This is a contentious topic, I'm sure, but it's one that I feel is overlooked in 5e. Or perhaps that's merely an incorrect assumption on my part based on the rather strong liberal ideals that seem to permeate D&D live streams. But how do you handle racism in your games? I personally incorporate a bit of it where I feel it would make sense. A tiefling -- literal devil spawn -- should not be widely accepted in more rural and superstitious communities. The same would go for half-orcs in places that might suffer frequent orc raids. Common sense shouldn't be set aside in favor of inclusion, should it?
I was going over the latest D&D beyond article about racial stats and am now of the opinion that you should do whatever you think is okay amongst your friends but don’t talk about it on the internet.
Now going against my own advice, at my table there is distrust of the “evil” races i.e. Tieflings, Drow in most areas. But please don’t make comparisons with real life and fantasy games.
overlooked in 5e. Or perhaps that's merely an incorrect assumption on my part based on the rather strong liberal ideals that seem to permeate D&D live streams
I'm going to make a wild guess here and, based on your phrasing here, assume you're not the kind of person who moves within the more 'liberal' circles of D&D and maybe in general. If you were, you'd see that the discussion of racism in D&D comes up a lot. It's a very active topic that covers all sorts of things from Tolkien's writing and how that influenced early D&D, all the way to how representation and subtext of D&D can relate to real world marginalisation.
A tiefling -- literal devil spawn -- should not be widely accepted in more rural and superstitious communities.
Depends solely on where tieflings originate from in your setting. It's not an absolute call. In the canon they're not 'literal devil spawn', they're the product of a recessive trait that originates from a millenia old pact a nation made with a fiend in order to survive. You can be born a tiefling to a non-teifling and a tiefling parent, two tieflings, or two non-tieflings. Tieflings can have non-tiefling children, there's no devil spawning involved.
The same would go for half-orcs in places that might suffer frequent orc raids
I'm assuming you're referring to the more problematic half-orc origin narrative from older editions? Yeah, that's largely been done away with in 5e and to be honest, I rarely see it at tables anymore either, certainly not mine.
Common sense shouldn't be set aside in favor of inclusion, should it?
Arguing that racism is 'common sense' is a somewhat....problematic stance. I would argue that it's the opposite of sense, it's nonsense to discriminate against one another
You can set aside literally anything to make your table inclusive and welcoming. You don't have to, but you can. There's nothing to say you need to have any form of violence or discrimination at your table.
I mean, I think regardless of real life political alignment, everyone agrees racism is a real thing and (except for a handful of twisted people) an evil thing. The question for d&d is how much evil is your group willing to play with. Personally, in my home games, xenophobia varies from place to place (i.e. in big cities with diverse populations, people are more accepting, but on a frontier village often under threats from orcs, drow, etc people tend to be less trusting). For that matter, I also include demon cults (things I consider evil, both in game and real life) to the point that it is a joke among my players. That being said, things like sexual assault are across the line, I'm not willing to portray that in game. It is entirely up to what your table is comfortable working with. If you want to have a gritty realism game where people have to struggle against social evils, it makes sense to have things like racism come up. However, if your group has more fun with a more escapist high fantasy, fighting dragons and necromancers without a dark social setting is every bit as legitimate
Racism in the real world has real causes which exist due to the historical and sociological conditions experienced by various people. Experts from multiple backgrounds can and do discuss the causes and origins, but even as a non-expert, I (and I’m sure many other users here) posit that any social phenomenon (racism, classism, etc.) can’t be separated from the practical and historical experience which caused it.
Toril is not Earth. That’s the point I was prefacing with the paragraph above. There may be humans in Forgotten Realms, Eberron, whatever, but that doesn’t mean that the societies in these campaigns will mirror our own in anything more than the most general of manners.
