| SilvercatMoonpaw |
http://paizo.com/threads/rzs2sxcj?Cultural-Appropriation-in-roleplaying-gam es
Shame to let a discussion die because someone didn't know the Paizo Owns The Board Content policy.
I still would like my question answered:
What if I don't want to spend more than 5 minutes on Wikipedia?
It's not literally about that, the real meaning of the question is:
"There's a lot of work involved in making a setting even before doing research for cultures other than your own. Sometimes people don't have the time or the energy to do all that research. What then?"
This isn't a "You should put up with my laziness" argument. It is, however, an argument that laziness, or possibly lack of ability, will happen, and that it's better to have a policy in place so that people know what they are and are not allowed to do when that happens.
| MMCJawa |
[url]http://paizo.com/threads/rzs2sxcj?Cultural-Appropriation-in-roleplaying-gam es[/url]
Shame to let a discussion die because someone didn't know the Paizo Owns The Board Content policy.
I still would like my question answered:
What if I don't want to spend more than 5 minutes on Wikipedia?
It's not literally about that, the real meaning of the question is:
"There's a lot of work involved in making a setting even before doing research for cultures other than your own. Sometimes people don't have the time or the energy to do all that research. What then?"
This isn't a "You should put up with my laziness" argument. It is, however, an argument that laziness, or possibly lack of ability, will happen, and that it's better to have a policy in place so that people know what they are and are not allowed to do when that happens.
Is this a setting for a home game with close friends, or something you plan on making money on or disseminating widely? and is this setting solely for games, or something that might evolve into a novel or other form of media. Because honestly the answer will vary based on the purpose.
If you are just running a game for a few friends you know well, than no it shouldn't matter if you research or not, because presumably you know what works with them and they will be forgiving of you. If you are running a game for strangers at a convention or game store, you should probably put the effort in to prep a good game that strangers can enjoy. That might require putting some research time in if you are going outside your area of familiarity, including making sure you are not offending your players (It's not hard to find stories online about disasters involving these areas).
I think if you are going to publish something and expect people to pay for the product, than yes...you should probably do the research if you are using elements you are not familiar. This isn't just culture, but really any subject outside your expertise. Because odds are some of your readers will know more about something than you, and they will react negatively if you screw up. And if you screw up and it comes across as insensitive/offensive/racist...well...good luck with that.
| SilvercatMoonpaw |
If you are running a game for strangers at a convention or game store, you should probably put the effort in to prep a good game that strangers can enjoy. That might require putting some research time in if you are going outside your area of familiarity, including making sure you are not offending your players (It's not hard to find stories online about disasters involving these areas).
I think if you are going to publish something and expect people to pay for the product, than yes...you should probably do the research if you are using elements you are not familiar. This isn't just culture, but really any subject outside your area of familiarity, including making sure you are not offending your players (It's not hard to find stories online about disasters involving these areas).
So no research, no doing these things at all? Absolutely no convention games or publishing?
I'm not asking because it's like some kind of deal-breaker for me, I ask because I get very screwy when I don't have an exact rule to follow.
| SilvercatMoonpaw |
Seeing as Golarion is a fantasy realm completely different from Earth, and its cultures have only passing similarity to Earth cultures, I don't honestly see the issue.
Paizo gets called on stuff. They've admitted at least a few times there have been mistakes when there were multiple authors who didn't coordinate and wrote in something unpleasant.
I don't want to be the person who knows about a mistake and repeats it. But I'm also not so stupid that I think I'm just going to magically learn how to do the research right. So in the meantime the answer to my question will help me avoid doing anything bad.
Pan
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The only time I think extensive research is necessary is if you are making an actual reenactment simulation of one of our existing cultures. I am pretty forgiving when somebody is making up a fantasy culture for an RPG. I might not be the best person to ask though, folks seem to get offended by all kinds of things I dont even notice. The only blatantly offensive RPG material I can think of is F.A.T.A.L.
| MMCJawa |
MMCJawa wrote:So no research, no doing these things at all? Absolutely no convention games or publishing?If you are running a game for strangers at a convention or game store, you should probably put the effort in to prep a good game that strangers can enjoy. That might require putting some research time in if you are going outside your area of familiarity, including making sure you are not offending your players (It's not hard to find stories online about disasters involving these areas).
I think if you are going to publish something and expect people to pay for the product, than yes...you should probably do the research if you are using elements you are not familiar. This isn't just culture, but really any subject outside your area of familiarity, including making sure you are not offending your players (It's not hard to find stories online about disasters involving these areas).
note the use of "might require". If you are using a fairly standard setting with a dwarf kingdom here, an elf empire there, and everything vaguely European medieval...you might not need to do a whole lot of research or any if you have read enough Fantasy.
