash... was there no demand to play vampires, or was it just not being met and thus those who would buy a game about vampires vs. say a traditional euro-fantasy game were just moving on to other things besides ttrpgs since they weren't being catered to?
 
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It's kind of a chicken and egg question... isn't it?

EDIT: In other words until Vampire the Masquerade made such a big splash... was there no demand to play vampires, or was it just not being met and thus those who would buy a game about vampires vs. say a traditional euro-fantasy game moving on to other things besides ttrpgs?

True. Though I remember seeing some d20 fantasy Africa stuff. Did it sell? Of course that is small publisher stuff. If they did an edition that drew as much on non European myth and legend and set the games in these types of areas would it hinder sales of "D&D Woke", or would it drive them higher? I'm guessing WoTC has some data on this that influences their decisions. They took some heat online for ToA so it will be interesting to see what they do next in that regard.
 

True. Though I remember seeing some d20 fantasy Africa stuff. Did it sell? Of course that is small publisher stuff. If they did an edition that drew as much on non European myth and legend and set the games in these types of areas would it hinder sales of "D&D Woke", or would it drive them higher? I'm guessing WoTC has some data on this that influences their decisions. They took some heat online for ToA so it will be interesting to see what they do next in that regard.

I don't know honestly... However I would say be careful with assuming that any fantasy Africa stuff would give us a correct indicator... I say this because how it's worded above (correctly or incorrectly) seems to assume other factors like quality, marketing, portrayals, etc. aren't also a factor beyond it being African-esque fantasy. The thing about Vampire the Masquerade was it made playing a vampire cool through it's use of marketing, quality of art, gamebook fiction, portrayal of vamps, etc. I don't just want African-esque fantasy... I want good African-esque fantasy that has cool artwork, makes me want to play in the setting and portrays the cultures and people it's based on in a nuanced way... basically what I look for in any rpg stuff I am willing to spend my money on.
 

Funnily enough, that's true of my grandfather as well. He was an Air Force officer in the Canadian Forces.

Something no non-white non-male could be at the time.

Even people who can claim to have worked hard, saved lives and made the world a better place, still probably benefited from racism.

Benefitted from racism? I really can't think of anyone who has benefitted from racism. Racism is always a negative thing.

I am done talking about this subject, too many pitfalls and emotion, I'd rather talk about Vikings and medieval Europe, a much safer subject.
 
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Even people who can claim to have worked hard, saved lives and made the world a better place, still probably benefited from racism.

This is the moment, when the discussion simply dissolves into irrational anti-white hatespeech. Generalized racism against white ethnic groups.

The discourse punishes white ethnic groups for being ‘white’ and does harm for no other reason except that the ethnicity is white.

The discourse does evil.
 

I don't know honestly... However I would say be careful with assuming that any fantasy Africa stuff would give us a correct indicator... I say this because how it's worded above (correctly or incorrectly) seems to assume other factors like quality, marketing, portrayals, etc. aren't also a factor beyond it being African-esque fantasy. The thing about Vampire the Masquerade was it made playing a vampire cool through it's use of marketing, quality of art, gamebook fiction, portrayal of vamps, etc. I don't just want African-esque fantasy... I want good African-esque fantasy that has cool artwork, makes me want to play in the setting and portrays the cultures and people it's based on in a nuanced way... basically what I look for in any rpg stuff I am willing to spend my money on.

When i said small publisher stuff I was referring to it most likely not having the production values of a WOTC or Paizo book. Writing quality is up to individual tastes of course.
 

Muslims today, benefit from centuries of Islamic imperialism that perpetrated violent totalitarianism and ethnic cleansing of aboriginal peoples.

But where is the outcry against Muslim ethnicities?

The racism is directed against European ethnicities, only. Irrational racism. Unethical racism.
 

Currently, I am enjoying the show, Black Lightning, it is a superhero scifi that takes place in a black community. It has only one significant white character, the ‘token white’. But the story is sympathetic to him, and treats him as an equal. He and the superhero are partners of a kind.

An other scifi that takes place in a black community is ... heh, I forget what it is called, I stopped watching it. It annoyed me. It treats the few white characters with little sympathy, placing them in subservient and/or silly roles. It comes across as hateful, racist, and I need not watch it.

To reverse the roles of injustice, is still the same injustice. No one heals. Nothing gets better. It is the same kind of hate and racism. Reversal causes the same dysfunctional paradigm to persist.



Comparing these shows, ‘authority’ and personal agency turns out to be a vital requirement for portraying a minority ethnic group. In this black community, the white is the minority ethnic group.
 

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