I would ask does it matter if the campaign is a homebrew? and does it make a difference if the dungeon master is implied as someone who likes to chain people up and put people he doesn't like in pits of doom? if they are playing a game involving how a world works together in general due to the people being racist against orcs for things like raiding villages and making people have half orcs. I ask because wouldn't a dungeon master just further segregate the people and encourage people to continue putting people in chains and wouldn't it do the opposite to homebrew as a campaign with a team master because it would imply people working together. but we all know that doesn't matter because that's not how to play dnd and its encouraged to have a dungeon master even if its not helpful in a campaign designed to bring people together for teamwork it would not get a good reception if the name of one of the core rules was changed from dungeon master to some other kind of master that better fits the scenario...
let me rephrase to make better sense TLDR: If your running a campaign that doesn't like Tieflings, Cause there half devils and aren't accepted in the city. And orcs are not accepted because they raid, And make half orc babies with a dungeon master who likes to chain people up and throw them in pit of doom. Then its generally seen as acceptable by mainstream dnd community. But if you make a homebrew rule that a team master replaces the dungeon master and gets people to work together instead of chain them up etc, Then likely you wont-- have to worry about racism because you will be playing the game by yourself.
In my current campaign we're all playing as non-humans, and dealing with oppression based on our races is a part of everyone's backstory. It got particularly rough when we traveled to a country where slavery was legal, and non-humans were most frequently targeted for the slave trade. It's been excited and interesting, but it's also something we all went into the campaign expecting and at least partially building our characters around. At the very least it makes it easy for our DM to get us to hate specific NPC villains by just making them racist.
I would just like to point out that, too often, we make the assumption that the default race in D&D is mono-race human. A tiefling visiting a rural or superstitious community of other tieflings might be met with questions, but not likely with racism.
Also, mistrust between two creatures of different races or even one-sided mistrust of a creature to another creature of different race is not necessarily racism. Racism means that there is an overarching power dynamic going on where one category of people - usually humanoids in D&D - has direct power over another category of people who are defined as separate and somehow inferior and undeserving of empathy. A healthy level 18 half-orc visiting a small rural community of halfling commoners would not be subject to racism regardless of what the halflings there do or say b/c the halflings have no real power over a level 18 character.
Right @Song_of_Blues, that's why I used the term xenophobic. And yes @ihsan997, there is no reason to say that racism must exist in your world to be "realistic". That is why it is called fantasy. However, it is quite natural for people (and animals, so this isn't purely human) to be suspicious of those outside their tribe/flock, especially with obvious physical differences, and that is aggravated by negative experience (i.e. having friends and family killed in orc raids) and superstition. So if you as a group WANTED to deal with those situations, I say go for it. Again, if you choose to play otherwise, that is nothe inferior. That's the beauty of d&d, no two groups play exactly the same.
Every time I've seen someone wanting to introduce racism in D&D, it felt like a cheap way to seem "edgy", and was just badly done, with people just being stupidly and overtly aggressive against everyone of certain race(s).
That's not to say you can't talk about it, or put an interesting spin on it, but I just think you should make sure you're saying something interesting before saying it. And I don't think it should be a worldwide thing - you can have a country where citizenship is restricted to a single race for instance, but you shouldn't have a "no one in the world will speak politely to a tiefling".
I agree that writing and RPing racism in D&D (and in non-D&D fiction) is easy to mishandle. Perhaps this is another reason why WotC has moved away from modules and settings where it is part of the political landscape.
Personally, I am not against the idea of having racist cultures in the game when I'm the DM or when I'm playing with DMs who have the maturity and psychological understanding to handle it well. This would definitely not be AL, though.
For the readers of this thread who are looking for resources on ways to write plot-relevant, nuanced racism and prejudice into their games, I recommend watching episodes of Star Trek: Deep Space 9 and Babylon 5 as well as listening to analysis podcasts of those series.
I don't see the logic in moving away from reality of life in a land just to be politically correct that's why I have made my post about how theres only a dungeon master to refer to regarding the subject of racism what I think wotc needs to do is have more experts in the setting than just people who are taught everything they need to know to be a dungeon "master" and then maybe when they have looked into making dnd more realistic there will be someone who can have a professional opinion on how to handle the problem of racism in a dnd campaign. and also a lot more issues than that in a realistic world that I thought is what dnd is supposed to be about not just moving away from everything that is not pc.
how to handle the problem of racism in a dnd campaign. and also a lot more issues than that in a realistic world
I hate the idea that, in order to be realistic, a world has to feature racism. We can accept dragons, spellcasters, magic swords and talking rats, werebear and angry slime, but racism is where we draw the line ? Really ?
