It actually makes for very compelling storytelling, and can become an excellent foil for the players to work against. But it's not always necessary to include or address these problems in a tabletop setting, nor is it always a good idea to attempt it.
The number one way of avoiding this issue is to not address it at all. It is perfectly reasonable to create a setting in which people are not discriminated against for their race, religion, physical ability, et cetera. It's a fictional world designed to entertain, after all, and such additions are not necessary for an immersive, fascinating experience. But if you are going to use society's ills as a source of drama in your campaign, there are a number of measures you can take to make sure that everyone at your table is still comfortable with it.
The Benefits of Playing Against Type
My number one piece of advice: if you are going to represent discrimination against a particular group within your setting, don't direct it toward a player who actually belongs to that group. Don't have the female player play a woman in a fantasy kingdom where misogyny is rampant, for instance. This puts you in the awkward position of playing out the part of the sexist heel against one of your friends, and will be especially uncomfortable if said friend has previously experienced similar abuse. And even if they are personally comfortable with it, it's likely to make somebody feel bad and create a very bizarre dynamic within your group.
The same principle applies when you are dealing with a socially oppressed minority, of any race, belief, or orientation. For instance, I would recommend against having your Mexican-American player play the only elf in a society of humans that don't understand or respect those who are different from them. It seems like a cool scenario to draw emotion from... but when you end up sitting across from them and reciting a racist screed of the local innkeeper, you may find that you're just setting up a very discomforting experience for the group.
For this reason, I personally prefer to have players play against their personal type when it comes to these situations... letting a male player play as a female character, for instance. If this guy's shield maiden character gets mistreated by a chauvinist NPC, it is clear that the attack is not directed toward the player personally. It also gives that player an opportunity to step outside their comfort zone and experience the story from a perspective they had not previously considered. That way you can explore these themes and developments without spotlighting certain players who might feel personally affected by these issues. This is basically how a lot of therapists handle role playing scenarios, by allowing someone to walk in someone else's shoes for a bit.
In Summary...
There's nothing keeping you from including social injustices or any other source of conflict or drama in your RPG campaign. But remember, these games are supposed to be entertainment. If things get too dark or serious it can sour your players on the game, so remember not to get carried away with your depiction of real-world trauma. And if these kinds of prejudiced attitudes are going to be a recurring theme in your game, make sure everybody is comfortable with it, and confident that it can be handled in a tasteful manner.
In the end, having a fun game session takes priority over a campaign having a greater narrative 'depth' or tackling important issues. Make your players your number one priority, and the story that you tell together will be a memorable one, with or without these particular elements.
Happy ventures!
No comments:
Post a Comment