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  3. The Pros and Cons of Fantasy Counterpart Cultures

The Pros and Cons of Fantasy Counterpart Cultures

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  • Jürgen HubertJ Jürgen Hubert

    The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

    And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

    Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

    The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

    However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

    So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

    J This user is from outside of this forum
    J This user is from outside of this forum
    jtrek@startrek.website
    wrote last edited by
    #10

    The biggest problem is most players aren’t paying attention and won’t remember everything.

    If you do elves and dwarves, they’ll have some idea of what’s happening.

    If you do the Wilfren and the Senderri, they won’t. Even if you explain it a dozen times. Even if you show them in a dozen scenes.

    I may just have trauma from being in poorly fitting groups, but I think getting people to learn a bunch of your custom lore is always going to be a long shot.

    If you make the world collectively, you’ll have a better chance of it working. But some players hate being creative like that.

    nocturne@slrpnk.netN 1 Reply Last reply
    6
    • O owoarchist@pawb.social

      It’s so easy to end up being accidentally racist when doing this…

      mousekeyboard@ttrpg.networkM This user is from outside of this forum
      mousekeyboard@ttrpg.networkM This user is from outside of this forum
      mousekeyboard@ttrpg.network
      wrote last edited by
      #11

      IMO the way to avoid this (as well as making it less cliched) is rather than having the likes of Chinaland, Vikingland and Egyptland, to instead blend disparate civilisations together into something that isn’t just copy of a single real culture.

      entropicdrift@lemmy.sdf.orgE 1 Reply Last reply
      8
      • Jürgen HubertJ Jürgen Hubert

        The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

        And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

        Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

        The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

        However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

        So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

        Author-ized L.J.L This user is from outside of this forum
        Author-ized L.J.L This user is from outside of this forum
        Author-ized L.J.
        wrote last edited by
        #12

        @juergen_hubert Intriguingly I got two error messages on two different tries, "bad gateway" and then "404 page not found."

        mousekeyboard@ttrpg.networkM 1 Reply Last reply
        0
        • Author-ized L.J.L Author-ized L.J.

          @juergen_hubert Intriguingly I got two error messages on two different tries, "bad gateway" and then "404 page not found."

          mousekeyboard@ttrpg.networkM This user is from outside of this forum
          mousekeyboard@ttrpg.networkM This user is from outside of this forum
          mousekeyboard@ttrpg.network
          wrote last edited by
          #13

          Sounds like a server problem. There have been a few of those.

          1 Reply Last reply
          0
          • M mrmacduggan@lemmy.ml

            This map sadly looks like a completely functional and effective RPG campaign map - even without resorting to plot tropes in each of these locations, there’s just a lot of diversity and interesting influences from around the globe, and, if mindfully handled, that diversity can compensate for some of the stereotyping.

            I This user is from outside of this forum
            I This user is from outside of this forum
            iamthetot
            wrote last edited by iamthetot@piefed.ca
            #14

            Why is that sad? Looks like a fun map.

            M 1 Reply Last reply
            2
            • I iamthetot

              Why is that sad? Looks like a fun map.

              M This user is from outside of this forum
              M This user is from outside of this forum
              mrmacduggan@lemmy.ml
              wrote last edited by
              #15

              It’s just a little dispiriting to acknowledge that you can make a better map by sticking to what you expect rather than by making a totally custom world. But I agree it looks super fun.

              1 Reply Last reply
              0
              • J jtrek@startrek.website

                The biggest problem is most players aren’t paying attention and won’t remember everything.

                If you do elves and dwarves, they’ll have some idea of what’s happening.

                If you do the Wilfren and the Senderri, they won’t. Even if you explain it a dozen times. Even if you show them in a dozen scenes.

                I may just have trauma from being in poorly fitting groups, but I think getting people to learn a bunch of your custom lore is always going to be a long shot.

                If you make the world collectively, you’ll have a better chance of it working. But some players hate being creative like that.

                nocturne@slrpnk.netN This user is from outside of this forum
                nocturne@slrpnk.netN This user is from outside of this forum
                nocturne@slrpnk.net
                wrote last edited by
                #16

                I ran a group of new players in my home brew world, most of the ancestry names were changed. A few of them were taking notes, and even then they were tripping up over the names. I even found myself messing up a couple times. After 5 or 6 sessions I went back to elves and dwarves and things went a lot smoother.

                1 Reply Last reply
                2
                • Jürgen HubertJ Jürgen Hubert

                  The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

                  And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

                  Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

                  The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

                  However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

                  So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

                  C This user is from outside of this forum
                  C This user is from outside of this forum
                  ckeen@ttrpg.network
                  wrote last edited by
                  #17

                  This goes both as a GM or PC: I do not feel comfortable to play on culture references that I don’t know first hand. I have come to prefer playing humans only in my games. There are non human NPC folks in my games but they don’t mimick an existing culture. I have been playing The Dark Eye in a group and that has been cirngeworthy to me, seeing all these cultural references mashed together in Aventuria…

                  1 Reply Last reply
                  1
                  • mousekeyboard@ttrpg.networkM mousekeyboard@ttrpg.network

                    IMO the way to avoid this (as well as making it less cliched) is rather than having the likes of Chinaland, Vikingland and Egyptland, to instead blend disparate civilisations together into something that isn’t just copy of a single real culture.

                    entropicdrift@lemmy.sdf.orgE This user is from outside of this forum
                    entropicdrift@lemmy.sdf.orgE This user is from outside of this forum
                    entropicdrift@lemmy.sdf.org
                    wrote last edited by
                    #18

                    Agreed. Egypt-but-with-Samurai-and-ninjas, Spain-but-in-Russia. It’s not even that hard once you start thinking thru what cultural factors could have cause that outcome logically and the differences from the multiple source cultures you’re blending that would arise as an outcome of the blend.

                    1 Reply Last reply
                    2
                    • Jürgen HubertJ Jürgen Hubert

                      The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

                      And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

                      Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

                      The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

                      However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

                      So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

                      I Cast FistI This user is from outside of this forum
                      I Cast FistI This user is from outside of this forum
                      I Cast Fist
                      wrote last edited by
                      #19

                      If you want a good shot at inventing novel civilizations and races, ask kids that are 3-6 years old. Whatever the hell they come up with, try to make it believable. See Axe Cop for a rough idea of what to expect.

                      1 Reply Last reply
                      1
                      • Jürgen HubertJ Jürgen Hubert

                        The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

                        And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

                        Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

                        The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

                        However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

                        So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

                        S This user is from outside of this forum
                        S This user is from outside of this forum
                        sirblastalot@ttrpg.network
                        wrote last edited by sirblastalot@ttrpg.network
                        #20

                        Part of the fun of DMing for me is in homebrewing cultures…or, more accurately, homebrewing factions that have a culture.

                        Besides which, there are some fundamental flaws in your premises:

                        You assert that a counterpart culture is easier to understand than an original one. I 100% understand any culture I make up, definitionally. On the other hand, neither I nor anyone else at my table can say the same about any IRL culture. Even members of a given IRL culture can never fully understand the totality of it.

                        You also say

                        [if] you create fantasy ancestries from scratch, you need to convey all that information to the players.

                        And I don’t think that’s true. Players don’t need to know everything about a culture to interact with them. In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs would be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything. (Eg “I beg for mercy” “Your character knows that The Southern Pirates are notorious for never taking prisoners, are you sure you want to try that?”)

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