The Weirdness Arms Race


Pathfinder First Edition General Discussion

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Half-orcs, tieflings, and drow are supposed to be the "monstrous races." That's sometimes hard to remember. We get so used to seeing these PCs that their weirdness begins to disappear in a sea of monsters with character levels, awakened animals, and bizarro mounts.

Just take a look at the half-orc racial description. Lines like “many cultures view them as little more than monsters,” “unable even to get normal work,” and “hiding their nature whenever possible” paint a pretty bleak picture. But if you sign up for the standard-issue persecution backstory, I've noticed that that element of play can be overshadowed by the more outlandish party members.

Am I the only one that's experienced this? Is there such a thing as a "weirdness arms race" among PCs? And for the busy GMs of the world, how can you highlight one hero's outsider status when every member of the party is weirder than the next?

(Comic for illustrative purposes.)


I think this sort of campaign tends to develop once people have played enough of the standard humanoids. Either that or it's all about the mechanics and the outlandishness is swept under the carpet.
I can't say that playing in a freakshow has ever appealed to me.


It's funny because I have a Noble Drow character in a game right now, and his background is super simple and straightforward... the Underdark is dirty and wet and gross, and he didn't want to be dirty, wet, or gross so he left.

I actually think that the most outlandish background stories I come up with are for humans... as if I have to explain or justify why there is a human in a fantasy game.

Like, I know I could have been anything, but I chose to be a boring-@$$ human, even though I am already a human in my boring-@$$ life... hear me out, this is why, sort of thing.

I find it exceptionally easy to justify being a Half-Orc in this game setting... well it's either hang out with humans or hang out with Orcs, and humans have better food, strip clubs, smells, beds, chairs, baths, literally freaking everything compared to Orcs, so here I am.


My Half Orc in Iron Gods is an Aberrant Bloodrager, so he's pretty weird.

Having said that I have a Half-Drow (Half-Elf with all the Drow flavoured alternate racial features) Occultist in Carrion Crown. Her back story has her as a total outcast, and she plays pretty shy (and is about to craft herself a Cloak of Human Guise), but the GM hasn't played up the social side of this.

I think this is often a meta-gamed choice to not exclude players based on their character race/class etc. These games are more about fun than anything else, so it depends what the player finds fun. If you enjoy roleplaying a social pariah then go for it, but if you don't it's not something that needs to be enforced.


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At this point I no longer care for the idea that any race is supposed to be "the monstrous option". If a player wants their character to be persecuted for something they can ask for it, otherwise I assume everyone is accepted and that bigotry is a trait of people who deserve to be punched.


One thing to remember is that adventurers look pretty intimidating. Does little tavern-owner you really want to bar entry to the muscle-bound half-orc in plate armor and who has a sword that's bigger than you on his back? Backed by three similar people who apparently are his allies and seem ready for war?

Didn't think so!

MrCharisma wrote:
Having said that I have a Half-Drow (Half-Elf with all the Drow flavoured alternate racial features) Occultist in Carrion Crown. Her back story has her as a total outcast, and she plays pretty shy (and is about to craft herself a Cloak of Human Guise), but the GM hasn't played up the social side of this.

Well, if your village/town/lodge is dealing with ghosts, undead frankenstein-style monsters, or werewolves, a dark-skinned, white-haired elf starts to look pretty tame in comparison.

Although in the case of my shy, half-drow character in Carrion Crown (not kidding!), she was a) hot (high charisma) and b) a Summoner followed around by a big Vegepygmy-style Fungus Monster. And wore shiny armor (mithral breastplate). Shiny armor makes you look heroic!


My experience is that people choose the race that best supports whatever concept they're trying to do.

Usually there's one ability in some race that tends to make it a "go to" for certain concepts.


