cashew: Immortal's Delight item from Honkai: Star Rail game (Star Rail // Boba)
[personal profile] cashew

I'm recovering from physical and mental exhaustion. Long story short, due to having anxiety and travel policies constantly changing, I had a hell of a time hosting. Along with physical exhaustion, I'm also mentally drained, on top of premenstrual cramps (apparently my body decided the week before menstruation is also an acceptable time to become inflamed and painful), I'm a bit nonfunctional at the moment.

So.

I'm writing shit on my phone because what else am I gonna do amirite?


International politics is crazy at the moment and I don't have the mental space to worry about anyone outside of my immediate circle at the moment. So instead, I'm watching DND-tube to distract my brain. Except this past week was Monster Week and the theme was Fey and I have... annoyances.

So much of DND is Anglo-/Euro-centric that it's honestly sometimes off-putting. When I'm playing solo, I can at least forget about how much of the space is dominated by this "White" centric culture. (I use "white" in the American understanding that, while there are still very much ethnicities, there is also a general schmear of Judeo-Christian influence with healthy dusting of Greco-Roman aesthetic that kind of all blends together into the concept of "universality" slurry referring only to the shared Western Civ roots rather than any actual human species universality.) But when I'm watching videos, it gets a bit hard to take the self-congratulatory "aren't we so inclusive" tones. Which is only mitigated by how much of the remaining communities don't even have that amount of awareness.

So I should probably get a bit more specific.

DND, despite going through roughtly 8 editions at this point (OD&D, AD&D 1e/2e, D&D 3e/3.5e, 4e, 5e/5.5e, plus however you count the BECMI versions), still very much adheres to the basic concept of "4-6 individuals go into known hostile territory to loot treasure." Very, very few DND written adventures have not followed this particular formula. One that comes to mind is the Strixhaven material (a magic school adventure that got panned widely) and Waterdeep: Dragon Heist (an urban fantasy that garnered praise).

The point I'm trying to make is that DND at its heart, despite its push to present itself as a flexible system, is a game that participates in imperial colonialist values, albeit using the excuse of "they're the bad guys/monsters" as the justification for why it is heroic and completely reasonable for 4-6 plucky individuals to go traipsing in territory owned by clearly hostile groups of sapient creatures for the sake of taking other people's valuable items as their own. Concepts such as social contracts, collective action, institutional authority, interstate diplomacy... are meaningless. Apparently nothing is more efficient than a fireball. Well, other than upcasting the fireball, of course.

While DMs in the community try their best to come up with better ways to massage the "violence first ask questions later" mentality, exactly zero DMs consider it acceptable to end a campaign without an epic boss fight. (Which is only further reinforced by videogame RPGs, because combat is easy to code, diplomacy much less so.) And with the world as it is at the moment, yes, there's something comforting about escaping into the fantasy that all the world's ills can be curbstomped with a magical nuke. Yet, at the same time, it also feels bland AF and a bit disturbing when you consider just briefly that this further reinforces the idea that taking ill-gotten goods for oneself is totally acceptable if it's taken from the "bad guys." (Also, the "bad guys" are never "just some random rich dude who profits off of the exploitation of the poor." Oh no, it's always a lich or demon or cultist or some monstrous individual rather than, y'know, mundane human levels of evil like war profiteering or healthcare denials. Anyway.)

For me, personally, the most fun I had when playing a pre-written module was Wild Beyond the Witchlight. Because it was the only module where there was no fighting. Instead, the entire adventure was cleared through heavy roleplay and deal-making (albeit of the fey magic type), where the most helpful skills were not determined by how much damage you could do, but by the ability to put on magical disguises or find the right answers to inconvenient questions. Looting was discouraged and players are encouraged to find ways to barter and trade favors instead. In other words, diplomacy over violence.

So. I'm both escaping into DND and getting annoyed at the community's tonal blandness that lacks perspectives outside of the Anglo-/Euro-centric world view. Also getting tired of this "inclusive" posturing which doesn't question how the Western liberal values stem from a post-hoc justification for their imperial colonialist history and the maintenance of a world order that privileges the American-led political bloc by disadvantaging other nations and cultures.

Anyway. Thoughts.

Date: 2026-04-26 19:25 (UTC)
tanithryudo: (Default)
From: [personal profile] tanithryudo
Hm... IMO, I feel that the anglo-centricity of western games comes more from background setting and design than the "action mechanics", or that more games tend to do fights instead of diplomacy.

I think people gravitate more towards fight fight fight RP mechanics simply because it's easier for everyone, than for any cultural reason. It also heavily depends on the people who are playing. Some people might just want to indulge in some power fantasy in their free time, rather than having to internalize some complicated social science essay. You could even compare the popularity of straight up beat-em-up games with puzzle/strategy-based games. Or how well the players know and get along with each other, restricting how complex the gaming session can be.

Mechanically, it's much easier to calculate/code for some combination of hard numbers resulting in who wins (with some statistically balanced randomness thrown in), than to try and account for all non-combat options in a more free-style narrative. Not to mention, the latter can very much trigger differences in opinion and worldview, between players or between player and GM, which may end up causing arguments that just make things un-fun.
Edited Date: 2026-04-26 19:25 (UTC)

Date: 2026-04-27 17:20 (UTC)
tanithryudo: (Default)
From: [personal profile] tanithryudo
It sounds like then if you are not enjoying the D&D setup/mechanics/cultural-POV bundle, you should look into other games?

The first alternative game that popped into mind for me are the Pokemon and related genre. :p

More complicated mechanics/settings might look into strategy style games... like the million ROTK based games, maybe? Or maybe resource management games like EVE?

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