If i usually don't put racism into my setting, it's not because I want to be "pc", it's because I think it makes for a better game, and more enjoyment. I also don't put homophobia, sexism, or sexual assault. For some reasons, I don't find these topics to be productive towards the idea of fun. Go figure.
These are subjects that may be sore for several people, and that may make your table uninvinting. And if you were to take them on, you would definitely require a certain finesse.
We can accept dragons, spellcasters, magic swords and talking rats, werebear and angry slime, but racism is where we draw the line ? Really ?
If i usually don't put racism into my setting, it's not because I want to be "pc", it's because I think it makes for a better game, and more enjoyment. I also don't put homophobia, sexism, or sexual assault. For some reasons, I don't find these topics to be productive towards the idea of fun. Go figure.
I want to strongly voice my support for ClementP’s comments here. There are many aspects of the real world where the line can be drawn. For example, the high proportion of adventurers to civilians, the presence of deserts close to glaciers in northern Faerun, town blacksmiths primarily selling weaponry rather than latches and door locks, or the ability of a sword to damage someone wearing plate armor - these are all issues where a line could be drawn due to the lack of realism. The phenomenon of people on a planet far more genetically diverse than Earth mirroring the contextualized experience of Earthling racism is a very random, odd, and nonsensical place to draw that red line of realism.
i only mean realism in a sense as if your campaign involves people driving around in wagons and having a dungeon master doesn't qualify them to explain how to drive around a 3 point turn without crashing because the dungeon master doesn't even require to have a license to drive a wagon to be a dungeon master or in other such cases where if that's what the campaign setting is based on that it would make more sense to have the ability to add more realism by changing the name of the person telling people how to play it to something that requires the knowledge needed to do a wagon race without getting everyone wrecked. but yes its fine to just wing it with a planet with more diverse population and does random racism even if its not based on what a expert on our planet would call realistic its fine in my opinion as long as the campaign doesn't get derailed due to not having knowledge that a expert would give them.
P.S. call them a racist lol
or call the dungeon master a racing master and call the adventurers in the game racists so it can be politically correct
sorry to post so much but I realized what im trying to say a dungeon master is not a expert on racism because has anyone ever seen a race track in a dungeon? so limiting people to having a dungeon master in a campaign is lieing to them about what they can do in a campaign instead of encouraging creativity by being more accepting to homebrewing your own rules when it suits the needs of a campaign which might instead of limiting the fun because of racism might actually make the campaign more fun when you have a expert who can use a race track in a alien world with diverse population who just happens to settle there issues on the race track instead of a dungeon. but if they have to have a dungeon master running it why bother at all just I can see why people feel its better to just leave out of their games a vast depth of creativity do to the confusion and who knows maybe its alittle bit racist itself.
I would like to discuss this with you, but I genuinely have no idea what you're saying or the points you're trying to make. You should try using punctuation, reread yourself, and try to organize your thoughts. I'm not saying this to be a dick, but your posts are word vomit that jumps all around the place and I can't for the life of me make sense of them.
I think you're arguing of the nomenclature of Dungeon Master, emphasis on Dungeon, but a lot of people call it Game Master anyway, so that point is moot.
its a confusing thread to post in to begin with, I have been trying to figure it out as I go, But one point that makes sense to me. Is that a game about race, whether its racing wagons, or about half orcs being allowed to live in a city where orcs raid. Is that I look at it as a person who likes to make campaigns where these things exist Looks at it, that's why it doesn't matter if you think the nomenclature is moot, Because if you want to be a racist in a fun racing game made by me. You have to live in a world where there is a race track on level 1 and you have to know which car to drive to survive through the race to get to level 2 otherwise the red car is house ruled that it will always crash the green car and then so if you drive the red car you can make it to where the fortknight is and make it past him to the mountain house and he thinks you jump off the cliff the came automaticly moves you out of the wagon and then the car goes flying over the mountain back on the road and keeps rolling so the fortknight is fooled he gets in his blue wagon to chase you down and while hes driving around you get to his bunker and retrieve the green car he already has in there from someone else and then get the food and drink and whatever else you can put in the car and try to drive back on the short cut because as soon as you get in the green car the red car turns around and starts toward you like a heat seeking missile and of course the blue car follows thinking its you so the only thing that can save you is if the fortknight defeats the red car before it defeats you while you travel back to the safe house and find 2 other people that you need to defeat the fortnight and make it to level 3 well I know my writing can be pretty hard to read but ill make it worth while I can show one of the paths people have to go to get up to the top of fortknights mountain. WELL NEVERMIND i guess they changed photobucket i cant share a link of my concept for my game but you get the idea.
