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disposablewords
Sep 12, 2021

Cobalt-60 posted:

Has anyone ever run into a case of dwarves being depicted as jews, besides Tolkien's footnotes? Every dwarf I've ever run into has been some version of "Beardy McDrunk", "Hammer McSmash," or "Gruff McStone;" those are the stereotypes I associate with dwarves. (How did dwarves become scottish stereotypes?)

Eberron has run afoul of it, with the dwarves of the Mror Holds being powerful bankers across the continent of Khorvaire (thanks originally to the mineral wealth of the Holds that most of the rest of the continent needs, but now as its own self-sustaining business). Plus there's a secret rich person's club known as the Aurum that originated with the dwarves, with its own conspiratorial designs on power. This was apparently entirely unintentional, especially as basically everyone has some secret conspiracy grasping at power somewhere in the woodwork, and the Aurum is long since not a dwarf-exclusive club.

I don't know what official word is, but I feel like they were also meant to be more like the Florentine Republic, with the powerful dragonmarked House Kundarak meant to invoke magically-gifted Medicis. Just, well, what you aim for and what you hit isn't always the same thing.

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Cobalt-60
Oct 11, 2016

by Azathoth
Insatiable greed for gold shows up in Norse mythology.

moths
Aug 25, 2004

I would also still appreciate some danger.



The ongoing Warhammer battle for Karak Eight-Peaks is between three factions, each of which I've been told are Jewish stand-ins.

I think it's more that the Jews have been vilified since vilifying people was a thing. Whenever anything's bad about any fictional culture, there's a corresponding piece of antisemitism to go with it.

MadDogMike
Apr 9, 2008

Cute but fanged

Well, yes, but that’s hardly the FUNNY explanation for it, is it? ;)

disposablewords posted:

Eberron has run afoul of it, with the dwarves of the Mror Holds being powerful bankers across the continent of Khorvaire (thanks originally to the mineral wealth of the Holds that most of the rest of the continent needs, but now as its own self-sustaining business). Plus there's a secret rich person's club known as the Aurum that originated with the dwarves, with its own conspiratorial designs on power. This was apparently entirely unintentional, especially as basically everyone has some secret conspiracy grasping at power somewhere in the woodwork, and the Aurum is long since not a dwarf-exclusive club.

I don't know what official word is, but I feel like they were also meant to be more like the Florentine Republic, with the powerful dragonmarked House Kundarak meant to invoke magically-gifted Medicis. Just, well, what you aim for and what you hit isn't always the same thing.

Weren’t gnomes like big into spying in Eberron too? That one at least is harder to call unfortunate implications on, since as I recall it was less “secret racial conspiracy” and more “Moscow rules spy scenario bait” (they had a KGB equivalent and everything).

Shrecknet
Jan 2, 2005


Cobalt-60 posted:

Insatiable greed for gold shows up in Norse mythology.
insatiable greed for gold also shows up IRL hth

lightrook
Nov 7, 2016

Pin 188

MadDogMike posted:

Well, yes, but that’s hardly the FUNNY explanation for it, is it? ;)

The funny explanation is that Drizz't is really just that bad at ranger things, and never noticed until someone else pointed it out years later.

Randarkman
Jul 18, 2011

moths posted:

The ongoing Warhammer battle for Karak Eight-Peaks is between three factions, each of which I've been told are Jewish stand-ins.

That's a lie. Skaven are nazis and orcs are football hooligans.

Mirage
Oct 27, 2000

All is for the best, in this, the best of all possible worlds
Nature vs. nurture arguments in fantasy games ignore the third and fourth options of gods and magic. If a type of creature is made by a wizard and/or god to act a certain way, they're literally wired to be that way. Weird, short-sighted, dumb, or unfair, those matter not; gods got their own plans, man.

At least this is how it's hand-waved in most systems so you can go push someone's poo poo in like an action movie hero without feeling bad about it. There's no catharsis in worrying about whether that orc had a family.

Owlofcreamcheese
May 22, 2005
Probation
Can't post for 9 years!
Buglord

Mirage posted:

Nature vs. nurture arguments in fantasy games ignore the third and fourth options of gods and magic. If a type of creature is made by a wizard and/or god to act a certain way, they're literally wired to be that way. Weird, short-sighted, dumb, or unfair, those matter not; gods got their own plans, man.

At least this is how it's hand-waved in most systems so you can go push someone's poo poo in like an action movie hero without feeling bad about it. There's no catharsis in worrying about whether that orc had a family.

