Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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At this point i feel like calling 5e DnD is a stretch at best with the choices WotC keep making
They're certainly not doing themselves any favors. It's incredibly annoying to me because 5E has some fairly solid stuff in it -- I like the advantage/disadvantage system for fast and dirty modifiers to a roll. Martial classes, while not quite to par with casters, are closer in parity now thanks to extra attacks and other tricks.

But God DAMN WotC keeps wanting to shit things up, whether it's the retarded Radiant Citadel (a totally OC donut steel kinder and gentler Sigil, sheesh) or their submoronic attempts to make racial differences go away.
 
Speaking of DnD - don't entirely know if this question fits here, admittedly - but does anyone remember that Neverwinter MMO made by Cryptic Studios years ago? It's still going, and free-to-play, but how does the game actually play these days? I was considering picking it up, but is it even worth it?
 
They're certainly not doing themselves any favors. It's incredibly annoying to me because 5E has some fairly solid stuff in it -- I like the advantage/disadvantage system for fast and dirty modifiers to a roll. Martial classes, while not quite to par with casters, are closer in parity now thanks to extra attacks and other tricks.

But God DAMN WotC keeps wanting to shit things up, whether it's the retarded Radiant Citadel (a totally OC donut steel kinder and gentler Sigil, sheesh) or their submoronic attempts to make racial differences go away.
The harder they shit their pants the better as far as I'm concerned. I hope they get really arrogant and angry at telling them they're doing something stupid and double down over and over again. Then maybe someone with an idea can build something new.

Still want to run a Demolition Man themed Radiant Citadel adventure though.
 
My favorite is when adventurers go desecrating tombs and stealing everything that's not nailed down, and then get pissy when the souls of the people buried in their tomb attack or curse them for it. It's a world of magic, the dead still get a say in what you do with their shit. Or worse, when they go stealing shit from temples, then complain that they attracted divine wrath.

It's not that hard, kids: if someone else broke into and desecrated the sarcophagus already, it's fair game. If it's still nice and closed and sealed, just leave it alone.

Mmm. You want to set these things down solidly, though. A world where the dead haunt their stuff reliably is a world in which, e.g., you might come screaming back to the mortal plane to complain about your remains being desecrated only to land squarely in a binding circle, and then have to sit around as the party clever-dick wizard sells you into eternal bondage his choice of soul-trader.

Now, if you want to do the work of putting together a set of rules for how the dead can interfere with their belongings, and then take the extra step of setting up how that changes how people behave (presumably, in a world with potentially-pissy dead, no one sane actually fights to kill, because the soul of the person you just killed can presumably jump back up and keep fucking with you right then, for example), and you adapt the world when a clever-dick PC finds a loophole, sanctifies their body and magically turns it into technically-a-tomb, and upon death simply possesses their shit and keeps adventuring with no actual downsides from death, then you've got an interesting setting. But if you can't answer even a rudimentary "If the world worked like this, how does this change how people act in general?", you're not making the world magical, you're making it arbitrary.
 
I was watching a video about Mystara lore by Mr Welch (of Things Mr Welch is No Longer Allowed to Do fame), a big fan of the setting. The video I watched was about women's role in the setting. Tl;dr, their role and place in society varies from culture to culture, but adventuring itself is usually pretty egalitarian.

This got me thinking about worldbuilding cultures, worldbuilding in general, and about Kyrgyzstan bride kidnappings. Are there any good guides to worldbuilding for a fantasy tabletop rpg setting out there in the wild?
 
They're certainly not doing themselves any favors. It's incredibly annoying to me because 5E has some fairly solid stuff in it -- I like the advantage/disadvantage system for fast and dirty modifiers to a roll. Martial classes, while not quite to par with casters, are closer in parity now thanks to extra attacks and other tricks.

But God DAMN WotC keeps wanting to shit things up, whether it's the retarded Radiant Citadel (a totally OC donut steel kinder and gentler Sigil, sheesh) or their submoronic attempts to make racial differences go away.
>Kinder and gentler oc donut steel Sigil
...What
 
But God DAMN WotC keeps wanting to shit things up, whether it's the retarded Radiant Citadel (a totally OC donut steel kinder and gentler Sigil, sheesh) or their submoronic attempts to make racial differences go away.
I like the idea of backgrounds giving attributes but I wish they'd made it so they were in addition to your race. An elf is an elf but an elf soldier is going to have muscles an elf scholar won't.
 
>Kinder and gentler oc donut steel Sigil
...What

My understanding is that it's a city where planes intersect, everyone is some flavor of sexual or racial minority, there's no crime or cops and no actual problems, but you're still supposed to have adventures in it as a good-aligned party. (Evil-aligned party would just see it as a bunch of suckers who won't see it coming.)
 