Exceedingly rare is the GM that would insist on actually having random NPCs be racist unless the purpose of that NPC is to get gunched or be a villain. Imagine being like "hmm I would like to play a half-orc" (who aren't even usually seen as gross monsters in Golarion, usually it's just casual bigotry vs "slay this foul beast!") and your GM is like "okay, but every time you go somewhere new, everyone is going to be racist at you". That isn't fun, on top of being... well, what *kind* of GM would insist on being fantasy racist all the time? Not a good one.

Shadow Lodge

This sort of thing varies wildly depending on individuals and you can't really put a trend to it. In one group I'm currently playing with, the pcs are two humans, two elves, and a gnome. These are long time players and even though we allow all sorts of species, they rarely play anything unusual.

In a different group I play with, there's one half-elf and the rest are ratfolk, undine, sylph, wyrwood, and monkey goblin. Then in the next game with the same group, we're 5 humans and a vishkanya.

How npcs react to pcs is entirely dependent on the GM. It's exhausting as a GM to give every pc special treatment in npc reactions, and rarely serves the story to do so. Even GMs that initially have npcs react in such ways usually get tired of doing so. You don't need to play out every time you walk into a bar and the locals give you dirty looks.

Prejudice is also something modern game publishers are trying hard to move away from. A lot of their audience play to escape that sort of bs and don't want it in their fantasy.


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Grankless wrote:
Exceedingly rare is the GM that would insist on actually having random NPCs be racist unless the purpose of that NPC is to get gunched or be a villain. Imagine being like "hmm I would like to play a half-orc" (who aren't even usually seen as gross monsters in Golarion, usually it's just casual bigotry vs "slay this foul beast!") and your GM is like "okay, but every time you go somewhere new, everyone is going to be racist at you". That isn't fun, on top of being... well, what *kind* of GM would insist on being fantasy racist all the time? Not a good one.

It's tough. Last time I played a half-orc was my group's RotRL game, and I leaned into the persecution element. It was a "core only" game for a first time GM, so the elements I quoted in the OP were very much top of mind when I was making the guy.

Random sailors in Magnimar gave him a hard time for coming to the wrong bar, and I got hauled in by the watch for loitering in a fancy neighborhood during a stakeout. That mess felt more authentic than "you're a PC, so you'll be treated like everyone else." My racial choice mattered in terms of fiction rather than mechanics. Of course, that was the experience I wanted. Getting a face full of that treatment unexpectedly would be a turnoff for anyone.

What's interesting to me is that it was easier to do that in the OG adventure path rather than my buddy's bonkers homebrew setting.


The real weirdness isn't in what race they're playing... it's when they're playing psychotic neutral.

No, not chaotic neutral. The sort of derangement that leads someone to pay for a horse stabling by SAPPING the stable-hand with a hundred gold, stealing his pants, stuffing them with straw, wearing them as a hat, and charging into the tavern with the thunderous proclamation (in the berries-and-cream voice): "I AM THE RABBIT LORD!!"

There are other examples... but yeah. All hail Cynvanter the Rabbit Lord, a drow fighter.


OMG, I am cynical; my expectation is that my players view every single racial choice I allow in my games as merely a bag of bonuses and traits they pick through on the Lego-model that is their character. As the GM I barely register the weirdness anymore.

I currently have a campaign where one PC is a half-elf who wanted to be half drow, one elf with alternate racial traits so that she SPECIFICALLY calls herself a Dark, Forest Elf (note: not an "elf of the dark forest" but rather a forest elf who is also dark), and a 3pp half-dwarf because reasons.

When the last player said "I'll just be human" I was like "Ok Dorothy, we'll put you in the middle of the other three with a basket..."

Bottom line, cynical of me or not, I strongly believe that very few, if any players actually consider the outlandishness of their characters. I could see it if the players were either SUPER-dedicated actors adopting an honest role for roleplaying purposes or if the players were brand new to TTRPGs or something, but otherwise a racial choice is a matter of what bonuses they bring.