Isn't that just the "nature" argument?

nature vs nurture was definitely a thing before everyone was an atheist.

Mirage
Oct 27, 2000

All is for the best, in this, the best of all possible worlds

Owlofcreamcheese posted:

Isn't that just the "nature" argument?

nature vs nurture was definitely a thing before everyone was an atheist.

Not to get too far afield, but I dunno if Goddidit was ever a deliberate part of that particular argument. Especially not polytheistic Goddidits all fighting each other.

Also nature vs. nurture will never account for perytons.

disposablewords
Sep 12, 2021

MadDogMike posted:

Weren’t gnomes like big into spying in Eberron too? That one at least is harder to call unfortunate implications on, since as I recall it was less “secret racial conspiracy” and more “Moscow rules spy scenario bait” (they had a KGB equivalent and everything).

Yeah, the gnomes of Zilargo basically use secret police, called the Trust. They culturally value intelligence and control of information, far more than they do force. It's generally attributed to them being caught between an expansionist (at the time) human kingdom to the north and west, and a saber-rattling declining hobgoblin state to the east. So their solution, as a small (hah) population without much materiel means to make war, was to throw in with the humans and make themselves valuable as informants in the region.

Like with many things in Eberron, the bits are present to have a deeper reading where clearly there's something incredibly scary to be a common gnome living in a state that constantly practices espionage on its own people as a matter of accepted policy. But you can also just accept the surface-level reading where it's just some quirky trait of a relatively non-violent people (because they live surrounded by very tall people who are WAY better than them at violence), as an excuse for the niche they occupy.

That said, really everyone in Eberron is big into spying. It's shortly after a major war and everybody in power is jockeying for any advantage for the next one. The gnomes have the Trust and the dwarves have the Aurum, but the dragons have the Chamber, demon lords have the Lords of Dust, the various dragonmarked houses have their own agents, Breland (generically Good kingdom) has the King's Dark Lanterns (CIA ratfuckers), and so on. There's a conspiracy everywhere, which I feel helps disarm a little bit of the stereotypes hanging on the gnomes and dwarves.

MadDogMike
Apr 9, 2008

Cute but fanged

lightrook posted:

The funny explanation is that Drizz't is really just that bad at ranger things, and never noticed until someone else pointed it out years later.

OK, given that the ranger who trained him was blind, I think we have the answer!

Arivia
Mar 17, 2011

MadDogMike posted:

So naturally the writers of the D&D setting made sure to destroy said orc kingdom in practically a footnote in 5E Forgotten Realms. Can't have any interesting changes now, can we?

Though my personal favorite quibble with the series (and a rather political issue itself) is it misgendered the hero's magic panther, since in the first book they used male terms (in particular the line about the panther and "his powerful jaws tearing out the monster's groin" kind of stood out when reading it for some reason...) and yet the following books decided Gwenhwyver the panther was in fact female like the name implies. Sure, it was probably just an early editing mistake, but I thought it much more fitting to mentally tag "the Magic Panther of Indeterminate Gender" onto the end of Gwen's name every time they appeared in the rest of the series. Or perhaps the books were more trans inclusive than I thought (might explain the tearing out of an evil male giant's crotch, very symbolic...).

Guen's canonically been a female for many years and many books prior to The Thousand Orcs, so it sounds like there were some minor copyediting problems in the copy you read. (The current copy I have is one of the reprints so they may have fixed it.)

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

moths posted:

The ongoing Warhammer battle for Karak Eight-Peaks is between three factions, each of which I've been told are Jewish stand-ins.


Yeah that one is nonsense. For example, Skaven (which are rat people) are very very obviously Nazis.

Edgar Allen Ho
Apr 3, 2017

by sebmojo
Chuds say they're jews, for obvious chud reasons.

Regarde Aduck
Oct 19, 2012

c l o u d k i t t e n
Grimey Drawer
They are cute rat friends

Absurd Alhazred
Mar 27, 2010

by Athanatos
Well, according to the important documentary source, The Vile Ratmen and all their Loathsome Kin...

lightrook
Nov 7, 2016

Pin 188

Telsa Cola posted:

Yeah that one is nonsense. For example, Skaven (which are rat people) are very very obviously Nazis.

Maybe I'm just dumb, but I don't really see it. The only constant I could really point to in the incoherent garbage of fascism is the existence of a centralizing Dear Leader, which is definitely NOT the case with our pals the rats.

