Sound of Azure said:
Genshou,
Just a few questions.
Will you be developing your setting with a "whole world" approach? That is, will you develop the world as a whole-continents, nations, cultures?
Other that "Oriental" and "Occidental/Europe", will there be other regions in your world? How will they relate?
If so, you have quite a task determining the interaction between them all!
In my homebrew, the world has been split up into innumerable smaller islands for the most part (much like Earthsea). Cultures tend to be isolated to specific islands or groups of islands as far as their major influence goes, but with sea trade on the rise, there is a great deal of mixing going on.
Of the islands I've detailed so far, I've included English, Celtic, Roman, Egyptian, Hebrew, Arabic, and ancient south African tidbits here and there, sometimes mixed, sometimes not. It makes perfect sense in my setting for a samurai to be adventuring with a Zulu witch doctor, an Egyptian warrior-priest, and a Spanish swashbucker. I can see how this would be more difficult in worlds where horse-drawn caravans are still the primary means of trade.
Tonguez said:
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).
Excellent! 'Bout time Europe got that treatment at least once. There's just so much else in the world that works just fine as a cultural influence for D&D.
fusangite said:
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.
This is, I think, where our opinions are going to seriously differ. The technology available in standard D&D is more evocative of the Middle Ages rather than the Bronze Age or the Dark Ages. Of course, what kind of culture develops and such is dependent on the setting but I just can't imagine crossbows, Welsh longbows, and full plate in a world with a "Bronze Age feel". And don't forget the siege technology of the standard D&D world, either.
The modern idea of "planet=world" is mostly due to the fact that there are no longer "edges" on our maps–the world has been explored now, and there's nowhere left to unknown regions. I've delved into determining the availability and accessability of magic in standard D&D possibly more than anyone else on this forum, and I do understand that even with teleportation magic available, it's not going to cause the cultures to mix as much as simple things like sailing technology did in our own world. But that cross-cultural bleed of ideas is still going to occur to a noteworthy extent.
With D&D the way that it is, I don't imagine "Circle-T" maps in the way that they existed in the real world. When the king's royal advisor can use divination and scrying to help fill in the blank areas on the map, I imagine a world more like Faerûn, where adventurers in the Dalelands are fairly likely to have heard of Calimshan, can get more information about it from a bard travelling through Ashabenford, and can realistically plan to go there someday.
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 guess I am a little confused as to the answer we seem to be looking for.
I posted this with multiple intents. I wanted to draw out some of the vehement Oriental-hating crowd (such as
Turanil and
Numion) and get a feel for why they react that way, as well as figuring out if this creates cultural elitism in their world-building, or if it just means that they don't include Oriental flavour, but do still have multicultural worlds. I'm a bit surprised by this, though:
Numion said:
No katanas, ninjas or samurais in my games. Or if there is, they'll be strictly inferior to longswords, rogues and fighters
Making a katana inferior to a longsword is driving hatred past the point of any degree of rational thought. Deliberately and blatantly ignoring intelligent design and proper game mechanics modeling of real-world physics because of cultural dislike is, to me, equivalent to racism. I've seen the katana vs. bastard sword debates numerous times, and I've stayed more or less on the fence in them. This kind of viewpoint, though, is enough to make me disgusted. The "cool" emoticon just makes it worse. I read it as "I'm biased and I think that makes me awesome." Those aren't the kinds of posts I want in this thread, but rather informative responses as to
why people feel that way.
(Psi)SeveredHead said:
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.
If the mummy can be divorced from its cultural origins; and the sphynx, genies, golems, etc. can too; why not
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).
There's more to the OA Samurai class than just Iaijutsu Focus. They get several other skills as class skills that are appropriate to a Samurai, but not a Fighter. They also get more skill points. A straight up soldier is going to have a lot more to offer in battle than a Samurai (Fighters get more bonus feats), but a Samurai is going to be a lot better off when dealing with nobility. If a proper culture exists for them, Samurai have just as much place alongside the Fighter as a Barbarian or Ranger does.
bowbe said:
If your talking about Enworlders, your typically talking about gamers are you not? It is the D&D/D20 reviews site correct? If your talking about Enworlders living in the United States you are then talking about American Gamers, thus I wasn't the first one nor the second one to bring it up. It got brought up in the first two posts. If we make it a point of singling out where the gamers come from, we could easily have a whole new can of worms. I don't believe this was Genshou's intent, which is again why I asked for some clarification.
Yes, I'm guilty of bringing it up first, in the OP.
I certainly don't think that every American is this way, of course. I've seen plenty of eastern Europeans and even some Asians with the same viewpoint. But in my experience it's a lot more widespread in the US.
Nyaricus said:
Hey Genshou
As one of those 'ferverant haters' of the monk class, I must say that I actually have a good reason for this. Allow me to explain.
What,
genshou and
Nyaricus disagreeing on something? I knew it was too good to last
I dislike the idea of the level of cultural intergration -- not influence per se -- in D&D; this is mainly due to the inclusion of the monk class in the core rule book, which forces the assumption there must be shaolin-style monasteries in medieval psuedo-europe. I don't like that. It doesn't make any sense and takes away from the feel of it all - I am being forced to play a corssover campaign striahgt out of the box with the monk class sitting there, staring at me, laughing the whole way to the bank. I frankly feel jipped that I have been forced to have a waste of space in the PHB. The monk class is decidedly a shaolin monk, not a benedictine, which actually could have been useful/interesting in a psuedo-european setting, which is the core assumption.
You certainly have a point there, and quite a valid one, in fact. I would like to point out a few things that make me disagree, however. First of all, the Benedictine monks can easily exist in a D&D setting. They would have the Expert NPC class. Second, while the core rules do force you to include a monastery or two in your kingdom, remember that Monk is a PC class, and therefore there are very few of them in the kingdom, and very few monasteries need to exist for a PC class when new members of PC classes spring up so rarely, right? You could possibly even get away with not having any monasteries in a given kingdom, and have the monks living in that kingdom travel from elsewhere and settle there for whatever reason.
Magic has nothign to do with it. It happened in real life; the facts are there. But the monk doesn't belong in core D&D, not in the least. It just isn't appropriate, frankly. D&D has never been sold like that.
Magic has everything to do with it! The dissemination of ideas is the one thing that would be most heavily influenced by the alterations standard D&D would make to a culture. There are those in every society who seek out a life of peaceful contemplation, as well as training in the martial arts. Just look at all the yoga and/or self-defense classes people in the US take (not sure how widespread these things are in other cultures; I'd appreciate some chiming in). Through the influence of magic and the existence of Monks in a foreign culture to begin with, possessing so many abilities that would aid them in long journeys, I don't see it difficult at all to swallow some of them travelling to a Euro-centric region of the world and wanting to set up a monastery to enlighten their fellow men. Psion aids me in explaining:
Psion said:
The rest which include monks make them part of the local setting. Which is not all that unreasonable. Many of the settings out exhibit differences from Europe so major that complaining that in this particular world, a monastic martial tradition evolved, is nitpicky at the very least. Assuming that another land other than India and China could evolve such traditions is not a stretch compared to the inclusion of powerful magic, meddling gods, and creatures that can lay waste to villages.
It really isn't much of a stretch at all.
Well, there's something to chew on for a bit, folks. Have at thee!