WotC has once again landed themselves in hot water by including the hadozee in the new Spelljammer book. The hadozee are monkey-people who have flying squirrel membranes between their arms and legs. They haven't been seen since Stormwrack for 3.5, but they're back now.

The new lore for the hadozee in 5e is that they were originally normal monkeys who were given sapience by a wizard so he could turn them into a race of obedient warriors, until his apprentice helped them rise up, kill their creator, and escape into space. In other words, it's Planet of the Apes. Of course, woke Twitter sees enslaved monkey-people and have a shitfit.

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Lie with dogs, get fleas.
 
Mmm. You want to set these things down solidly, though. A world where the dead haunt their stuff reliably is a world in which, e.g., you might come screaming back to the mortal plane to complain about your remains being desecrated only to land squarely in a binding circle, and then have to sit around as the party clever-dick wizard sells you into eternal bondage his choice of soul-trader.

Now, if you want to do the work of putting together a set of rules for how the dead can interfere with their belongings, and then take the extra step of setting up how that changes how people behave (presumably, in a world with potentially-pissy dead, no one sane actually fights to kill, because the soul of the person you just killed can presumably jump back up and keep fucking with you right then, for example), and you adapt the world when a clever-dick PC finds a loophole, sanctifies their body and magically turns it into technically-a-tomb, and upon death simply possesses their shit and keeps adventuring with no actual downsides from death, then you've got an interesting setting. But if you can't answer even a rudimentary "If the world worked like this, how does this change how people act in general?", you're not making the world magical, you're making it arbitrary.
I'm perfectly fine with magic as a plot-motivating mechanism and possibly even something with a motivation of its own, because the moment you start using magic as a basic physical force in the world is the moment the world goes off the rails because a GM trying to be smarter than the players is always at a numerical disadvantage. My ideal is that magic by itself should be capricious and mysterious, it should be anomalous, and anyone messing with it has to deal with that in some way. Wizards develop very strict routines and procedures to cast their spells because that's these are the one way they found out to make it work reliably. Sorcerers literally bend magic to their will through blood and sheer force of personality. Warlocks and Divine casters are beseeching other entities (each with their own agendas and plans) for their power. And so on and so forth.

That and I'm terminally bored of this trope of magic as a science. I had to study enough physics to get my degree, I don't want more of it in my kill-dragons-get-loot-save-princess game.

Note that my suggestion wasn't about "magic always does X". It was about someone's actions resulting in something else being offended and deciding to take action. Magic allowed that action to exist, but it wasn't the reason for it. That's not a reliable thing. The dead inside a crypt don't rise for a single specific universal reason. Maybe they've been angered by an invasion, maybe they were disturbed by an evil force, maybe some manner of incredibly powerful vital emanation infused their corpses with a mimicry of life, or their god decided on a whim that particular desecration of the tomb needed to be punished. But the point is that it's not certain or reproduceable enough to allow for exploitation.

A demo adventure my GM likes running for new players starts with the party being asked to investigate some grave robberies and quickly finding the culprit wounded and bleeding in the local graveyard. He stole from ten graves without a hitch, but on the 11th whoever was buried there had some reason to cling on to that ring (a curse, a ward, a prophecy, a divine promise, etc) he was trying to steal so now he's got a mangled hand and there's a skeleton on the loose. It's magic, it's anomalous. Now it's up to the party to find the skeleton and wrangle that anomaly into normality (and discover why it happened in the meantime) before it turns into something worse.

WotC has once again landed themselves in hot water by including the hadozee in the new Spelljammer book. The hadozee are monkey-people who have flying squirrel membranes between their arms and legs. They haven't been seen since Stormwrack for 3.5, but they're back now.

The new lore for the hadozee in 5e is that they were originally normal monkeys who were given sapience by a wizard so he could turn them into a race of obedient warriors, until his apprentice helped them rise up, kill their creator, and escape into space. In other words, it's Planet of the Apes. Of course, woke Twitter sees enslaved monkey-people and have a shitfit.

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Lie with dogs, get fleas.
Something something if monkeys remind you of black people you're probably the racist one something something.

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Predictable, too. I guess the Neogi aren't anywhere near the new book, then? They used to be a fairly major antagonist faction in OG Spelljammer but their shtick of being profit-obsessed space-slavers would not fly in Current Year.
 
Better just omit monkeys and apes from games (tabletop or digital) because they remind over-privileged white people of black people way too much.

Woke White Rich Kid on Twitter: "Hey Black people! This game has monkey-folk in it! Does it remind you of anyone?? HMM??? Don't worry, I'm offended on your behalf."

...wait a minute...
 