I personally agree with the interpretation that the rats are a fantasy cyberpunk hyper-capitalism, with the complete lack of any kind of unifying ideology and the total oppression of every facet of life of the weak by the strong. The whole rat-eat-rat, stab any back turbo-individualist philosophy feels kind of brutally modern.

Fake edit: unless they're significantly different in AoS maybe? In which case I wouldn't know.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



An irrational cult that worships a prelapsarian past and the idea of heroic death and sacrifice for the good of a racial cause that feels itself above other races/communities, obsessed with plots, machismo and over-complicated superweapons to be used to enslave and genocide persecuted others, all of this fueled by intense internal conflict pitting equals against each other in order to rise to the top.

And they talk funny.

Exactly how much more explicit do you need your Nazi comparisons, guys? Do they have to twist their tails into little swastikas?

loving yeah, the Skaven are Rats-ional Socialists.

fool of sound
Oct 10, 2012
The authorities also deny the existance of the skaven despite their ubiquitous nature and constantly exposed attempts to undermine society.

Orcs are Americans actually.

MadDogMike
Apr 9, 2008

Cute but fanged

Arivia posted:

Guen's canonically been a female for many years and many books prior to The Thousand Orcs, so it sounds like there were some minor copyediting problems in the copy you read. (The current copy I have is one of the reprints so they may have fixed it.)

Like I said, literally the first book (The Crystal Shard) and it's in a few places.

The Crystal Shard pg. 155 posted:

"I have something that may aid us." The drow pulled his pack from his back and took out the small figurine and called his shadow. When the wonderous feline abruptly appeared, the barbarian gasped in horror and leaped away.

"What demon have you conjured?" he cried as loudly as he dared, his knuckles whitening under the pressure of his clutch on Aegis-Fang.

"Gwenhwyver is no demon," Drizzt reassured his large companion. "He is a friend and a valuable ally."

The Crystal Shard pg. 164 posted:

The drow never slowed as he passed, gouging his scimitar into the throat of one of the powdered verbeeg and then rolling backward over the top of the wooden table. Gwenhwyver sprang on the other giant, his powerful jaws tearing out the monster's groin.

The Crystal Shard pg. 169 posted:

The giant advanced on Drizzt. "Arg, hold yer ground, ye miserable rat!" it growled. "An' none o' yer sneaky tricks! We wants to see how ye does in a fair fight."

Just as the two came together, Gwenhwyver darted the remaining feet and sank his fangs deep into the back of the verbeeg's ankle. Reflexively the giant shot a glance at the rear attacker, but it recovered quickly and shot its eyes back to the elf...

... Just in time to see the scimitar entering its chest. Drizzt answered the monster's puzzled expression with a question. "Where in the nine hells did you ever find the notion that I would fight fair?"

Anyway, you get the idea. Interestingly enough on review I noted a lot of times Gwen got tagged with "it" instead, as well as several other individuals like the giant here. So even within the book itself the pronoun usage was kind of inconsistent, much less the series. My copy is the 1988 print, so it may indeed be older than yours and they corrected things on reissue though. I just noticed the shift as the series went on and thought it was funny. Anybody remember any other books that mixed up their pronouns like that, tabletop related or not?

moths
Aug 25, 2004

I would also still appreciate some danger.



Randarkman posted:

That's a lie. Skaven are nazis and orcs are football hooligans.

Skaven are obviously nazis, yes. But the case for them being antisemitic tropes has been made right here on these very forums.

Orcs are just brutal hooligans, but Karak Eight-Peaks is goblins, and I've seen that argument made more than the dwarf one.

Owlofcreamcheese
May 22, 2005
Probation
Can't post for 9 years!
Buglord
I feel like this thread is converging on a theory that if someone tries to make up a fantasy race that is meant to be bad it’s going to fall on a spectrum of either being like nazis or being like things nazis said various groups were like.

cptn_dr
Sep 7, 2011

Seven for beauty that blossoms and dies


Owlofcreamcheese posted:

I feel like this thread is converging on a theory that if someone tries to make up a fantasy race that is meant to be bad it’s going to fall on a spectrum of either being like nazis or being like things nazis said various groups were like.

G'oddwynn's Lore

Randarkman
Jul 18, 2011

Xiahou Dun posted:

An irrational cult that worships a prelapsarian past and the idea of heroic death and sacrifice for the good of a racial cause that feels itself above other races/communities, obsessed with plots, machismo and over-complicated superweapons to be used to enslave and genocide persecuted others, all of this fueled by intense internal conflict pitting equals against each other in order to rise to the top.

