The Alexandrian

The Pride Cul-de-Sac

February 5th, 2009

(1) The first step on the path of maturing as a human being is the acquiring of a sense of self — learning the distinction between Self and the Others around you.

(2) The necessary precept of the tribe also necessitates our ability to identify ourselves as a member of a larger group, creating a sense of Us versus the Other.

(3) This sense of community has resulted in many good things — its the basis of cooperation and civilization. However, it also a darker side: The origin of all prejudice lies in the instinctual elevation of the individual’s immediate community (Us) above other communities (Other).

(Some of this is an outgrowth of our natural competition as a species. But part of it is an unhealthy tendency to elevate oneself not through personal achievements but by denigrating others: The poor pale-skinned southern farmer can feel good about himself because he “knows” himself to be superior to those with dark skin. The abusive husband mitigates his own failures in life by destroying his wife. And so forth.)

(4) Cultural or systemic prejudice sets in when the other becomes subjugated — either physically or ideologically — into accepting the elevation or “superiority” of the other group.

(5) The natural first step in attempting to liberate the oppressed and create a proper equality between two separate communities, therefore, has been to increase the pride of the oppressed group. Blacks must first be willing to have pride in themselves before they can fight for their rights. Women must have pride in themselves before they can leave the feminine mystique of “housewife”.

(6) However, there is a trap. First, and most obviously, the search for pride can often tap into that same instinctual elevation of the individual’s immediate community. Thus, it’s not enough for women to claim their rightful place as human beings… all men must become rapists. It’s not enough for the slaves to be set free… the slavers must be made the slaves.

(7) The more insidious trap, however, is that be emphasizing the need for pride, the civil rights movements deepen the sense of identity in the community. But it is the very distinction between communities which allows the racists or the sexists to flourish.

When there is a legitimate basis for the community, the possibility of prejudice against that community is unavoidable and must simply be guarded against with constant vigilance. For example, a Jew or a Catholic or a Republican all have a legitimate community.

But what about those communities which only exist because of prejudice? Why, for example, are all those with dark skin grouped together into a single community whereas all those with blue eyes or red hair are not similarly grouped together?

These illegitimate communities are, fundamentally, part of the problem. Ironically, however, they have also been made part of the solution: By creating a sense of pride in a community which, by all rights, shouldn’t exist, the illegitimate community is perpetuated and the fundamental foundation on which all prejudice is built remains intact.

At some point, therefore, it follows that the illegitimate community must be discarded entirely and the foundation ripped away. But here the trap snaps shut: In order to fight back against prejudice, the civil rights movement has fostered a sense of pride in the illegitimate community. In doing so they have turned that community into a force capable of effecting societal change… but it has also led them into a cul-de-sac. Such a movement can effect great change, but — like a man trying to pick up the board on which he is standing — it will find itself fundamentally stymied in attempting to rip away the foundation in which the prejudice it fights takes root.

The question then becomes: How do you escape from this pride cul-de-sac? How can a community voluntarily — and positively — disassemble itself?

Technical Trivia

February 3rd, 2009

Several months ago, Kynnin Scott sent me a very nice e-mail requesting that I change my RSS links for the website so that they point to the archived versions of the articles. I put that on a checklist of things to accomplish and promptly procrastinated it to death.

And then a few days ago Jalapeno Dude posted a comment pointing out that some RSS readers (including his) didn’t recognize the anchor-based links as being distinct links — instead it noted that Jalapeno Dude had already read “index.html” and marked each new feed item as already read.

Jalapeno Dude asked me to have the RSS feed link to the individual articles on separate pages. This, unfortunatley, isn’t technically feasible at the moment. Most of these daily entries simply do not exist as individual webpages.

But what I can do is finally get around to implementing Kynnin Scott’s request. So, as of yesterday, the RSS feed links now point to the permanent archive pages. I’m afraid those of you with readers similar to Jalapeno Dude’s will still have multiple entries show up as “already read”, but you will at least get pinged whenever a new archive page is initiated.

However, since the RSS feed will now be pushing readers into the archives (instead of the front page), the new archive pages will feature increased advertising. (Roughly equivalent to the front page.)