WotC has once again landed themselves in hot water by including the hadozee in the new Spelljammer book. The hadozee are monkey-people who have flying squirrel membranes between their arms and legs. They haven't been seen since Stormwrack for 3.5, but they're back now.
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They were originally Yarzian from Star Frontiers.
 
Just so heckin' tired y'all. Yikesaroo.

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>they/she pronouns and non-binary
>sjw
>streamer
>obviously male but going for uWu geek chick shtick
>trying to clout chase WotC by accusing them of racism with Wizard of Oz monkeys.... in.... SPAAAAACE

Yep, it's a troon.
 
They're claiming it was racist in the Wizard of Oz, so that makes this racist too.
I know personally that when I see feral animals with low intellect designed for menial servitude that befits their mental capacity my immediate go-to is, these represent blacks. Glad to think that these far-right twitter users are on the same page. Time to figure out how referrals to the farms work...
 
WotC has once again landed themselves in hot water by including the hadozee in the new Spelljammer book. The hadozee are monkey-people who have flying squirrel membranes between their arms and legs. They haven't been seen since Stormwrack for 3.5, but they're back now.

The new lore for the hadozee in 5e is that they were originally normal monkeys who were given sapience by a wizard so he could turn them into a race of obedient warriors, until his apprentice helped them rise up, kill their creator, and escape into space. In other words, it's Planet of the Apes. Of course, woke Twitter sees enslaved monkey-people and have a shitfit.

View attachment 3660269
View attachment 3660270
View attachment 3660271
View attachment 3660272
View attachment 3660273

Lie with dogs, get fleas.
I dunno what's sadder: that believing that subhuman monsters are so akin to black people is not being seen as racist, or that Wizards will cuck down and rewrite the Hadozee in a whiny and apologetic version of Unearthed Arcana after grinding those minorities they employ down to dust.
 
D&D’s attempts to root out racism in its books have taken a step backward

Spelljammer’s interpretation of the hadozee is not great


Dungeons & Dragons’ newest campaign, Spelljammer: Adventures in Space, has been hailed by critics as a return to the game’s joyful and satirical roots. But now that the content has been circulating for a few weeks, fans are pointing out something else: a character background rooted in racist archetypes. The issue has plagued D&D since its inception, and it has returned to sully what is an otherwise exceptional new release.

The offending passage in question comes from Astral Adventurer’s Guide, which effectively serves as the Player’s Handbook of the three-volume Spelljammer set. On page 13, the book introduces the hadozee, a spacefaring mammal that looks like a primate.

“The first hadozees were timid mammals,” the passage begins, “no bigger than housecats. Hunted by larger natural predators, the hadozees took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.” From there it tells the tale of a wizard who trapped and effectively enslaved these creatures with the intent of selling them “to the highest bidder.” Eventually, the wizard’s apprentices befriended these hadozee and set them free.

Fans on social media have been pointing out the parallels to the Black experience, and the history of slavery in the United States and abroad — including the setting’s reliance on antiquated sailing ships, the same kinds of vessels that brought enslaved people to North America in the first place. Critics have also found images in the book that hearken back to racist minstrel shows. Amid this controversy, some have dug even deeper into the archives of D&D’s original publisher, TSR. Wizards of the Coast purchased that company in the 1990s. In those archives, things really go off the rails, with additional background information about the hadozee evoking many other racist stereotypes of Black people.

Wizards is fully aware of that problematic back catalog. That’s why it includes a content warning on those materials at DriveThruRPG and the Dungeon Masters Guild:
We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.
Wizards has recently reiterated its commitment to inclusivity. During the Black Lives Matter protests in 2020, Wizards came out firmly against racism and the role the company has played in fostering it. It vowed to do better going forward for fans of D&D and Magic: The Gathering. It altered several 5th edition D&D books, and stood by author R.A. Salvatore as he expanded the cultural footprint of the drow, the black-skinned race of elves that counts the hero Drizzt Do’Urden among its number. It also published Journeys Through the Radiant Citadel, an anthology of adventures written exclusively by writers of color. Its creator, Ajit George, went on to win the coveted Diana Jones Award at this year’s Gen Con.

Following those progressive actions, many fans, as well as other tabletop game designers, have been vocal in their criticism of Wizards’ choice to reintroduce the hadozee in this way.
This all raises the question of why the hadozee were even included in this new book. They weren’t part of the original setting, but were instead introduced in an even earlier game called Star Frontiers, first published in 1982. Wizards is currently embroiled in a lawsuit with another publisher who is attempting to reboot Star Frontiers without Wizards’ permission. That litigation is expected in court this October.

Polygon reached out to Wizards prior to publication, and the organization declined to comment on the situation.
 
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