And for that matter, when was the last time your PCs have been:

1. chased out of town
2. picked on
3. cheated in commerce
4. suffered worse injustices

based on their racial choice? One campaign I was running I tried very hard to enforce in the setting that orcs = monsters and even made one entire settlement based around a prejudice against orcs because there's a half-orc in the party. Since said half-orc is a barbarian and she was usually accompanied around town by the party, few people in the land actually wanted to stand up to her and the few times I made it happen the "civilized" NPCs barely survived to regret it.

Now that this campaign is into level 9 there aren't a lot of angry mobs coming for the half-orc. Firstly she's proven herself a hero thrice-over; second she's taken a couple levels in Bard and has upped her public rep and persona; third... who in their right mind is gonna be like "hey Fred, Joe; after we knock off work let's go over and harass that Diza orc-woman. Sure, she's bigger than the three of us combined and there's a freaking YOUNG BLACK DRAGON pinned to the wall of her great hall, but I think we can take her!"

Monstrous races are nothing but a construct.


Mark Hoover 330 wrote:
OMG, I am cynical; my expectation is that my players view every single racial choice I allow in my games as merely a bag of bonuses and traits they pick through on the Lego-model that is their character. As the GM I barely register the weirdness anymore.

I sometimes wonder whether there's any use having racial traits other than incredibly obvious ones like low-light/darkvision.


Mark Hoover 330 wrote:


And for that matter, when was the last time your PCs have been:

1. chased out of town
2. picked on
3. cheated in commerce
4. suffered worse injustices

Yesterday. Or rather, two of them would have been thrown out of the country for being human but for the fact that they were accompanied by a local hero who vouched for them. The rakasta (cat person) was treated cautiously but no outright hostility.

A couple months ago in my Broken Lands campaign the PCs (two kobolds, a hobgoblin and a gnoll) were hunted by humans, attacked by centaurs, enslaved by 'civilized' orcs and later imprisoned by shadow elves.

My players will, fortunately, chose 'acceptable' races almost all of the time. Partially because all the cool cultures belong to the traditional races, partially because they do consider fitting in in society at large.
Recently someone chose to play a hobgoblin but since she was level 20 and looked it, most people didn't try anything even if they don't like humanoids. The choice of hobgoblin was nothing but racial bonuses and the choice of class was because 'it's like the WoW class I love'.


I've said it before and I'll say it again: it depends on the setting. In Middle Earth, an elf, a dwarf and some halflings were looked upon with wonder in the cities of Men. In Star Wars, you can walk into a cantina with 80 people inside and see 50 different species. It's just a matter of how unusual the race is in a given area of a given setting.

My games tend toward subtlety and understatement. Elves are mysterious, beautiful and eerie. Dwarves are secretive and isolated. Tielflings are so rare that they're not a quantifiable percentage of the population. Ratfolk aren't a thing, nor are half-gargoyles, clockwork cat people, centaur cowboys or monocle-and-top hat-wearing orangutans.

In most of my settings, anyway. And in those settings, half-orcs are assumed to be simple-minded brutes, and elves are held in awe. At least, in your typical European-esque village. Travel to the strange and distant lands south or east, and you may well find animals that walk upright and speak in the steaming jungles, or djinn with eyes of fire and faces of stone in the blistering deserts.

...but with all that in mind, I try not to make prejudice, racism and bigotry key elements in any of my games. Those are not themes I have enough personal experience with to handle with any kind of confidence, so I'd rather not handle them beyond the vaguest of nods, lest I bungle them severely and genuinely offend someone.


SilvercatMoonpaw wrote:
Mark Hoover 330 wrote:
OMG, I am cynical; my expectation is that my players view every single racial choice I allow in my games as merely a bag of bonuses and traits they pick through on the Lego-model that is their character. As the GM I barely register the weirdness anymore.
I sometimes wonder whether there's any use having racial traits other than incredibly obvious ones like low-light/darkvision.

Honestly, sometimes I wish they got rid of race completely (except for RP and cultural stuff) and everything that was a physical manifestation of your character was just a point buy system. I realize that didn't work well in PF1, but that was mostly because there were ways to take penalties you didn't care about to gain stuff you did.

