Worldwide Europe - Are People Doing This?

Sound of Azure said:
Will you be developing your setting with a "whole world" approach? That is, will you develop the world as a whole-continents, nations, cultures?
I usually try to limit the bulk of my setting-development efforts on one region (currently its Renya, which is quite hard to define in Earth cultural terms, but I think I was originally inspired by iron-age middle-eastern concepts, medieval middle-eastern concepts and native-american concepts, as well as by the "pagan" culture in the Thief series of computer games; the Celiran goddess - One Mother - was inspired by the indian khali, by early middle-eastern goddesses such as Ashera, Astoreth and Anat, and by the Inuit goddess Sedna). However, I do develop some of the other regions in my world in very broad terms, especially if they interact with the main setting (for example, The Argexan Empire is a Human/Dwarven european-inspired colonial power situated to the south of Renya, and it controls most of the more habitatble parts of Renya; I develop them in relative details as they are the local colonial invaders and rulers in Renya). The more another culture in my world influences the "default" setting, the more I detail it.

Other that "Oriental" and "Occidental/Europe", will there be other regions in your world? How will they relate?
So far I've decided on having Renya (originally inspired by iron-age middle-eastern concepts, medieval middle-eastern concepts and native-american concepts, as well as by the "pagan" culture in the Thief series of computer games), which is under Argexan (inspired by Age of Sail/Very Early Industrial Revolution Europe) colonial rule for the most part; there is also an arctic region (which I've worked in sketchy details) to the extreme south (near the south pole) which has an Inuit/Yakut-like culture in its extreme frozen reaches, a nomadic mammoth-riding culture in the tundras (on which concept I haven't decided much yet), a Nordic style cultures in its more habitatble areas, and some Argexan trading outposts. I might develop an Oriental culture as well, so it will probably be more similar to the Chinese culture than to the Japanese one.
 

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Jodjod said:
Personally, I find Oriental flavour a bit boring. An African or Polynesian inspired campaign setting would be awesome, though.


Being non-European (ok I do have a scots/irish ancestor) I was happy to develop a World where the europe-analogue is confined to one small Island 'Cruithne' (which is itself a reflection of Pict/Celt legend).

Instead my homebrew focusses on four distinct zones

The Kingdom of Anziko - inspired by the kingdoms of Ethiopia and the Sahel (Aksum, Ghana, Mali, Songhay, Hausaland). Anziko encompassed the northern shores of a vast inland sea. To the North across the Amhra Plateau was the Shr'a Desert (featuring the ruins and remanants of the once great and now decayed 'Great Kem') and the southern reaches of Anziko extended into tangled jungles to the south west and extensive grasslands and an inland river delta to the south east.

The Hilala States - to the north beyond the Shar'a Desert was the Five Cities and north of these the famed Hilala States including the worlds largest city 'Bishnagar' (ruled by a dragon of thesame name). Bishnagar was the center of the North-south diamond, salt and ivory trade trade and the East-West Silk, Spice and gold trade. It of course was inspired by a mix of Middle Eastern/Indian/Central Asian cultures with a strong tendency to the 'Arabian Nights'. The Hilala States were starting to have visiting delegations from Cruithne thus allowing some 'European' icons to appear

The Yuan Empire - Extending from a wintery 'Russian-inspired' zone across central asia steppes to the Imperial City of Ti'en, the Yuan Empire was inspired by Mongol Asia after the death of Chingis but before Kubilai. Ti'en is the far north-eastern end of the Silk road that links with Bishnagar

Hawaiki - A Neolithic Civilisation of Islands lying far to the south of Anziko and Yuan so that they have very little contact with the continental civilisations except for the legends of the goldenskin traders who come on floating-islands (Mariner elfs from Yuan). The islands of Hawaiki are divided into four cultural zones with three of them inspired by Mythic Polynesia. The fourth is a mix of Melanesian and Papuan
 
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Well, Urbis is strongly inspired by 19th century Europe, and thus the "main region" detailed closely parallels Europe in many aspects (though there are a couple of strong deviations, too).