Depends solely on where tieflings originate from in your setting. It's not an absolute call. In the canon they're not 'literal devil spawn', they're the product of a recessive trait that originates from a millenia old pact a nation made with a fiend in order to survive. You can be born a tiefling to a non-teifling and a tiefling parent, two tieflings, or two non-tieflings. Tieflings can have non-tiefling children, there's no devil spawning involved.
For better or worse Forgotten Realms has become the default setting of D&D, and in Forgotten Realms most tieflings owe their origin to Asmodeus due to an infernal ritual. The others are directly related to other fiends (mostly devils). Mordenkainen's Tome of Foes added 8 tiefling variants based on descending from an arch-devil. Regardless of what the individual tiefling does in their life, they aren't completely divorced from the nine hells..... for the most part. To say that they are devil spawn is definitely a harmful stereotype, but not wholly inaccurate. At least, if we are talking the default canon.
I'm assuming you're referring to the more problematic half-orc origin narrative from older editions? Yeah, that's largely been done away with in 5e and to be honest, I rarely see it at tables anymore either, certainly not mine.
This is simply not true, especially not in Forgotten Realms. Orcs remain one of the biggest threats to frontier civilization in many settings. In FR they have been responsible for the fall of many kingdoms. The dwarves just fought a war against the Orcs of the Kingdom of Many Arrows and the drow on two different fronts in the Silver Marshes (look up the Darkening). They won but it was a Pyrrhic victory, tensions are high, and they kind of always have been. A racial epithet for half-orcs that originates from d&d is ****-born. I don't need to go into the why, we can all draw those conclusions. But orcs in 5e FR are no joke. The degree to which half-orcs get blamed for that and discriminated against is obviously up to the DM. If you don't deal with that at all, nothing wrong with that, many don't want to bring that kind of role-play into the game. But to say that discrimination against half-orcs doesn't exist in the narrative couldn't be farther from the truth.
Arguing that racism is 'common sense' is a somewhat....problematic stance. I would argue that it's the opposite of sense, it's nonsense to discriminate against one another
You can set aside literally anything to make your table inclusive and welcoming. You don't have to, but you can. There's nothing to say you need to have any form of violence or discrimination at your table.
I agree with you here wholeheartedly. But I don't think it is necessarily wrong to have real-world elements at the gaming table, especially ones that are supported by the narrative. That is, as long as it can be handled in a mature way. Just want to be clear that I am in no way coming to the defense of the guy arguing that racism is common sense.
This is a contentious topic, I'm sure, but it's one that I feel is overlooked in 5e. Or perhaps that's merely an incorrect assumption on my part based on the rather strong liberal ideals that seem to permeate D&D live streams. But how do you handle racism in your games? I personally incorporate a bit of it where I feel it would make sense. A tiefling -- literal devil spawn -- should not be widely accepted in more rural and superstitious communities. The same would go for half-orcs in places that might suffer frequent orc raids. Common sense shouldn't be set aside in favor of inclusion, should it?
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I was going over the latest D&D beyond article about racial stats and am now of the opinion that you should do whatever you think is okay amongst your friends but don’t talk about it on the internet.
Now going against my own advice, at my table there is distrust of the “evil” races i.e. Tieflings, Drow in most areas. But please don’t make comparisons with real life and fantasy games.
I'm going to make a wild guess here and, based on your phrasing here, assume you're not the kind of person who moves within the more 'liberal' circles of D&D and maybe in general. If you were, you'd see that the discussion of racism in D&D comes up a lot. It's a very active topic that covers all sorts of things from Tolkien's writing and how that influenced early D&D, all the way to how representation and subtext of D&D can relate to real world marginalisation.