IF you are instead basing your fantasy setting on pre-contact North America, and all you know about Native Americans is from some westerns...than yeah you should probably do some research. Basically...are you just recycling tropes and stereotypes?
To use a super simple analogy, say you want to make a cake for a friend, but you have never in your life baked a cake. You vaguely know that cakes have flour and sugar and a few other ingredients. You could just be super lazy, mix everything up, and throw it in the oven. OR you could look up directions online, go and buy missing/needed ingredients, and follow the directions. One of those routes has a much higher likelihood of producing a delicious desert than the other.
| SilvercatMoonpaw |
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OR you could look up directions online, go and buy missing/needed ingredients, and follow the directions. One of those routes has a much higher likelihood of producing a delicious desert than the other.
Are there recipies on making a respectful fantasy counterpart culture? Ones that tell you exactly which elements and in which amounts to mix together in a simple step-by-step process?
It's not like you're describing: making a culture seems more like trying to make a pastry where there are hundreds of different kinds that use different ingredients in different amounts with different baking methods. And then no one will tell you exactly what to do other than "Think about it" and then after you put in an honest effort will only tell you "You got this bit wrong" still without telling you how to do it right so you don't spend gobs of time making mistakes.
There are no exact rules for this sort of thing, just suggestions and advice.
Then why does everyone act like it's supposed to be easy?
| thejeff |
The only time I think extensive research is necessary is if you are making an actual reenactment simulation of one of our existing cultures. I am pretty forgiving when somebody is making up a fantasy culture for an RPG. I might not be the best person to ask though, folks seem to get offended by all kinds of things I dont even notice. The only blatantly offensive RPG material I can think of is F.A.T.A.L.
It depends. For example, if you're doing the "Eastern" part of your more generic European world and you wind up using a bunch of offensive Oriental stereotypes, "They're not supposed to actually be real world Asian people" isn't an excuse.
The more you're going to draw from cultures that aren't your own, the more careful you should be with them.
| Bill Dunn |
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Bill Dunn wrote:There are no exact rules for this sort of thing, just suggestions and advice.Then why does everyone act like it's supposed to be easy?
Who says it's supposed to be easy? What it's supposed to be, as I understand it, is a labor of love. Why create a campaign world to play in? Because it's supposed to be fun for you and your players.
But part of it being fun for the players is making sure it doesn't piss them off (at least not too much). And the broader the group you're playing with (selling it to the public being broader than playing it for random players at a convention being, in turn, broader than playing with your regular group of 4-6 friends), the more care you want to make sure you're not offending them with inaccurate or offensive stereotyping.
bdk86
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I think the biggest piece here, post research, is being able to acknowledge (sometimes painfully) when despite your best efforts you've still screwed something up. It's a big part of this process. There are a lot of details, and as was originally demonstrated in an example in the prior thread, despite all your best efforts you may still miss something.
I'm never going to go as far as to say we need to make all of our fantasy/sci-fi without roots in known culture (even if that is a specific set of Anglo-European Cultures), because that's just not how art and culture work, unfortunately. Plus, it makes it very difficult to orient folks to a narrative or setting when it is entirely alien to anyone save the author who thought it up.
The careful dance is going to be making sure when your inspirations do draw from actual culture, you're doing your research, doing it justice, and (ideally) making it the sort of vague pastiche that usually works best.
| SilvercatMoonpaw |
But part of it being fun for the players is making sure it doesn't piss them off (at least not too much). And the broader the group you're playing with (selling it to the public being broader than playing it for random players at a convention being, in turn, broader than playing with your regular group of 4-6 friends), the more care you want to make sure you're not offending them with inaccurate or offensive stereotyping.
I look at statements and I wonder: What if it stops being fun for the designer? A labor of love is only going to last as long as you love it. Should you avoid things that make you stop loving it? Or are you obliged to continue despite hating it because someone else will find it fun?
I think the biggest piece here, post research, is being able to acknowledge (sometimes painfully) when despite your best efforts you've still screwed something up. It's a big part of this process. There are a lot of details, and as was originally demonstrated in an example in the prior thread, despite all your best efforts you may still miss something.
My feeling is that critiquers need to step up when they critique and ensure as much as possible the mistake doesn't happen again. Just saying "do research" is likely to just result in more bad stuff because you have no idea the capabilities of the person. Instead tell them what to read, what parts of it to retain, how to apply those parts to their work......hell, the easiest way is to do the work for them. That way you ensure it's to your standards.