However, I also made it clear that that's not the entire world. There's a large region equivalent to Africa to the south, and the local equivalent of Russia has been conquered and occupied by the local version of China.

So yes, there are "oriental influences" in the setting...
 

Rodrigo Istalindir said:
A lot of my dislike of Oriental influence in my gaming is a result of rampant katana/ninja/samurai fanboyism in my formative years.

I'll second this.

No katanas, ninjas or samurais in my games. Or if there is, they'll be strictly inferior to longswords, rogues and fighters :cool:
 

As others on this thread have said, part of the problem some people have with Oriental influences is that all too often it reminds them of bad experiences with "katanas are the greatest sword in the world", "samurai armour could withstand small arms fire" and "ninjas exist only to flip out and kill people" types. This isn't a phenomenon unique to Oriental influences: I have no time for Drow in my campaign for similar reasons, and my patience for Elves at all comes and goes. :-)

My current campaign has a far-off continent with Asiatic overtones that the players know exist, and the first Monk they met was around level 6 or so and a denzien of that continent who had travelled: similar encounters have been very sparse. The players have been considering a visit to there, and I intend to make it as alien a place as possible: mixing OA and Magic of Incarnum to create a very different land to what they're used to.

At heart, I don't have an issue with Asian, African, South American or Venusian influences on my D&D game. The problem becomes when those influences don't mesh well, and for some people a kung-fu warrior and a full plate soldier just can't co-exist without breaking their suspension of disbelief. So they stick to the sort of world D&D is modelling the closest, that of a faux-middle-ages-europe, because then it's a case of throwing out expansions rather than throwing out core rules to make things feel "right" to them.
 

I think the problem is the term "world." My worlds are of limited geographic and cultural scope. Why? Because in the mythic past that fantasy tries to evoke, the "world" was a whole lot smaller. By "world," I mean the totality of places, things, ideas, etc. that shape the reality in which the characters live.

Most RPG campaigns seek to evoke a Bronze Age or Dark Age feel. During those times, the "world" was a pretty small place. The great civilizations that inspire RPGs are things like the Roman, Phonecian, Inca, Aztec, Chinese, Medieval Islamic or Medieval Christian civilizations. While there might be distant rumours of strange lands, peculiar customs and humanoid monstrosities at the edge of the map, the "world" in which people lived was a whole lot smaller than Planet Earth.

I think that the modern idea that says planet=world really takes away from the fantasy feel of a society. Continents are not good units of geography for a world that is supposed to feel magical and be evocative of mythic time.

Does this mean that those of us who model our worlds on the Circle-T maps of the Crusades period, the floating disc of the ancient Judeans or the four-cornered universe of the Toltecs don't like cultural diversity? No. It just means that we like to look at the complexity and diversity within a civilization rather than trying to replicate the feel of extreme exoticism and incomprehensibility of the European Age of Discovery.
 

Hmm... First of all, is the question posed on this thread inquisitive of whether or not gamers hate oriental flavored things?

Or if the posters to the forum simply dislike or are vehement in their disdain for anything in RPGs that is not Euro centric?

Or...Is "oriental flavored D&D hating" the majority? As of this thread seems to be heading?

I guess I am a little confused as to the answer we seem to be looking for.

I would tend to agree that in "some" cases the definitive slant for adventure RPGs is to be heavily in favor of the eurocentric setting/campaign, this of course in large part due to the Chainmail origins of D&D. That said I have seen or worked on several products that have been successful without falling into this stereotype--however they may not necessarily be heavily influenced by far eastern (oriental) sources either.

My personal preference is a fairly non euro-centric "lost world" style of campaign. Do I get to do or run that all the time? No. Since the initial default for D&D has always been more eurocentric high fantasy, that is what most new gamers come to expect and which many older gamers tend to prefer.

However:

If I recall correctly Nyambe was quite successful for a 3.0 product. Its basis? Africa.