I think it could be attempted again, and could be nicer so any race was equally valid for anything. You just had to pay for whatever special abilities you wanted.

Why do humans have dark vision? Man, you know, magic be crazy.


Claxon wrote:

Honestly, sometimes I wish they got rid of race completely (except for RP and cultural stuff) and everything that was a physical manifestation of your character was just a point buy system. I realize that didn't work well in PF1, but that was mostly because there were ways to take penalties you didn't care about to gain stuff you did.

I think it could be attempted again, and could be nicer so any race was equally valid for anything. You just had to pay for whatever special abilities you wanted.

Why do humans have dark vision? Man, you know, magic be crazy.

Probably needs to be a "pick from a list"-type system, with no "take a drawback for more stuff". If drawbacks existed they'd be part of a pick and carefully chosen to link their drawback to the positive trait (e.g. penalties in light for darkvision).


Agreed. Penalties would have to be options only as part of a specific ability, like your example of gaining dark vision but taking a penalty in bright light.

Ability score for race could just be choose 3 to increase by two with a penalty to any one, or just increases 2 abilities.

We're already pretty close with ability scores being a choose 1 and get 2 with a penalty or just choose 2.


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Claxon wrote:
Ability score for race could just be choose 3 to increase by two with a penalty to any one, or just increases 2 abilities.

Penalties should definitely be choose-able: you can run into unfortunate implications when you assign an ancestry -2 Intelligence.


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On the OP's actual point, I've never played in a party with anything weirder than half-orcs and drow. I've certainly never played in a campaign with monster PCs, and I have a feeling those only come up with a small subset of experienced groups who have already run through the standard options.

As for the other issues which quickly came up in this thread, I've always understood that whatever world I'm playing in is not perfect and not the 21st century, so it will have its own issues and its own inequities. Playing in a such a world doesn't mean anyone necessarily approves of these elements, only that other worlds are no more perfect than ours.

Silver Crusade

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Pathfinder Adventure Path Subscriber
J. A. wrote:
Playing in a such a world doesn't mean anyone necessarily approves of these elements, only that other worlds are no more perfect than ours.

Or you can do the radical thing and play in a world that has less of all the bad stuff because games are supposed to be, what was the word again, escapism.

But I can see how easy it is not to notice that for some people. "What are we losing by not replicating xenophobia?" is a tough question if you've never experienced it yourself.


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It sure does seem like a position of privilege to try incorporate the disgusting realities of racism into a fantasy game that can otherwise be played perfectly fine without it.


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And, we go straight to the personal attacks.

Silver Crusade

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If you don't want to be called out for advocating for the inclusion of bigotry don't say stuff like "I've always understood that whatever world I'm playing in is not perfect and not the 21st century, so it will have its own issues and its own inequities".

You're playing in a fantasy setting, it doesn't have to include anything of the sort.


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Golarion has a full suite of wrongs and evils, which is why organizations like the Bellflower Network and the Eagle Knights exist.

Are you repudiating those aspects of the setting? Are you calling out Paizo for including them in Golarion?


I'd be interested in hearing of a fantasy world with no conflict of the "other" is involved. It's so heavily involved in the tropes of the genre, what does that look like?


Two different campaigns of note. The first years ago in AD&D we had a Drow male Wizard. We had a powerful divine cleric and a paladin who managed to convince the Dwarf king the Drow was okay. Even though he was allowed in the city he was watched.
The second is current where I'm playing Rise of the Runelords Anniversary edition. Our Ninja recently came back as a Drow. Our GM made it clear he would have social problems and he has accepted that and for the most part we haven't had problems. Truth is my character draws moew attention he's a Tiefling with armor of the pit feat so skin condition and he's a Saurion Champion so he had a raptor mount. Mount was recently killed so bummed about that.


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Rysky wrote:

If you don't want to be called out for advocating for the inclusion of bigotry don't say stuff like "I've always understood that whatever world I'm playing in is not perfect and not the 21st century, so it will have its own issues and its own inequities".