And they talk funny.

Exactly how much more explicit do you need your Nazi comparisons, guys? Do they have to twist their tails into little swastikas?

loving yeah, the Skaven are Rats-ional Socialists.

It should be noted that the Skaven are more nazis in the pulp adventure serial context. Maybe specifically the secretly hiding in South America type. They believe themselves to be the master race and scheme and come up with zany plans and evil research that combines super science and occult magic, they've got the highly recognizable and simple and obviously evil-looking symbol and their elite troops are "stormvermin".

e: Also worth noting that not everything about a fantasy race or culture has to be an exact allegory or parallel of something in the real world or history, you can easily have numerous deviations or inconsistencies. Skaven are nazis in a broad, and I think, pulp fiction sense.

Randarkman fucked around with this message at 07:28 on Nov 12, 2021

Name Change
Oct 9, 2005


Randarkman posted:

It should be noted that the Skaven are more nazis in the pulp adventure serial context. Maybe specifically the secretly hiding in South America type. They believe themselves to be the master race and scheme and come up with zany plans and evil research that combines super science and occult magic, they've got the highly recognizable and simple and obviously evil-looking symbol and their elite troops are "stormvermin".

e: Also worth noting that not everything about a fantasy race or culture has to be an exact allegory or parallel of something in the real world or history, you can easily have numerous deviations or inconsistencies. Skaven are nazis in a broad, and I think, pulp fiction sense.

Most of the important ones are also doing lots of warpstone drugs.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
Also the whole The Great Horned Rat is the racial ideal of Skaven and those showing the corresponding traits matching TGHR are held in higher esteem.

Edgar Allen Ho
Apr 3, 2017

by sebmojo
Their direct nazi inspiration is nazi skinhead gangs in the GB of the original GW writers' era, not the guys invading Russia in Hugo Boss.

Half of warhammer races are assorted football hooligans.

The high elves would absolutely vote for Ulthuexit and then complain that they can't live in Estalia anymore.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Edgar Allen Ho posted:

The high elves would absolutely vote for Ulthuexit and then complain that they can't live in Estalia anymore.

This is basically just the War of the Beard.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe

Shrecknet posted:

insatiable greed for gold also shows up IRL hth

Yeah, who could imagine a society where the lust for riches by the leaders leads to devastation of their biome! *mops brow nervously*

disposablewords posted:

Like with many things in Eberron, the bits are present to have a deeper reading where clearly there's something incredibly scary to be a common gnome living in a state that constantly practices espionage on its own people as a matter of accepted policy.

Hah-ha, who can imagine that! *profuse sweating*

dingo with a joint
Jan 12, 2019

wrong cow
Hey, would just like to thank this thread for selling me on Lancer and Root. I'd been aware of both properties, but until reading this thread had not had a reason to look into either. This thread gave me those reasons.

For Lancer, it was the NHPs. Oh man. Cascading, eidolons, paracausality, RA; all that is 1009% my poo poo. And in the process of digging in to the background for those elements, I discovered what has quickly becoming my favourite sci-fi setting since the Culture books. Alongside that, Lancer has reignited my love of mechs. (Indeed my one disappointment is that there is no line of miniatures for me to paint, cos man do I have a hankering to do so now; TPM's designs are just soooo good.)

For Root, it was discovering the existence of the Underground Monarchy. I have a life-long love of moles, and the art and flavour for the moles in Root utterly delighted me. I mean basically, any game where you can play a mole, I play a mole, but in very few games do I get that opportunity. I love the Duchy to bits, and am now after my own set. (I was going to buy the Steam game until I discovered that it didn't have the Underground Duchy. And, like, no mole, no moolah. :colbert:)

Fuschia tude
Dec 26, 2004

THUNDERDOME LOSER 2019

MadDogMike posted:

Like I said, literally the first book (The Crystal Shard) and it's in a few places.





Anyway, you get the idea. Interestingly enough on review I noted a lot of times Gwen got tagged with "it" instead, as well as several other individuals like the giant here. So even within the book itself the pronoun usage was kind of inconsistent, much less the series. My copy is the 1988 print, so it may indeed be older than yours and they corrected things on reissue though. I just noticed the shift as the series went on and thought it was funny. Anybody remember any other books that mixed up their pronouns like that, tabletop related or not?