I know from experience that the 3.0 version of Necropolis (based thoroughly in north african/egypt) was quite popular and sold well though it was originally a GDW Dangerous Journeys product that our guys re-vamped into 3ed.

Morten Braten's Ancient Kingdoms: Mesopotamia... well you can guess where the theme for that one comes from. Definitely ancient near eastern in theme. Did pretty well from what I understand.

Eberron seems to have its own distinctive feel that I would not characterize as being wholely eurocentric based.

Most campaigns include Mummies, shedu, sphinxes, naga, djinn, jann, efreeti and the like. Most of these are drawn from Middle eastern myth and tradition which was more heavily influenced by the Eastern (oriental) flavor than european myth and legend, so there is some cultural bleed for you right there. Near european? Yes, but definitely not part of any "World Wide Europe as Default D&D" conspiracy.

Ultimately I wouldn't necessarily say American gamers hate things with a flavor outside of european themes whole cloth as some posters have implied. Saying so is a heavy generalization. A generalization based on a minority of people who fervently post to these and other forums. Its like psionics hating. The more people love or hate it, the more frequently they post about it and the more widly critical or favorfull their posts become. To generalize in this manner denies a couple of points.

Most people's first experience with RPGs is D&D. I would say the numbers and sales of D&D products prove this statement to be factual and not a generalization. The default setting for D&D happens to be swords and sorcery fantasy, which is based by and large on european myth. Thus it is the most familiar setting and framework to build upon. Equally the vast majority of fantasy novels of the genre share a similar default setting, furthering this familiarity. LOTR, Elric, Dragonlance, Ect. Ect.


2nd. America happens to be well into the 2nd and possibly 3rd decade of heavy influence of Anime culture, movies and games. The overall success of Exaulted as a game and its anime inspired campaign setting more than prove this, but Exalted isn't D20. It is instead its own game and system, heavily inspired by oriental themes, but blending these themes with things that are traditionally pop culture and possibly "american" in feel and flavor.

The next generation of gamers grew up watching anime inspired cartoons such as Dragonballz. So lets please back off some of the "americans do this, and say that" sorta talk. Oriental influence in pop culture are everywhere! Kill Bill, John Woo movies, Yuen Chow Fat in the next Pirates of the Carribean movie! Expect much more of it to filter into mainstream D&D as the years go by.

I think the stuff that annoys message board posters on the specific subject of liking or dislinking "Oriental" influence falls into a few distinct camps.

Camp 1: Ones where the GMs theme world/campaign setting IS of a more eurocentric base, who get annoyed with people wanting to play "ninjas and samurai in Paris." which simply doesn't mesh with their "vision". These GMs may indeed have naturally gravitated to a natural desire to run a eurocentric game. It is what they are most familiar with thanks to products, novels, and campaign settings that have backed this model up for 30 years. In their campaign there is no room for ninjas, wu jen, or samurai trucking around their midieval themed countryside throwing ninja stars and beheading foes with katana and washisaka ruins their vision and ability to "suspend their disbelief".

Category 2: Players who REALLY want to play ninja's and samurai in Paris who think the GM is full of crap and should allow them to be a ninja or samurai or wu jen irreguardless of what the GMs campaign vision is. It's D&D afterall and they just purchased the complete (insert whichever character archtype got murdered by the complete series here) and are damned well going to use the parts that they like! So they fight with the GM, the Gm allows them to make their character, and then treats them like crap, unfairly attempting to kill off their character at every turn (at least from their perspective). It may be true, or perhaps the GM is associating the oriental themed character with a stranger in a strange land scenario where the guy in the laquered wicker armor and demon faced mask seems a threat to the noble knight astride his trusty destrier.

Category 3: Other players who get annoyed as all get out with the one person in the group who HAS to be a ninja, monk, or samurai, because after looking at the class, they find it to be so far broken and over-powerful compared to a standard PC classes as to give the player of said Ninja or Samurai an unfair advantage over the rest of the members of the party. Or they see a monk who gets "something cool" for their character at every level. Their bard or ranger for example, may not.