You're playing in a fantasy setting, it doesn't have to include anything of the sort.

Indeed not. You don't have to include any sort of unpleasantness or evil, like genocide or destruction of the world or evil overlords trying to take over the world. Everything can be sunshine and rainbows and the totally-not-races (because race is racist) live in peace and harmony.

Sometimes people can enjoy s+$~ty stuff in fiction without supporting it IRL in any way.

Silver Crusade

J. A. wrote:

Golarion has a full suite of wrongs and evils, which is why organizations like the Bellflower Network and the Eagle Knights exist.

Are you repudiating those aspects of the setting? Are you calling out Paizo for including them in Golarion?

There's including them, which you're right, I don't like, and then there's trying to justify them, which I especially don't like.


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Yeah, monsters are bad. There are bad guys and good guys. There is conflict. Sure.

However, you in no way are required to include a shopkeeper with "particular" views for "particular" races. It's not necessary. It adds nothing to the game.

And you flat out should avoid the issues altogether if your table has literally anyone else besides straight boring white dudes. And, if you are playing with a bunch of white dudes just so you can incorporate those elements... you need professional help.

The honest question is, how hard is it to play the game WITHOUT racism?

Pretty freaking easy, if you ask me. But I'm not racist, so it's pretty freaking easy for me not to be racist.

Silver Crusade

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Bjørn Røyrvik wrote:
Rysky wrote:

If you don't want to be called out for advocating for the inclusion of bigotry don't say stuff like "I've always understood that whatever world I'm playing in is not perfect and not the 21st century, so it will have its own issues and its own inequities".

You're playing in a fantasy setting, it doesn't have to include anything of the sort.

Indeed not. You don't have to include any sort of unpleasantness or evil, like genocide or destruction of the world or evil overlords trying to take over the world. Everything can be sunshine and rainbows and the totally-not-races (because race is racist) live in peace and harmony.

Sometimes people can enjoy s%&#ty stuff in fiction without supporting it IRL in any way.

If you push for something bad like that to be included you are advocating for it.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I'm not sure what's more shocking - the fact that the tripwire mine worked so well or that I agree with VoodistMonk.

Shadow Lodge

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In my last home game, I gave everyone 15 point buy, said any race you want, but you get no racial ability modifiers. Instead everyone gets +2 to one mental stat and +2 to one physical stat. I really like how that worked out and will be using it in all my home games from now on. No more picking race based on numbers, it became much more of an aesthetic choice. Interestingly, nobody chose any weird races for that particular game.

Tying race to ability scores serves no useful purpose. The game is better without.


What to point out a couple of things. Pazio has included Racism in it's setting. Four cases in fact. The least one is a country where Halflings are considered slaves. To avoid any bad situations never play in that country as that race. Now for the major cases of Racism. There are in fact three. Drow are feared and reviled as Dueragar. Both races want to enslave the surface world and the surface world knows it. Elves and surface dwarves work to hide facts about their evil cousins and at the same time exterminate them.
The second case is Orcs. They are a violent race bent on world domination. Yes they can trade peacefully most don't. Most Half Orcs are in fact a result of violent sexual assault. Think about that for a moment. Half Orcs are by and large the result of Male Orcs raping human women.
The last case is Goblins. I think they are an entertaining race a do others three modules I know of designed for players to play one. But most people kill them on the spot since they are a violent evil race. They do very horrible things even other evil races say no to.
Do I include racism in my game? Depends on the setting and what the campaign arc is. You might get a shop keeper that will charge more for one race then others or deny them any service. Is that evil, us the shop keeper evil? No. Shop keeper could be in fact Lawful Good donate to charity raise orphans. But he hates say Dwarves won't do business with them.

Silver Crusade

Derek Dalton wrote:
Most Half Orcs are in fact a result of violent sexual assault. Think about that for a moment. Half Orcs are by and large the result of Male Orcs raping human women.