Depends solely on where tieflings originate from in your setting. It's not an absolute call. In the canon they're not 'literal devil spawn', they're the product of a recessive trait that originates from a millenia old pact a nation made with a fiend in order to survive. You can be born a tiefling to a non-teifling and a tiefling parent, two tieflings, or two non-tieflings. Tieflings can have non-tiefling children, there's no devil spawning involved.
I'm assuming you're referring to the more problematic half-orc origin narrative from older editions? Yeah, that's largely been done away with in 5e and to be honest, I rarely see it at tables anymore either, certainly not mine.
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I mean, I think regardless of real life political alignment, everyone agrees racism is a real thing and (except for a handful of twisted people) an evil thing. The question for d&d is how much evil is your group willing to play with. Personally, in my home games, xenophobia varies from place to place (i.e. in big cities with diverse populations, people are more accepting, but on a frontier village often under threats from orcs, drow, etc people tend to be less trusting). For that matter, I also include demon cults (things I consider evil, both in game and real life) to the point that it is a joke among my players. That being said, things like sexual assault are across the line, I'm not willing to portray that in game. It is entirely up to what your table is comfortable working with. If you want to have a gritty realism game where people have to struggle against social evils, it makes sense to have things like racism come up. However, if your group has more fun with a more escapist high fantasy, fighting dragons and necromancers without a dark social setting is every bit as legitimate
Racism in the real world has real causes which exist due to the historical and sociological conditions experienced by various people. Experts from multiple backgrounds can and do discuss the causes and origins, but even as a non-expert, I (and I’m sure many other users here) posit that any social phenomenon (racism, classism, etc.) can’t be separated from the practical and historical experience which caused it.
Toril is not Earth. That’s the point I was prefacing with the paragraph above. There may be humans in Forgotten Realms, Eberron, whatever, but that doesn’t mean that the societies in these campaigns will mirror our own in anything more than the most general of manners.
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I would ask does it matter if the campaign is a homebrew? and does it make a difference if the dungeon master is implied as someone who likes to chain people up and put people he doesn't like in pits of doom? if they are playing a game involving how a world works together in general due to the people being racist against orcs for things like raiding villages and making people have half orcs. I ask because wouldn't a dungeon master just further segregate the people and encourage people to continue putting people in chains and wouldn't it do the opposite to homebrew as a campaign with a team master because it would imply people working together. but we all know that doesn't matter because that's not how to play dnd and its encouraged to have a dungeon master even if its not helpful in a campaign designed to bring people together for teamwork it would not get a good reception if the name of one of the core rules was changed from dungeon master to some other kind of master that better fits the scenario...
let me rephrase to make better sense TLDR: If your running a campaign that doesn't like Tieflings, Cause there half devils and aren't accepted in the city. And orcs are not accepted because they raid, And make half orc babies with a dungeon master who likes to chain people up and throw them in pit of doom. Then its generally seen as acceptable by mainstream dnd community. But if you make a homebrew rule that a team master replaces the dungeon master and gets people to work together instead of chain them up etc, Then likely you wont-- have to worry about racism because you will be playing the game by yourself.
In my current campaign we're all playing as non-humans, and dealing with oppression based on our races is a part of everyone's backstory. It got particularly rough when we traveled to a country where slavery was legal, and non-humans were most frequently targeted for the slave trade. It's been excited and interesting, but it's also something we all went into the campaign expecting and at least partially building our characters around. At the very least it makes it easy for our DM to get us to hate specific NPC villains by just making them racist.
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I would just like to point out that, too often, we make the assumption that the default race in D&D is mono-race human. A tiefling visiting a rural or superstitious community of other tieflings might be met with questions, but not likely with racism.
Also, mistrust between two creatures of different races or even one-sided mistrust of a creature to another creature of different race is not necessarily racism. Racism means that there is an overarching power dynamic going on where one category of people - usually humanoids in D&D - has direct power over another category of people who are defined as separate and somehow inferior and undeserving of empathy. A healthy level 18 half-orc visiting a small rural community of halfling commoners would not be subject to racism regardless of what the halflings there do or say b/c the halflings have no real power over a level 18 character.
