ORCS ARE ORCS
(A response to another blog written by someone who is mired in the belief that all of the fantasy gaming that came before was rooted in very not-okay wrong-thinking)
- He went to a university, ergo he knows stuff that can never be analyzed, questioned or challenged. The rubber stamp of a degree (if he attained one) magically makes his opinion into irrefutable fact. Uh-huh. Sure.
- J.R.R Tolkien was a horrible racist. His great works never began with a bedtime story crafted for his young son. Nope. He set out to write racist genocide fantasy. Sure.
- Orcs are Mongolians. Cuz, J.R.R. lived in a wartime era and.. look at these posters. Clearly orcs. Sure. (Some of these people used to say "black people," but I guess this guy needed to concoct something novel to generate YouTube clickbait revenue.)
- Orcs are victims of colonialist efforts and exclusionary politics, so damn right they are victims in this scenario. Viva El Presidente Sauron! Uhhh.. Sure.
- If you're one-half, or one-quarter or 1/100th "person of color," even though you look like J.J. Abrams' very angry cousin, you somehow have a unique perspective on history and anything written by a white man is likely to smack of racism, but saying this is somehow not racism. Riiiiiight.
"The "history" of orcs you link to is a rambling
essay built on a faulty assumption right out of the gate. Apparently there was
a bumper crop of people with university degrees who were given cracked modern
lenses with which to analyze everything that came before. I can only imagine
that their parents never told them bedtime stories, read fables or taught them
about the legends from cultures all over the world or even their own.
It's TOTALLY OKAY to have an inherently evil
race/species/bag o' flesh/however you describe it AS LONG AS it is not
analogous to a real world ethnic group. Having such creature types present
doesn't automatically equate them to anything unless someone is purposely
looking for that level of racism under every rock. I'm convinced the halls of
academia are simply producing people who look to tear down and malign the past
without making the present better. It's ever so easy to attack a dead author
and use pseudo-necromancy to put words in his mouth. What literary masterpiece
or item of TTRPG magnificence will such a critic produce to show us what should
inspire us? These haters of the past usually fail in that regard.
Orcs and similar creatures in fantasy games were inspired by
the evil beings of myths. A level of sentience in their case did not grant them
the ability to choose a different path. This is a staple of our legends and
supernatural fiction. It's also something that a lot of people seem to not
understand today, the idea of intrinsically evil creatures or beings of pure
chaos. We can imagine so many things in a context of a game, so why does this
get lost? Even the with the idea of the cultists you mentioned, these may not
be evil creatures like orcs, but they're evil cultists of an evil god. The idea
here is that they do evil things to serve this evil deity. No great conspiracy
needed. They're evil with a capital E. Even then, maybe you could redeem one
and gain an ally if the DM was so inclined to allow that opportunity. This is
not so with traditional fantasy orcs or any creature like them.
If people took the time to actually read Tolkien's stories
and letters without being told what they must think about Tolkien, they might
learn that his orcs were corrupted elves. They were twisted by dark magic to
become evil mockeries. Had more books been written, the idea is that once
deprived of the guiding hand of Sauron or other dark masters, the survivors
wouldn't simply assimilate into polite society and one day have Etsy shops or
run bodegas. Nope. They would continue to exist in a state of brutal savagery.
Only by remedying what had been done to them could they hope to live like their
elven cousins. Now wouldn't that make a great adventure idea?
If the orcs, goblinoids, etc. in your particular game world
are just another fantasy race, that's fine. But the game was built to have low
level, crunchy, evil monsters present so you can eventually fight tougher evil
monsters. If you're going to move further and further from the assumptions of
D&D or Middle Earth, then simply play a different game, or do the work to
make it believable. Even then, remember that these are different biological
species entirely, something that 2024 D&D wanted to throw away, again due
to some misconceptions that having species work that way is somehow any
different than having aliens, mutants or anything else in a game. The WotC
brainiacs also thought that apes in space were a stand-in for something else,
but that's a whole other rant about people who like to take credit for fixing
things that were never broken.
When Gary Gygax, Dave Arneson and their contemporaries set
out to design D&D, it was with the premise of having irredeemable monsters
that could be killed without remorse or moral quandary. You could often trick,
bribe, negotiate, etc., with them, but you weren't going to convert them into
upstanding citizens. The creatures of myths, legends and fantasy fiction
(itself inspired by myths and legends and.. not wartime posters,) were
presented as despicable enemies that were okay to destroy. The orc is no
different from the vampire or worst demon in that regard. Can you run a game
that makes different assumptions? Absolutely. You then have to change all of
the assumptions that go along with it. Even with a game world absent of
monsters, if it's based on a low tech setting with assumptions of some kind of
world loosely based on our own history, you would have warring tribes and
nations, xenophobia and possibly slavery. If the Vikings were known to plunder
your land every so often, you might come to fear and resent them. (Those guys
also took slaves who were the same skin tone as they were. True story. Crazy, I
know.) Strangers might not be greeted with open arms in close knit communities,
at least not until they've demonstrated peaceful behavior. History was filled
with a lot of bad behavior. We don't seek to encourage those views today, but
dealing with them in the scope of an imaginary game can present roleplaying
opportunities. Even then, player characters could not change that world
completely unless they attained great powers or an army to help maintain the
type of society they wish to see. This is all fine, but then you have to put
yourself in the mindset of people who lived in that type of world. They are not
us. And killing your neighbor before he killed you was part of the mores of
that time. People warred over land, resources, etc. The neighboring region
might not be filled with "evil" beings, but if your land was warring
with them, they were your enemies. I can only blame poor teachers of history
for not explaining what this all must have been like to people who can summon
entertainment at will and heat up a hot pocket any hour of the day. I get it
it. Colonialism was bad, m'kay? Most fantasy worlds will have some outmoded
version of behavior unless it's the high-magic version of a Star Trek utopian
society. Remove evil monsters, traditional conflict and anything you might
normally overcome in these games and you're left with a bland mess. No rich
lords breaking the backs of the peasants? I guess we don't need any Robin Hoods
or grubby thieves. Even if the rich lord is evil, I guess you can't kill him
right? Maybe an adventure could be based on getting personality questionnaires
out to the orcs before the war drums start beating.