Or tell them not to bother trying. Sometimes it's the honest thing to do.
| thejeff |
| 2 people marked this as a favorite. |
Bill Dunn wrote:But part of it being fun for the players is making sure it doesn't piss them off (at least not too much). And the broader the group you're playing with (selling it to the public being broader than playing it for random players at a convention being, in turn, broader than playing with your regular group of 4-6 friends), the more care you want to make sure you're not offending them with inaccurate or offensive stereotyping.I look at statements and I wonder: What if it stops being fun for the designer? A labor of love is only going to last as long as you love it. Should you avoid things that make you stop loving it? Or are you obliged to continue despite hating it because someone else will find it fun?
bdk86 wrote:I think the biggest piece here, post research, is being able to acknowledge (sometimes painfully) when despite your best efforts you've still screwed something up. It's a big part of this process. There are a lot of details, and as was originally demonstrated in an example in the prior thread, despite all your best efforts you may still miss something.My feeling is that critiquers need to step up when they critique and ensure as much as possible the mistake doesn't happen again. Just saying "do research" is likely to just result in more bad stuff because you have no idea the capabilities of the person. Instead tell them what to read, what parts of it to retain, how to apply those parts to their work......hell, the easiest way is to do the work for them. That way you ensure it's to your standards.
Or tell them not to bother trying. Sometimes it's the honest thing to do.
If it's not fun for you, you're not obliged to do it. If it pisses off the audience, they're not obliged to like it or use it once you've done it, no matter how much fun you had doing it.
And no, the critiquers are under no obligation to do it for you. Or to provide you a roadmap to do it yourself. You can of course ignore the critiquers, but you run the risk of offending and driving away your target audience.
Luckily, in many cases, some have done it for you and you're quite welcome to purchase their works and use them.
bdk86
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My feeling is that critiquers need to step up when they critique and ensure as much as possible the mistake doesn't happen again. Just saying "do research" is likely to just result in more bad stuff because you have no idea the capabilities of the person. Instead tell them what to read, what parts of it to retain, how to apply those parts to their work......hell, the easiest way is to do the work for them. That way you ensure it's to your standards.Or tell them not to bother trying. Sometimes it's the honest thing to do.
So, if I'm going to be critical of a piece of media, I need to then tell the writer, step by step how to fix it (or instead, do it for them)? I can totally get a critique of "hey, go read up on X and Y. Maybe find someone who is Z who will talk over your material for you". But a critic's job isn't to do the writer's for them; just go "Hey, this could be better in area A because B".
Let's take that a step further, though: The folks most critical of media that is guilty of appropriation, for example, are the people it is being appropriated from (and rightly so!). But by your standard, the burden is on them to then step in and do it all for the creator. That seems logical, except it's now asking folks to do the labor for the creator whom they probably never asked to make this content in the first place.
There's a lot written about this stance, but the most well known is this wonderfully satirical site.
"You should educate me" is a form of derailing the conversation and usually an evasion of responsibility by the guilty party. When you make a mistake, you don't turn to the person telling you this and put the burden on them to keep you from making it again or making up for it. You own it and do the work to do better.
| SilvercatMoonpaw |
You own it and do the work to do better.
And what if you keep making the mistake? What if no matter what you do you can't do the work better?
I'm fine with being told I shouldn't do something. I absolutely hate it when people allow me to do something for some misguided belief that I am automatically capable despite them having no evidence that it is so.
| SilvercatMoonpaw |
SilvercatMoonpaw wrote:You do realize that's impossible, right?bdk86 wrote:...except it's now asking folks to do the labor for the creator whom they probably never asked to make this content in the first place.Then don't let people create content they're not asked to create.
It sounds more possible than expecting people to know how to do something without any evidence they can.
| thejeff |
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bdk86 wrote:You own it and do the work to do better.And what if you keep making the mistake? What if no matter what you do you can't do the work better?
I'm fine with being told I shouldn't do something. I absolutely hate it when people allow me to do something for some misguided belief that I am automatically capable despite them having no evidence that it is so.
We can't stop you. Or allow you. We have no control over you whatsoever.
Maybe you're not capable of doing better. Maybe you're not interested in putting in the work to do better. Maybe you just need to fail a few (hundred) times. There's an old joke about every painter having 10,000 bad paintings inside them. Once he's painted all those, he can start doing the good ones.
| Orthos |
Orthos wrote:It sounds more possible than expecting people to know how to do something without any evidence they can.SilvercatMoonpaw wrote:You do realize that's impossible, right?bdk86 wrote:...except it's now asking folks to do the labor for the creator whom they probably never asked to make this content in the first place.Then don't let people create content they're not asked to create.
I'm trying really hard to not read these claims of "I can't" as "I'm too lazy to do better".
| SilvercatMoonpaw |
I'm trying really hard to not read these claims of "I can't" as "I'm too lazy to do better".
They're meant as claims of "I have no idea what the hell I'm doing and yet people expect good things out of me".
There's an old joke about every painter having 10,000 bad paintings inside them. Once he's painted all those, he can start doing the good ones.