Got receipts for that?

Shadow Lodge

Paizo also thinks gnomes a fruity little people with giant eyebrows whose color all drains away when they get bored. Doesn't mean they are right.

Plenty of people like the pathfinder rules and ignore their setting.

Silver Crusade

?

They're "right" for their own setting and supplements.

?


Most of the time when I make a character, I read the campaign information and then make a character for that campaign.

This has lead me to a long string of humans. The current campaign I'm in (Strange Aeons AP) actually tells you to be human or a race that can pass for human.

And then I recently started a second game where I'm playing a Dhampir and I've done nothing to make people think I'm not human. Why would I? I'm Chellish, obviously.

And in the last campaign I ran, there was racism. Not against the dwarf in the party. Not against the Elf NPC that assisted the party. It was against two of the ethnicity of humans in the party.

In Varisia, three of the party members were Varisians. One party member was a Garundi who had Varisian Tatoos and followed Varisian dress style so everyone treated her as the 4th varisian and suspected her of being a Sczanzi...which she kind of was. The fourth human was a Shoanti who openly carried a symbol of Groetus and looked like a heavily armed murder hobo of epic proportions.

The Chellish NPCs mostly started with a slightly negative attitude to the Varisians due to the racial tension in the region. The Varisian NPCs all started off friendly to the Varisians.

Everybody started off avoiding the crazy barbarian guy with the scary moon symbol. But he was charming, charismatic, had a heretical creed about embracing the day and living life fully because the end can not be predicted.

As the PCs gained reputation, they were treated better by people that gather rumors. The church of Phrasma benefited greatly from the two varisian members of the clergy's actions. The number of Groetus worshipers didn't increase, but Groetus was looked at in a better light.

Also all adventurers get over charged. Just look at the core rule book. Who pays those sorts of prices for food? No 2sp a day commoner could afford to live! Adventurer mark up! It is a conspiracy!


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Meirril wrote:
Also all adventurers get over charged. Just look at the core rule book. Who pays those sorts of prices for food? No 2sp a day commoner could afford to live! Adventurer mark up! It is a conspiracy!

Anti-adventurer sentiment I'd be fine with. Those people are dangerous!


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Derek Dalton wrote:
Most Half Orcs are in fact a result of violent sexual assault.

I've given a lot of thought to this. It seems profoundly effed that the a player character race would be, according to the core rule books, a physical manifestation of the theft of female agency. It's insane. And it's been such a common trope for SO LONG.

I've got two main settings.
In one, orcs and goblins are members of a savage, twisted race, a malignant infection on the world. They have no real culture besides war, no interests or goals apart from their base, near-animal desires. They're Tolkien's orcs.
--in this setting, half-orcs do not exist.
In another, orcs are an old people who have largely shunned the trappings of civilization to keep with their primarily nomadic, shamanistic way of life. I don't want to assign specific real-world cultures to them, but if I had to...they'd be part North American native, part Mongolian nomad, part Cajun, part Gaul?
--in this setting, half-orcs exist, and they are born of consensual union like anyone else.


Quixote wrote:
Derek Dalton wrote:
Most Half Orcs are in fact a result of violent sexual assault.

I've given a lot of thought to this. It seems profoundly effed that the a player character race would be, according to the core rule books, a physical manifestation of the theft of female agency. It's insane. And it's been such a common trope for SO LONG.

I've got two main settings.
In one, orcs and goblins are members of a savage, twisted race, a malignant infection on the world. They have no real culture besides war, no interests or goals apart from their base, near-animal desires. They're Tolkien's orcs.
--in this setting, half-orcs do not exist.
In another, orcs are an old people who have largely shunned the trappings of civilization to keep with their primarily nomadic, shamanistic way of life. I don't want to assign specific real-world cultures to them, but if I had to...they'd be part North American native, part Mongolian nomad, part Cajun, part Gaul?
--in this setting, half-orcs exist, and they are born of consensual union like anyone else.