I personally tend to fall more towards category 3. I don't mind ninja's and samurai in an oriental adventures themed setting or as part of a crossover campaign. I have written a lot of monk related adventures and story hooks too, so I like monks in my campaigns!

I do think that the issue falls more on designers have had serious problems with game balance when it comes to oriental themed characters. I think that the percieved imbalance of oriental themed characters detracts from GM's desire to allow them into their campaign world. (It's like hating gnomes and halflings). Bad balance often leads to bad experiences and feelings of bad blood.

That design (im)balance goes all the way back to the AD&D oriental adventures handbook. If the oriental themed characters and character classes were somehow more fluidly balanced in comparison to other "core classes" they may very well find more acceptance amongst that sect of haters everyone keeps talking about.

Thanks for your time.

Case
 

bowbe said:
Hmm... First of all, is the question posed on this thread inquisitive of whether or not gamers hate oriental flavored things?

Or if the posters to the forum simply dislike or are vehement in their disdain for anything in RPGs that is not Euro centric?

Or...Is "oriental flavored D&D hating" the majority? As of this thread seems to be heading?

I think the question was asking why do some or many players and DMs dislike Oriental flavored gaming material (especially the monk, which is in the core rules and therefore difficult to avoid). There's many answers to this, as you've illustrated below.

I guess I am a little confused as to the answer we seem to be looking for.

If I recall correctly Nyambe was quite successful for a 3.0 product. Its basis? Africa.

I haven't played this or Necropolis, etc. Were they "mixed"? Eg were there "Europeans" in Nyambe?

Most campaigns include Mummies, shedu, sphinxes, naga, djinn, jann, efreeti and the like. Most of these are drawn from Middle eastern myth and tradition which was more heavily influenced by the Eastern (oriental) flavor than european myth and legend, so there is some cultural bleed for you right there. Near european? Yes, but definitely not part of any "World Wide Europe as Default D&D" conspiracy.

These have been part of DnD for a long time, long enough for their origins to fade. Just because the mummy is Egyptian-flavored doesn't mean it always gets presented that way. You can find completely un-Eqyptian mummies in adventures. Meanwhile, things like the samurai are so drenched in Oriental flavor that it's nearly impossible to separate the samurai from that flavor (if some people in a gaming group don't like the flavor). This is a bit ironic, as in game terms there doesn't need to be much difference between a samurai or a knight concept.

Ultimately I wouldn't necessarily say American gamers hate things with a flavor outside of european themes whole cloth as some posters have implied. Saying so is a heavy generalization.

Generalizations and stereotypes ... that's what a big part of the thread is about. :)

2nd. America happens to be well into the 2nd and possibly 3rd decade of heavy influence of Anime culture, movies and games. The overall success of Exaulted as a game and its anime inspired campaign setting more than prove this, but Exalted isn't D20. It is instead its own game and system, heavily inspired by oriental themes, but blending these themes with things that are traditionally pop culture and possibly "american" in feel and flavor.

I've seen but never had the opportunity to play Exalted. What time period does it take place in?

The next generation of gamers grew up watching anime inspired cartoons such as Dragonballz.

Well some of them. Let's stop with the stereotyping, okay? I already got embarassed by stereotyping looting in Japan, right after I told other people not to stereotype, so I can tell you it's not a good idea. Actually, I think they're in the minority, although not completely rare. Furthermore, anime itself varies so widely - I don't recall any samurai or ninja-like characters in Trigun, for instance. (Certainly none of the main characters!) Anime doesn't have to involve "superhuman" characters who would be considered overpowered in a DnD game, either, although many anime series do feature such characters.

So lets please back off some of the "americans do this, and say that" sorta talk. Oriental influence in pop culture are everywhere! Kill Bill, John Woo movies, Yuen Chow Fat in the next Pirates of the Carribean movie! Expect much more of it to filter into mainstream D&D as the years go by.

