Would you care for a slightly more organized and precise way to discuss representation in media? Do you promise not to reduce discussions of representation in media to just this method of organization? Yes and yes? Cool. Here’s a tier list. Casual media enjoyers may find it fun to mess around with. Critics might get a little more use out of it, though many experienced critics already have favorite rubrics of their own. But if you’re in the business of creating fiction, or especially of helping others deepen diverse and marginalized themes and content in their work—cultural consulting, for instance—this tier list especially goes out to you.
Read moreHow to Change Your Conversations About Cultural Appropriation
This article discusses cultural appropriation. More precisely, it discusses discussions about cultural appropriation, which stress me out more than any other cultural consulting topic. The question of whether a given expression is or is not cultural appropriation, and the corollary question of whether cultural appropriation is even real or not, tends to polarize and ossify conversations between otherwise like-minded people. But what if we reframed the conversation? What if we talked about the same content, but we broke the topic of cultural appropriation down into its component parts: the distinct power dynamics, patterns, and consequences of each individual cultural exchange? What if we talked about cultural appropriation without deciding whether something is cultural appropriation or not? Does that still count as talking about cultural appropriation? Let’s find out.
Read moreBest Practices for Religious Representation, Part I: Check for Traps
Religion suffuses role-playing’s most basic structure: the adventuring party with a fighter, thief, wizard, and cleric. Fantasy mainstays like demons, dragons, heavens and hells, pantheons, diverse monsters, and magic originate in religious lore. The decisions people make without thinking about their cosmology carry ideological weight that validates some demographics and denies others—and not even just in terms of religious identity. This article is a toolkit to help creators and players of games and fiction build religious characters and organizations, portray them with fairness and respect, and draw on real-world lessons to craft fictional religions which sing.
Read more“May I play a character from another race?”
I get this question more frequently than any other in my professional and gaming life. I get it almost exclusively from white folks, since gaming’s Eurocentrism requires people of color to play outside their race most of the time. My answer is emphatically yes, but please study how to do it. Here’s why and how.
Read moreInterview Roundup (and PAX Unplugged panels!)
If you’re a new arrival from the past couple days and you want to hear me say things to more people, here are some more interviews for you to enjoy.
Read moreThousand Arrows and Sensitivity, Part II: Dragon King's Gambit
I hope you enjoyed Part I of my series on Thousand Arrows, sensitivity, and respect. Here, Part II addresses issues specific to our 900-backer stretch goal, “Dragon King’s Gambit.” In this campaign, a sea monster attack in December 1592 forces the Imjin War’s Chinese, Korean, and Japanese combatants to work together against a common enemy. It draws on historical, literary, and religious sources: I wouldn’t call it fantasy, but it features folkloric and legendary entities important to East Asian religious practice.
While we’re unlikely to unlock DKG, its subject matter has generated some concern above and beyond the core game. My previous post on best practices for historical gaming governs my take on the Imjin War. But I want to go a little further and break down some of the reasons why folks might worry more about DKG than about core Thousand Arrows, as well as why I think DKG is important nonetheless.
Read moreBest Practices for Historical Gaming
I’d like to share some principles I follow when I work with historical and real-world settings, either in play or in design. For shorthand, I’m going to refer to them as “historical,” but many of these principles also apply to games set on contemporary Earth. This article refers to choices I made in Thousand Arrows, but it isn’t really about Thousand Arrows, so you still get a proper Imjin War-focused Part II later on.
Read moreThe Giant Robot of Offense
The Giant Robot of Offense is a framework for creating content which won’t harm people. I use it for role-playing games, but it applies to any media which generate participatory elements (including cosplay and fanfiction). Think of your creation as a giant badass anime robot you’re building. Here’s how to make media, and/or build a robot, which won’t harm anyone except for bad guys in giant rubber suits.
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