Apparently he's addressed this often:

quote:

In The Collected Stories: The Legend of Drizzt Anthology, R.A. Salvatore explained that while writing The Crystal Shard, he was told by TSR that magical items could not have a gender, despite his arguments otherwise. To his "horror," he later discovered after the book was published that some of the more awkward uses of "it" were changed — presumably by a copyeditor — to the male pronoun. Salvatore has subsequently responded to hundreds of letters from fans explaining this.[21] For example, on page 182 of The Crystal Shard (of The Icewind Dale Trilogy Collector's Edition) and page 155 of the first printing of The Crystal Shard trade paperback:

quote:

"Guenhwyvar is no demon," Drizzt reassured his large companion. "He is a friend and valuable ally." The cat growled, as if it understood, and Wulfgar took another step away.

— R.A. Salvatore, The Crystal Shard[22]
Despite these publishing errors, Salvatore explained that Guenhwyvar had always been a "she." Being a fan of Mary Stewart's Arthurian series, he decided to name her "Guenhwyvar" after Guenhwyfar, the Welsh version of the name for Jennifer or Guinevere.[21]

When in doubt, blame the editor :v:

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Since Root got mentioned again, I’ll go ahead and post this excellent ongoing series about the game as viewed through the lens of Foucault and bio-politics

Part 1 introduces Foucault and puts forward the idea that the suited cards represent citizens within each faction

Part 2 discusses Power and theorizes a new timeline of events in the background of Root

Part 3 is still only on Patreon, but it finally dives into the Marquis de Cat and the Woodland Alliance: what they represent and how well they represent it. I’ll quote it without pictures here

quote:

Foucault in the Woodland, Part Three: Devouring Your Children


It was the Genevan journalist Jacques Mallet du Pan who wrote the famous phrase, “Like Saturn, the Revolution devours its children.” Writing in 1793, the year of King Louis XVI’s execution and the establishment of the First French Republic, du Pan was a proponent of the juste milieu, a “middle way” between autocratic and republican impulses. Considered both hopelessly naïve and tragically Cassandran, he died in exile in 1800, having watched his adoptive country pass through the Reign of Terror and into the hands of Napoleon Bonaparte.

Over the past two installments, we’ve investigated how Cole Wehrle’s Root leverages the philosophies of Michel Foucault to tell a fable about power and control. Today, we’re putting those tools to use.



Industry and Opportunity: The Marquise de Cat

When Root opens, the Marquise de Cat is the closest thing the woodland has to a ruler. Unlike the spotty presence of the other factions, her cats are spread across nearly the entire map. Their outward appearance is sinister, with glowering eyes and knowing smirks. But appearances can be deceiving, and our first test is to avoid assuming that they're the story's villains.

Last time, I argued that the Marquise may represent a Napoleonic tyrant: self-interested and jealous of competition, but also obsessed with fulfilling the modernizing promise of the revolution that enabled her rise to power. Remember, each faction’s “values” are reflected by their approach to victory. In addition to the game’s shared methods (craftsmanship/commerce and the destruction of opposing tokens), the Marquise’s goals are industrial. Her long shadow is not only a sign of her oppressive tendencies, but also an economic necessity: she requires empty building sites and large supplies of timber to continue her expansion.

From a pastoral perspective, the Marquise’s sawmills, workshops, and recruiters are an encroachment. For a country with a developing middle class, they’re signs of economic stability. The first two structures aren’t inherently oppressive; they’re the prospect of “honest work” for the woodland’s populace, although given the early history of industrial development in Europe one shudders to consider the working hours and scant labor rights of the small folk ushered from their farms to the mills.

The interactions between the Marquise and her subjects are depicted, as we discussed in the first part, by how she deploys the cards that represent the small folk of the woodland. Historically, the appearance of a middle class is a double-edged sword, both offering economic opportunities and beginning to demand limits on the actions of its government. As any Marquise player can tell you, her principal limitation is that she can only take three actions per round. She increases these actions by playing bird cards, the game’s wild suit. This “middle class” extends what she can accomplish each turn, but it must be cultivated.



How does she cultivate a middle class? Through biopower! Like every other faction, the Marquise wants to draw as many cards as possible. In more thematic terms, she’s vying for the support of the woodland’s population. Without that support, she’ll crumble. Her army may be staffed by fellow cats, but they’re supported by the small folk in field hospitals, as guides for ambushes, sources of labor and extra actions, and for the many opportunities offered by each of the game’s cards.