Right @Song_of_Blues, that's why I used the term xenophobic. And yes @ihsan997, there is no reason to say that racism must exist in your world to be "realistic". That is why it is called fantasy. However, it is quite natural for people (and animals, so this isn't purely human) to be suspicious of those outside their tribe/flock, especially with obvious physical differences, and that is aggravated by negative experience (i.e. having friends and family killed in orc raids) and superstition. So if you as a group WANTED to deal with those situations, I say go for it. Again, if you choose to play otherwise, that is nothe inferior. That's the beauty of d&d, no two groups play exactly the same.
Every time I've seen someone wanting to introduce racism in D&D, it felt like a cheap way to seem "edgy", and was just badly done, with people just being stupidly and overtly aggressive against everyone of certain race(s).
That's not to say you can't talk about it, or put an interesting spin on it, but I just think you should make sure you're saying something interesting before saying it. And I don't think it should be a worldwide thing - you can have a country where citizenship is restricted to a single race for instance, but you shouldn't have a "no one in the world will speak politely to a tiefling".
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I agree that writing and RPing racism in D&D (and in non-D&D fiction) is easy to mishandle. Perhaps this is another reason why WotC has moved away from modules and settings where it is part of the political landscape.
Personally, I am not against the idea of having racist cultures in the game when I'm the DM or when I'm playing with DMs who have the maturity and psychological understanding to handle it well. This would definitely not be AL, though.
For the readers of this thread who are looking for resources on ways to write plot-relevant, nuanced racism and prejudice into their games, I recommend watching episodes of Star Trek: Deep Space 9 and Babylon 5 as well as listening to analysis podcasts of those series.
I don't see the logic in moving away from reality of life in a land just to be politically correct that's why I have made my post about how theres only a dungeon master to refer to regarding the subject of racism what I think wotc needs to do is have more experts in the setting than just people who are taught everything they need to know to be a dungeon "master" and then maybe when they have looked into making dnd more realistic there will be someone who can have a professional opinion on how to handle the problem of racism in a dnd campaign. and also a lot more issues than that in a realistic world that I thought is what dnd is supposed to be about not just moving away from everything that is not pc.
The problem is that you see it as "being politically correct".
I hate the idea that, in order to be realistic, a world has to feature racism. We can accept dragons, spellcasters, magic swords and talking rats, werebear and angry slime, but racism is where we draw the line ? Really ?
If i usually don't put racism into my setting, it's not because I want to be "pc", it's because I think it makes for a better game, and more enjoyment. I also don't put homophobia, sexism, or sexual assault. For some reasons, I don't find these topics to be productive towards the idea of fun. Go figure.
These are subjects that may be sore for several people, and that may make your table uninvinting. And if you were to take them on, you would definitely require a certain finesse.
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I want to strongly voice my support for ClementP’s comments here. There are many aspects of the real world where the line can be drawn. For example, the high proportion of adventurers to civilians, the presence of deserts close to glaciers in northern Faerun, town blacksmiths primarily selling weaponry rather than latches and door locks, or the ability of a sword to damage someone wearing plate armor - these are all issues where a line could be drawn due to the lack of realism. The phenomenon of people on a planet far more genetically diverse than Earth mirroring the contextualized experience of Earthling racism is a very random, odd, and nonsensical place to draw that red line of realism.
Darbakh - Duergar troublemaker [Pic 1] [Pic 2] [Story 1] [Story 2]
Quorian - half-elf watcher
PM me the word ‘tomato’
i only mean realism in a sense as if your campaign involves people driving around in wagons and having a dungeon master doesn't qualify them to explain how to drive around a 3 point turn without crashing because the dungeon master doesn't even require to have a license to drive a wagon to be a dungeon master or in other such cases where if that's what the campaign setting is based on that it would make more sense to have the ability to add more realism by changing the name of the person telling people how to play it to something that requires the knowledge needed to do a wagon race without getting everyone wrecked. but yes its fine to just wing it with a planet with more diverse population and does random racism even if its not based on what a expert on our planet would call realistic its fine in my opinion as long as the campaign doesn't get derailed due to not having knowledge that a expert would give them.