And yet the first 10,000 times people critique them as if they're supposed to start with the good ones.
| Orthos |
thejeff wrote:There's an old joke about every painter having 10,000 bad paintings inside them. Once he's painted all those, he can start doing the good ones.And yet the first 10,000 times people critique them as if they're supposed to start with the good ones.
Yes. Telling people what they're doing wrong, getting them to recognize their faults and errors is always the first step toward improvement.
The next step, learning how to fix those errors, is all on the creator. People can offer advice, suggestions, or direction, but until the creator learns what they're doing wrong and how to remedy it, they won't improve.
| Orthos |
Orthos wrote:The next step, learning how to fix those errors, is all on the creator.How do you do that when people won't tell you how?
Because often it's not something people can tell you. Everyone learns differently. What works for me might not work for you. I can give you advice and suggestions, but until you figure out what makes it click for you, it's not worth much.
It's something you have to figure out for yourself.
| Orthos |
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Orthos wrote:It's something you have to figure out for yourself.Then why am I supposed to listen to people?!
Because other people can spot the mistakes you don't realize you made, due to oversight, lack of knowledge or understanding, or miscommunication. They can point these mistakes out to you, so you know where to look to start fixing the errors and rectifying the mistake and improving yourself.
We're often quite blind to our own flaws.
| thejeff |
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Orthos wrote:The next step, learning how to fix those errors, is all on the creator.How do you do that when people won't tell you how?
Thing is, the question you started this thread with, is you rejecting the advice on how to do it. Research.
It's hard work, but if you want to create you actually have to do the hard work.
| Orthos |
Let's try this a different way.
Let's say you're trying to present a basic math problem. 2+2. Yet due to a misunderstanding or lack of proper education on the subject or whateverhaveyou, you've come to the conclusion that 2+2=5.
When you present this information, of course, people respond "your premise is faulty, 2+2=4".
People can point out all day long all the ways that 2+2 does not equal 5 (breaking it down into 1+1+1+1, breaking down the actual mathematical value of 5 and comparing it to the value of 2, etc.), but until you yourself understand that and understand why it's not equivalent, you won't be able to understand why you're wrong, and thus won't be able to make a correction.
In this analogy, 2+2=5 is equivalent to the mistaken or misused cultural reference. People can point out the mistake you've made, as in pointing out how 2+2 should equal 4 not 5, but until you do the research and understand why it's wrong, you can't fix it and you can't improve.
And if you're unwilling - due to stubbornness or laziness - to make the effort to understand and improve, I personally would recommend getting out of mathematics, or the equivalent analogical representation.
| MMCJawa |
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Criticism is a basic element of any creative endeavor, whether its a game setting, a scientific paper, a novel or a meal. You have to put in effort to improve on anything. That means a lot of times you will get things wrong. It also means a lot of work. I go through this personally every time I submit a paper; not only does the research I do go through at least one round of peer review with multiple reviewers, but it usually gets read by friends and collaborators to ensure it's sufficient quality before submission.
No one is saying that you have to do this and that to make a game setting. But if you want to sell it as a product to consumers, then you need to make sure its sufficient quality. That means a product with good grammar and layout, professional design, adherence to the ruleset you are making it for, and enough originality to attract interest. And yes it also means not accidentally offending customers.
This is why most authors have editors to look over there writing, and why a company like Paizo not only has multiple editors, developers, and designers.
LazarX
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It's not literally about that, the real meaning of the question is:
"There's a lot of work involved in making a setting even before doing research for cultures other than your own. Sometimes people don't have the time or the energy to do all that research. What then?"
Let me get this straight? Does your question boil down to... What do I do if I don't want to put in the work of making up my own setting?
If that is the case, then the answer is buy the work of others. Buy a setting and use it.
If the question is I don't want to do the work, and I'm a cheapskate, then you're going to be spending more than 5 minutes on Wikipedia..
The neat thing about Paizo AP's is that they include enough setting to get the job done.
| SilvercatMoonpaw |
If that is the case, then the answer is buy the work of others. Buy a setting and use it.
I don't like any of them.
But I don't think it matters: I think the original question was me being frustrated at not producing anything and feeling like I was being attacked every time I was told to do research. It felt like "Your amount of struggle isn't good enough, you have to do more."
So, yes, I was deliberately wasting everyone's time. And I don't know how to say "I'm sorry" now.
| captain yesterday |
I'm sorry always works, but It's not needed, you shouldn't feel bad, I have a whole campaign setting in my head, it's barely been written down, I had a map but my young daughter accidentally destroyed that. The point is don't feel bad about being unable to competently write it down, I wish I could write better, we all do. Honestly if you want to improve your craft, the best way is unmitigated honest review, I learned more about writing just by asking two people I know for honest opinions, it helped immensely.