Well said.

I treat Orcs and Goblins exactly the same two ways.

Either they are literal monsters and you hate them because they are really evil, not because they are Orcs or Goblins particularly. They are the very embodiment of total warfare. It's unforgiving scorched earth savagery that cannot be reasoned with. You hate all things so evil, regardless of their race or species.

Or they are just another tribal race that is somewhat mysterious or misunderstood because they have chosen to distance themselves from society. They exist, and their offspring exist, and half-whatever offspring all exist just like everyone else in playable races... or how I imagine literally everything being created unless there is some messed up description saying otherwise.

I don't ever just assume rape is involved. Not even in half-whatever scenarios. Literally not ever the first place my mind goes to.

Jon Brazer Enterprises

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While there's a certain level of truth to this, it goes well beyond races. Same is true for classes. We start off with classes that stab people with weapons really well and those that cast spells and Paizo finishes PF1 with chimera shapeshifting, controlling fire, having ghosts live in your head, requiring items of power to cast spells on specific lists, and Batman.

Shadow Lodge

Claxon wrote:
SilvercatMoonpaw wrote:
Mark Hoover 330 wrote:
OMG, I am cynical; my expectation is that my players view every single racial choice I allow in my games as merely a bag of bonuses and traits they pick through on the Lego-model that is their character. As the GM I barely register the weirdness anymore.
I sometimes wonder whether there's any use having racial traits other than incredibly obvious ones like low-light/darkvision.

Honestly, sometimes I wish they got rid of race completely (except for RP and cultural stuff) and everything that was a physical manifestation of your character was just a point buy system. I realize that didn't work well in PF1, but that was mostly because there were ways to take penalties you didn't care about to gain stuff you did.

I think it could be attempted again, and could be nicer so any race was equally valid for anything. You just had to pay for whatever special abilities you wanted.

Why do humans have dark vision? Man, you know, magic be crazy.

You would probably like GURPS. Whole system is point based.

Jon Brazer Enterprises

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Quixote wrote:
Derek Dalton wrote:
Most Half Orcs are in fact a result of violent sexual assault.
I've given a lot of thought to this. It seems profoundly effed that the a player character race would be, according to the core rule books, a physical manifestation of the theft of female agency. It's insane. And it's been such a common trope for SO LONG.

I've long since said screw that. In my games, the only ones that believe that is true are the racist humans that are there for the players to fight in a bar brawl. Everyone else, half orcs are as accepted and as normal as everyone else.

Mind you, I have catfolk and wyrwoods as accepted as everyone else too so ...


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I understand that some races are literally meant to be outcasts. The Strix immediately come to mind. Pretty sure they don't even speak Common, they avoid society that much. And are equally avoided by society for the most part.

Even they aren't treated as lesser. Just creepy. And, honestly, the more I read about them, the creepier they get. Arriving in green storms from unheard of lands, and such.

It's more effort to include elements of bigotry than it is to just not do that.


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I feel that there are stories that can be told about inequality and mistrust between two differ people. However, as a game master its important to have everyone on board FOR that kind of story.

You can use RPing as a medium to have serious discussions, but for others it might just be a fun escape. Tailor stories for your group's consumption. If your players are willing and mature enough to handle a darker campaign where they, or those around them, may face persecution from more than just the bald-faced villains then that could be an interesting story.

I know its trite, and probably because I read them when I was younger, but I still enjoy the Drizzt books. There are numerous times where Drizzt struggles with his identity, is profiled by those unfamiliar with him, and is often denied the rewards his success would otherwise earn him. Through this lens we see just how much the world is stacked against him while at the same time learning how to be an ally to him through his relationships with his friends.

Now this is much easier to convey in a book, where you have complete control over the narrative structure, but there is no reason you couldn't set up a campaign to provoke a similar story from your players. Again, just make sure they know what they are getting into and respect their boundaries.