P.S. call them a racist lol
or call the dungeon master a racing master and call the adventurers in the game racists so it can be politically correct
sorry to post so much but I realized what im trying to say a dungeon master is not a expert on racism because has anyone ever seen a race track in a dungeon? so limiting people to having a dungeon master in a campaign is lieing to them about what they can do in a campaign instead of encouraging creativity by being more accepting to homebrewing your own rules when it suits the needs of a campaign which might instead of limiting the fun because of racism might actually make the campaign more fun when you have a expert who can use a race track in a alien world with diverse population who just happens to settle there issues on the race track instead of a dungeon. but if they have to have a dungeon master running it why bother at all just I can see why people feel its better to just leave out of their games a vast depth of creativity do to the confusion and who knows maybe its alittle bit racist itself.
I would like to discuss this with you, but I genuinely have no idea what you're saying or the points you're trying to make. You should try using punctuation, reread yourself, and try to organize your thoughts. I'm not saying this to be a dick, but your posts are word vomit that jumps all around the place and I can't for the life of me make sense of them.
I think you're arguing of the nomenclature of Dungeon Master, emphasis on Dungeon, but a lot of people call it Game Master anyway, so that point is moot.
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its a confusing thread to post in to begin with, I have been trying to figure it out as I go, But one point that makes sense to me. Is that a game about race, whether its racing wagons, or about half orcs being allowed to live in a city where orcs raid. Is that I look at it as a person who likes to make campaigns where these things exist Looks at it, that's why it doesn't matter if you think the nomenclature is moot, Because if you want to be a racist in a fun racing game made by me. You have to live in a world where there is a race track on level 1 and you have to know which car to drive to survive through the race to get to level 2 otherwise the red car is house ruled that it will always crash the green car and then so if you drive the red car you can make it to where the fortknight is and make it past him to the mountain house and he thinks you jump off the cliff the came automaticly moves you out of the wagon and then the car goes flying over the mountain back on the road and keeps rolling so the fortknight is fooled he gets in his blue wagon to chase you down and while hes driving around you get to his bunker and retrieve the green car he already has in there from someone else and then get the food and drink and whatever else you can put in the car and try to drive back on the short cut because as soon as you get in the green car the red car turns around and starts toward you like a heat seeking missile and of course the blue car follows thinking its you so the only thing that can save you is if the fortknight defeats the red car before it defeats you while you travel back to the safe house and find 2 other people that you need to defeat the fortnight and make it to level 3 well I know my writing can be pretty hard to read but ill make it worth while I can show one of the paths people have to go to get up to the top of fortknights mountain. WELL NEVERMIND i guess they changed photobucket i cant share a link of my concept for my game but you get the idea.
For better or worse Forgotten Realms has become the default setting of D&D, and in Forgotten Realms most tieflings owe their origin to Asmodeus due to an infernal ritual. The others are directly related to other fiends (mostly devils). Mordenkainen's Tome of Foes added 8 tiefling variants based on descending from an arch-devil. Regardless of what the individual tiefling does in their life, they aren't completely divorced from the nine hells..... for the most part. To say that they are devil spawn is definitely a harmful stereotype, but not wholly inaccurate. At least, if we are talking the default canon.
This is simply not true, especially not in Forgotten Realms. Orcs remain one of the biggest threats to frontier civilization in many settings. In FR they have been responsible for the fall of many kingdoms. The dwarves just fought a war against the Orcs of the Kingdom of Many Arrows and the drow on two different fronts in the Silver Marshes (look up the Darkening). They won but it was a Pyrrhic victory, tensions are high, and they kind of always have been. A racial epithet for half-orcs that originates from d&d is ****-born. I don't need to go into the why, we can all draw those conclusions. But orcs in 5e FR are no joke. The degree to which half-orcs get blamed for that and discriminated against is obviously up to the DM. If you don't deal with that at all, nothing wrong with that, many don't want to bring that kind of role-play into the game. But to say that discrimination against half-orcs doesn't exist in the narrative couldn't be farther from the truth.
I agree with you here wholeheartedly. But I don't think it is necessarily wrong to have real-world elements at the gaming table, especially ones that are supported by the narrative. That is, as long as it can be handled in a mature way. Just want to be clear that I am in no way coming to the defense of the guy arguing that racism is common sense.