I see this topic comes up often with rise in popularity of
playing species like tieflings or any of the traditional "monster
races." If a DM does not want to include them as an omnipresent organism
and option in the campaign world, that DM is marked as rAcIsT. Ehh, no. If a
character shows up in a remote village with glowing eyes, horns, smelling of
sulfur, etc. that might certainly raise eyebrows, just as magic-wielding
characters might. Even if the populace knew that some of these tieflings might
be good, law-abiding folk (more likely they've heard the opposite,) the belief
that infernal creatures are evil would make them err on the side of caution.
And by "err" I mean get the torches and pitchforks out.
Even a fictitious world must make SOME sense. Fiction has to
have its own rules and reasons why things exist as they do or it's not
convincing fiction or immersive roleplaying. So in the case of tieflings, the
world would have to be chock full of them with many fine, virtuous examples.
Even then, you might have some stranger danger if someone lived far removed
from them and had never seen one. They still look demonic. The same holds true
of orcs or any other creature or species unless you've established that they're
commonplace in society and have acceptable social habits that do not involve
eating children.
We were given beautiful folk tales, fiction and later, the
very games that started this hobby to experience battles of good vs. evil in
their most basic form. The current trend to remove all of that has left in its
place a pile of uninspiring slop.
J.R.R. Tolkien's closest friend said it best:
“Since it is so likely that (children) will meet cruel
enemies, let them at least have heard of brave knights and heroic courage. Otherwise,
you are making their destiny not brighter but darker.”
― C.S. Lewis
You can have monsters be evil monsters. You can have
monsters with the capacity to be good. Just have it make sense. I always say
these games are just like the cave on Dagobah in The Empire Strikes Back.
What's in there? Only what you bring with you. They should be worlds that are
not our own, but help us to weather this one through our enjoyment of playing
these games. No one ever worried about the moral implications of shooting Space
Invaders on a screen, and I’ve never mistaken a human for a space alien. All
this retconning of fiction and game design history serves to do is suck the fun
out of our games. If you want Smurfs in your campaign to be evil, demonic imps
hellbent on enslaving all of humanity, then may those little blue b@st@rds be put
to the sword."
So that was my long-winded response. Do you think the Prismatic author bothered to read it in full? Maybe. Or perhaps he scowled with rage while simultaneously deleting it and wishing me into a cornfield (I really do like that Twilight Zone analogy.) Who knows? I really would like to sit down with some of these people and find out why they believe the things they do, especially when factual evidence conflicts with it. Does it simply boil down to wanting to be part of the cool clique, the proper-thinking hive mind collective? People like this bill themselves as "modernists," with the unspoken assumption that the rest of us are primitive Neanderthals.
What the "Enlightened Folk" seem to miss is that these games were created as an exercise in thinking and collaborative imagining. Heroes and villains, just like in the classic fiction and folklore that preceded these games, were depicted as black and white (no, not the ethic groups.) The basic dichotomy of Good vs. Evil could be played out. Nothing was a stand-in for something that existed in our world, other than bravery and overcoming great odds to succeed. Those were the fundamental concepts that existed in The World Oldest, Most Popular, Yada Yada Fantasy Game in its infancy and continued to exist for many years until the "Oh No!" crowd saw fit to swarm in and hit everyone with Thought Police batons. Anything present that mirrored conventions of medieval life, for example, only served to simulate the periods of history familiar to us. If you remove modern trappings and try to imagine a low-tech world existing in a quasi-feudal state, you go with what you know, because that's 100% believable in a fictional sense. There might be bad behavior. You don't have to emphasize it in any particular campaign, but dollars to donuts it exists somewhere in that world. It's also why the many pirate-themed or other semi-historical games that popped up recently can get a bit ridiculous if you ignore too much of what that particular setting might include. Having any sort of unthinkable-in-real-life activity in a game does not mean you somehow condone that behavior in real life.
I stated in my blog comment that it's perfectly acceptable to de-villainize some classic monster race and ponder what their place might be in some fantasy world. However, you can still have them be rampaging monsters that must be killed, just like the Xenomorphs in the Alien movies, as one person suggested in a comment on that blog. No acid-for-blood tinkering is required. Orcs. As-is.
The traditional orcs, or goblins, or kobolds, or other crunch all you want, we'll make more monsters that have existed in my classic fantasy RPGs are never Africans. Neither are they Mongolians. Never would they be Māori, or Belgians or even Mexicans, as WotC saw fit to portray them as in their 2024 iteration of D&D. My orcs are just orcs. Half-orcs are most often the product of horrible acts and anyone who plays one may have to endure the scorn for their parentage while simultaneously earning their place in the world. It would work similarly if I was running a game with a tiefling PC in the group. It makes for great roleplaying opportunities and requires the chops to go that route as a player. The naysayers and -ism-callers would rob you of that.
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