Thursday, July 31, 2025

Missteps in creating Asian and African Settings


There a few primary missteps which I believe many designers make in

creating settings based anywhere in the real world other than Western Europe

is the amount of text required to inform players about a completely new

culture, religious beliefs, economy, lore, etiquette, hell, the civilization in

general. In this sense, content creators are not world-building per se, but

rather re-stating or informing players of a place or region that already has a

real-world history. But describing a civilization unfamiliar to most beyond

pop culture perspective from the ground up takes words….a lot of em.


Designers, usually first include all the stuff that they know from pop culture

and either; 1. Stop there, or 2. They realize that what they have is  not nearly enough

context for a whole setting. So, then they deep dive on the locale`s history

and start including almost everything from agriculture to plumbing.

The end result is usually something they are proud of in terms of historical

accuracy, but then they usually must contend with three important

considerations:

-First they may face the real-life ire of folks from the location or its diaspora of

the setting, especially if the designer does not hail from the source of the

setting.

-Second, historical accuracy often isn’t game-able and even if it is, it often

just isn’t fun unless you are of a simulation-ist mindset.

-Third, and probably the most important hiccup is that PLAYERS JUST

DON`T READ!


If you hand a player a hefty tome of 400+ pages and tell them this is the

required reading for just the backdrop of a new setting, you might as well be

talking to a rock, they simply aint gonna read it! (If you are lucky enough to

play at a table of history nerds that will actually read it and get as geeked as

you are about it, then I congratulate you.) The brand-new player, or an

average player who plays a few times a month to drink a beer and hang with

friends simply aren’t going sit down and read the setting if you give it to them,

let alone go out and buy it on their own and read it. So therein lies the rub,

players maybe interested in the setting, but they aren’t going read enough to

embody the setting they claim to be interested in. So, what to do??

This is how I handle, and I would venture to say I run more Asian, African or

Island-themed settings than the average bear. First, I usually insist that most

players simply play their existing characters or roll-up a standard LotFP,

Swords and Wizardry, Dragonslayer or BX character that arrives into the new

setting however the Referee sees fit. (Within the Nebulith I allow new players

to play the Pirate Class as a pirate may hail from any foreign location.) In this

way, the player experiences the new world with something familiar, but this is how I handle, and I

 would venture to say I run more Asian, African or Island-themed settings than the average bear.


 First, I usually insist that most

players simply play their existing characters or roll-up a standard LotFP,

Swords and Wizardry, Dragonslayer or BX character that arrives into the new

setting however the Referee sees fit. (Within the Nebulith I allow new players

to play the Pirate Class as a pirate may hail from any foreign location.) In this

way, the player experiences the new world with something familiar, but that

familiar character is now a fish out of water as foreigner in a new setting. Use

that! Players can now adventure in a new setting with a natural sense of

wonder without it being assumed that they now the setting as a local.

If the referee provides a player a new setting and a new character class, and

new combat or magic mechanics and says “go!"   it is usually too mentally

overwhelming for newbies, and the player at best will try to run their new

character the only way they know how = the same as they did in previous

settings, and at worst, they just kinda sit there flipping pages trying to do or

say something that “fits” within a setting they haven’t read.

Players don`t read, but the Referees do! They are the ones that will read your

400-page setting lore, culture, etiquette, history etc. And often will read it 2

or 3 times. Lean into that. Develop the setting so the referees can unveil the

new setting to the players. In other words, don`t get angry at a player

because their character did not keep their head below the head-level of an

African King because they didn’t read or remember the royal court

procedures on page 272. Foreshadow, hint and/or directly show them the

resulting punishment of locals who committed the same offense as the

characters are entering the palace. Coming into a new setting as outsiders

usually grants the players some leeway against social and setting faux pas in

a new and different society, and allows the players to learn how this world

functions and how to play their characters in-game as opposed to reading 50

pages about the treatment of honor in Japanese society.

Allowing players to experience the setting as foreign newcomers also serves

to dampen the naysaying of those that would seek to denigrate or accuse the

setting of cultural appropriation. It’s easy to say “your setting has players

assuming the roles of characters of real-world races without the players

understanding the context, history or culture of what they are doing.” That is

a difficult argument to make if the players are coming into the setting

roleplaying as unknowing foreigners. At that point detractors can only attack

the setting, which if you have done your homework is as historically accurate

as it needs to be for what you want to achieve. Unfortunately, many Asian

and African settings are only designed around a player being able to

participate by building a brand-new character of a class within the aesthetics

of the new setting, and to compound the matter, there often aren’t places or

methods to introduce foreigners because that possibility wasn’t a part of the

creator`s original contemplation within their homogeneous vision of an

African, Chinese, Japanese setting as it needs to be for what you want to achieve. 

Unfortunately, many Asian and African settings are only designed around a player being able to

participate by building a brand-new character of a class within the aesthetics

of the new setting, and to compound the matter, there often aren’t places or

methods to introduce foreigners because that possibility wasn’t a part of the

creator`s original contemplation within their homogeneous vision of an

African, Chinese, Japanese setting.

After the player`s foreign character dies (and they will die) then allow them to

roll-up a new, cool, character local to the new setting. (Or sometimes I find

that they enjoy continuing to play a foreigner in a faraway land, thats fine too.)

Either way, they should have a deeper understanding of how your world

works and their fit in it. There are always exceptions, you may get a player

that knows more about samurai armor construction than is even in the

setting….. fine, I will let this type player enter the game with a local character

from the beginning. I also run Japan-based settings in Japan for Japanese

people, so in that context I don`t have to explain a lot of cultural things to

them like the smell or significance of boiling getto leaves, they already know,

so I will let them play new character classes, day one. But most others need

to be spoon fed your world. (The inverse is also true, I have to constantly

explain to the Japanese players what holy water is and does and the different

types of weapons within western settings)




Monday, July 28, 2025

White Deer Dojo

Sneak Peak-  As the little, Okinawan, OSR setting by Zak S. and I prepares to hit stores later this summer, here is a sneak peek at one of the dojos....

With the clashing of various Asian cultures (not to mention wherever player-characters may hail, in-game) the need for language translation quickly arose (there is a trade-tongue, but no Common) within Nebulith.  So while pondering the subject of translation, I thought back to my youth on island in the late 70s/80s and was inspired by the beautiful, international young ladies of 宮森小学校, 山内小学校・中学校 , Kadena Elementary School and Kubasaki High School. These Half-Okinawan, Half-Japanese, Half-Filipino, Half-Thai, Half-Vietnamese or Half-Korean girls had a foot in two cultures, yet often, were accepted in neither. They were constantly summoned to be translators and guides for parents, teachers, and sometimes even the authorities as a go-between among parties in disputes, school functions and basically whenever new kids arrived on island.  But why make them just boring administrative, in-game translators?!?

Accordingly, members of the White Deer dojo are an international consortium of women; damn-near surgical in the ways of the bow; often hired as translators for meetings between different factions, and; useful in deciphering found scrolls and texts from almost any locale, including some of the Lost Humanoids, an ancient mysterious civilization that once inhabited the island.  

Player characters may roll-up a character to become  a member of the White Deer; hire a member of the White Deer to accompany the party, translate texts and speech, or; any fighting character class may train in the White Deer Archer Style at the dojo (by making a random D100 roll once per level) to increase proficiency and skill with bow and/or languages.

*Note, translation skills are collective amongst the dojo/no single member knows all languages.




Missteps in creating Asian and African Settings

There a few primary missteps which I believe many designers make in creating settings based anywhere in the real world other than Western Eu...