Which allows me to address another semi-frequent topic of e-mail: “How can I support the site?” or “Where’s your Paypal tip jar?”

I don’t have a Paypal tip jar (and probably won’t have one any time soon), but thank you for asking. If you want to send me a tip, it’s just as productive to buy one of my products linked to on the left. Dream Machine Productions features RPG supplements and audio books ranging in price from $2 to $20. And it’s even better than tipping, because you get a nifty RPG supplement out of the deal!

If you don’t want any of my books, but you still want to support the site, then you might consider clicking through my Amazon associate links. Many of the books I talk about get linked to through associate links. (For example, if you were to buy a Kindle through my associate link, you’d be taking care of my hosting fees for half a year or more.) But even if you aren’t interested in the specific books I’m linking to, if you click through the link before completing any order with Amazon, the site garners a small commission from the sale.

Okay, that’s enough site maintenance jabber. Tomorrow we’ll pick up with more content that you actually care about.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2B: THE AWAKENING – DOMINIC

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Prelude 2B: The Awakening – Dominic

In this installment of the campaign journal, you’ll find some custom-made, Latin-esque spell names and a prayer to Vehthyl, the God of Magic. Both of these were created by Dominic’s player, who simply spun them out of wholecloth during our PBeM sessions.

I really appreciated him doing this.

I know from personal experience that releasing some of your control over the game world can be difficult for a GM to do. But this type of player-initiated world-building should be encouraged for a number of reasons.

First, getting the players to care about the game world is actually quite difficult. Lectures rarely get processed. And even the focused world-briefings I hand out before a campaign rarely make much of an impression. (In the case of Ptolus, I have — on multiple occasions — been able to treat information from the pre-campaign handouts as mysteries that the PCs have to track down information about. The players haven’t noticed. In another instance, events in the same handouts were effecively retconned when I realized it would be more interesting for the PCs to play through those events. At this point, I would actually prefer it if the players didn’t read this and try to track down their copies of those handouts.)

But if the player creates the information themselves? That’s something that they’ll remember. That’s a thread that you can weave into the wider tapestry — and if they follow that thread that they’ve created, then they’ll have a chance to see part of the bigger picture.

Second, you can use this material as a pretty solid indicator of what the player cares about. If he’s designing rituals and heraldry for the order of knighthood his character has joined, you can pretty quickly identify the order as being important. That means that hooks and scenarios involving the order will be effective.

Third, no GM has an infinite amount of time on their hands. If your players are willing to be a resource, you should be willing to take advantage of that. Someone has mapped out the floorplan for their liege lord’s castle? Awesome. When assassins break into the castle, the player has already designed the scenario maps for you.

And won’t he be surprised to discover that there’s a secret passage in that castle that neither he nor his character ever knew about!

Which leads me to my next point: In most roleplaying games, it’s still the GM’s world. And for a large variety of reasons, the GM still needs to be able to exert some control over it. Which means that some ideas may need to be vetoed.

But I’d recommend using a “soft veto” if at all possible. If someone cares enough to put the time and the effort into creating something original and unique, then I think it’s worth your time to try to figure out how you can make it work for them. I have two varieties of soft veto:

THE SOFT VETO: “This looks good, but can we change X and Y?” For example, I remember a campaign from years ago where a player wanted to run a Scottish highlander. Now, my D&D campaign world at the time didn’t feature anything even remotely resembling the Scottish highlands. We took an underdeveloped kingdom on another continent and worked it over until it gave her what she wanted. She didn’t get the kilt that she wanted, but she was able to play the character that she wanted to play.

THE SOFTEST VETO: Sometimes I allow a “questionable” element into one campaign only to drop it from the game world after the campaign has been completed. This is for stuff that doesn’t quite mesh with my vision of what the game world looks like, but isn’t so problematic that there’s any good reason to reject it for a player who wants it.

But the truth is that player-created content is often pretty awesome. At some point I’m going to be able to properly utilize the element-worshipping Talbarites — a religious sect given its genesis entirely by a PC named Talbar (who, in a different campaign, was played by the creator of Agnarr the Barbarian).

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