I would expect that, but it's still up to the GM what they allow into their campaign.

I think the stuff that annoys message board posters on the specific subject of liking or dislinking "Oriental" influence falls into a few distinct camps.

Camp 1: Ones where the GMs theme world/campaign setting IS of a more eurocentric base, who get annoyed with people wanting to play "ninjas and samurai in Paris." which simply doesn't mesh with their "vision". These GMs may indeed have naturally gravitated to a natural desire to run a eurocentric game. It is what they are most familiar with thanks to products, novels, and campaign settings that have backed this model up for 30 years. In their campaign there is no room for ninjas, wu jen, or samurai trucking around their midieval themed countryside throwing ninja stars and beheading foes with katana and washisaka ruins their vision and ability to "suspend their disbelief".

Category 2: Players who REALLY want to play ninja's and samurai in Paris who think the GM is full of crap and should allow them to be a ninja or samurai or wu jen irreguardless of what the GMs campaign vision is. It's D&D afterall and they just purchased the complete (insert whichever character archtype got murdered by the complete series here) and are damned well going to use the parts that they like! So they fight with the GM, the Gm allows them to make their character, and then treats them like crap, unfairly attempting to kill off their character at every turn (at least from their perspective). It may be true, or perhaps the GM is associating the oriental themed character with a stranger in a strange land scenario where the guy in the laquered wicker armor and demon faced mask seems a threat to the noble knight astride his trusty destrier.

Category 3: Other players who get annoyed as all get out with the one person in the group who HAS to be a ninja, monk, or samurai, because after looking at the class, they find it to be so far broken and over-powerful compared to a standard PC classes as to give the player of said Ninja or Samurai an unfair advantage over the rest of the members of the party. Or they see a monk who gets "something cool" for their character at every level. Their bard or ranger for example, may not.

I think #3 isn't entirely true. The samurai class is hated, despite definitely not being overpowered. It's just different for no good reason. The monk is also pretty weak (though it might look strong to an inexperienced gamer at first glance, or if you let in lots of non-core material, or if you roll 4 18s).

I personally tend to fall more towards category 3. I don't mind ninja's and samurai in an oriental adventures themed setting or as part of a crossover campaign. I have written a lot of monk related adventures and story hooks too, so I like monks in my campaigns!

I do think that the issue falls more on designers have had serious problems with game balance when it comes to oriental themed characters.

They should not have had these problems, however, especially when it comes to classes that we know something about (eg samurai).

I also suggest that a lot of these Oriental-flavored classes just aren't needed. There is no need for a samurai class, for instance, so every time WotC makes a samurai class, there's a good chance they'll mess it up. At most, the only changes needed are making the fighter class a bit more flexible (so they can compete while wearing lighter armor, might have some leaderhsip feats available other than just Leadership, create a chain of Iajitsu feats, and so forth).

Without specifically creating unneeded Oriental-flavored classes, it'll be a lot easier to introduce Oriental-flavored characters into a game without causing balance problems. (This doesn't mean there might not be flavor problems.)

I think that the percieved imbalance of oriental themed characters detracts from GM's desire to allow them into their campaign world. (It's like hating gnomes and halflings).

I was under the impression that a lot of GMs who dislike small races don't take them seriously, think that gnomes don't have a flavor reason to exist, or think 3e halflings are too similar to kender, in addition to any balance concerns they might have.

Bad balance often leads to bad experiences and feelings of bad blood.

Reminds me of many a psionic discussion.
 


Our current campaign setting (home brew) blends multiple settings together. We have a medieval area/continentg (call it England-Europe, typical kingdoms, knights and all that). We have a pirate land, Freeport setting. We have an Oriental lands, we have viking lands (we call them Nords) and we have an osilated continent based on Middle-Earth, with their own troubles :)

So yeah, we kinda blend everything together. It helps when someone wants to play a Wu-Jen in the medival England setting. There is an explaination of where they came from.
 

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