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I'd like to point out that tieflings and aasimars can have things like crab hands or boneless arms :p


Dragonborn3 wrote:
Claxon wrote:
SilvercatMoonpaw wrote:
Mark Hoover 330 wrote:
OMG, I am cynical; my expectation is that my players view every single racial choice I allow in my games as merely a bag of bonuses and traits they pick through on the Lego-model that is their character. As the GM I barely register the weirdness anymore.
I sometimes wonder whether there's any use having racial traits other than incredibly obvious ones like low-light/darkvision.

Honestly, sometimes I wish they got rid of race completely (except for RP and cultural stuff) and everything that was a physical manifestation of your character was just a point buy system. I realize that didn't work well in PF1, but that was mostly because there were ways to take penalties you didn't care about to gain stuff you did.

I think it could be attempted again, and could be nicer so any race was equally valid for anything. You just had to pay for whatever special abilities you wanted.

Why do humans have dark vision? Man, you know, magic be crazy.

You would probably like GURPS. Whole system is point based.

I've looked at it before, that system is a little too free form for my tastes.


VoodistMonk wrote:

Yeah, monsters are bad. There are bad guys and good guys. There is conflict. Sure.

However, you in no way are required to include a shopkeeper with "particular" views for "particular" races. It's not necessary. It adds nothing to the game.

And you flat out should avoid the issues altogether if your table has literally anyone else besides straight boring white dudes. And, if you are playing with a bunch of white dudes just so you can incorporate those elements... you need professional help.

The honest question is, how hard is it to play the game WITHOUT racism?

Pretty freaking easy, if you ask me. But I'm not racist, so it's pretty freaking easy for me not to be racist.

Ok... full disclosure... I DID in fact have a racist shopowner in a game a while ago.

Madamme Raveneszkha:
She was intended as a villain but the PCs never took the adventure hook for the side quest. Essentially I had a city near wooded swamps, and there are native grippli in said swamps.

The beginning of the campaign sees kobolds invading the swamps because reasons. This displaces many grippli. While these folk have not been unwelcome in the city in the past, now they are a simple people crowding into the streets with little money and no homes.

The shopowner, Madamme Raveneszkha, was prejudiced against the grippli. The PCs had run into her briefly when shopping for a scroll; she's a Wizard 1 and dressmaker/seamstress who considers herself minor nobility. Her gowns are high fashion after all.

There was an NPC grippli bard the PCs had met in the first adventure and he wasn't around for about a level. The PCs chose to investigate something else but Madamme Raveneszkha had hired a gang of thugs to rough up Niblix the Bard. Since I wanted him in the campaign still, I explained that other NPC adventurers had dealt with the wicked dressmaker and now her apprentice, the goodly Thimbletina (I had kind of a fairy tale thing going on) was running the place.

Anyway, I think V-Town makes a good point here. At least in my own games it's the BAD guys who espouse racism, sexism, or other isms that seek to oppress others in order to elevate themselves. I don't make settings of peace or harmony, there are social ills alongside dragons and dungeons, but I willfully infuse modern ideals and practices of equality into these worlds.


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Gorbacz wrote:


Or you can do the radical thing and play in a world that has less of all the bad stuff because games are supposed to be, what was the word again, escapism.

The balance between that and having a world be plausible enough to not break suspension of disbelief is one of those things that varies widely enough from group to group that it's pretty much impossible to come up with generalised guidelines. Some people like their games to be spaces without the bad things they have to deal with in RL; others find it cathartic to play having more meaningful options to do things about specific bad stuff than they do in RL; and many people feel both of those at once depending on precisely which bad things one happens to be talking about. I would count my own preferences as a player to tend more in the "being able to counter bad stuff" direction; as a DM, it depends a lot on the group and the tone and theme of the campaign, with the general observation that if some given game is meant to be primarily about opposing and trying to overcome one bad thing, I tend to tone down orthogonal bad things in the setting for clearer focus. (Unless of course the game is about complex interlocking problems where working against one aspect can easily make another worse.)

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