Except this is where things get dark. To keep the cards coming in, the Marquise’s most reliable tool is recruiting stations. These aren’t directly violent; at no point is the Marquise required to actually recruit troops. Discursively, however, the threat of potential violence is enough to prompt some of the population to collaborate with her regime. For a lucky few, that will be as the middle class — those action-giving wild cards. Some will be used as auxiliaries or craftsmen. For many more, they’ll be churned through the Marquise’s sawmills via the overwork action, discarded, both in gameplay terms and as the organic components of the mills, to generate extra wood for construction.

I’ll spell it out. Through the Marquise, Wehrle has codified the rise of the capitalist bourgeoisie. The bourgeoisie would prefer to believe they accomplished their bootstrapping on their own, but their economic desirability to the ruling regime led that regime to use incentives — in this case, the dual incentives of protection and reprisal — to encourage participation and to shut out the sources of labor who are doing the actual day-to-day work in the mills. From a distance, it’s a clean process. Opportunity! Mobility! Productivity! It’s only upon closer inspection that you notice the thousands of hands supporting the hundreds who moved up in the woodland.

What happens when enough people notice? Surely a whole bunch of good.



A Great Change: The Woodland Alliance

Hey, I guess we were right for once, because surely the Woodland Alliance is the good team. Just look at those adorable faces. Aww!

For much of its appearance, the Woodland Alliance exists to prove Foucault’s maxims about how power is everywhere and that it’s discursive rather than coercive. When the game begins, they aren’t even on the map. Not formally, anyway. On a certain level, perhaps they’re present through the icons that identify which breed of small folk inhabits any given clearing. Because the Woodland Alliance is of the people, by the people, for the people!

That’s what they’d like you to believe, anyway. One of the limitations of any fable is that in the real world the wolves in sheep’s clothing aren’t literal wolves stitched into woolen costumes. This makes it especially tempting to take the Woodland Alliance at face value. Every other faction is comprised of cats and moles and lizards. Only the Woodland Alliance is staffed by the same species that get pushed around by everyone else.

Unless we’re talking about the small folk working in the sawmills when they get burned to cinders by an Alliance revolt. But we’re getting ahead of ourselves. For now, let’s accept that the Woodland Alliance believes they’re “of the people,” but like every other faction warring over these clearings, the reality is significantly more complicated.

Okay, discursive power. As I wrote earlier, the Woodland Alliance doesn’t even begin on the map, and it’ll be a while before they appear in force at all. They aren’t exactly punching their oppressors in the snouts. In their earliest incarnation, they’re limited to sympathy tokens. These are broad representations: laborers muttering grievances, cheap leaflets fluttering through a clearing, political cartoons of the Marquise picking her teeth with a mouse’s femur, women gossiping about not having enough bread to feed their children. They might seem like a small thing, but these tokens are pesky. Whenever another faction marches into a sympathetic clearing, it only seems to confirm what everybody is muttering about, regardless of whether the troops are here to suppress dissent or passing through on their way to somewhere else. This forces a card from the marching player’s hand into the Alliance’s pool of supporters. Like forbidding assembly or trashing an independent press, attacking a sympathy token is possible, but in the moment before it’s squelched it also steals a card. That’s the thing about Foucauldian notions of power: it’s slippery stuff, and you’re liable to lose it whenever you tighten your grasp.



Of course, this is limiting of the Woodland Alliance as well. It wants supporters, so it thrives on intrusion and abuse, but the cards in its supporter pool can’t be used for their usual bonuses or crafting. There’s a gulf between sharing a grievance with the population and holding actual political sway over them. Even trickier, the Alliance’s supporter pool is severely limited unless it has a base on the map.

In theory it’s possible for the Alliance to go on like this indefinitely, living on outrage and pamphleteering. But if its oppressors have any wits about them, they’ll be proactive enough about removing sympathy that the Alliance won’t be able to place the tokens that earn the big points; it will forever remain one more student revolutionary cell that never makes the leap from the dormitory to the public square. That’s where revolt comes in. If the Alliance has a sympathy token in a clearing and enough matching supporters, it can unleash a great change. All its enemies are removed in a single stroke. The Alliance sets up a base of operations and equips troops for battle — and to export the revolution. This latter option transforms the Woodland Alliance from a theoretical threat to a clear and present danger to its neighbors. In clearings where sympathy has struggled to take root, the Alliance can now march a warrior into enemy territory and organize a sympathy token outright.

That’s its prescribed arc, an extended illustration of how discursive power becomes tangible. The Woodland Alliance is about controlling a conversation until its words become a fist. Without someone to stitch the disparate threads together, that’s all they would stay — threads. Some bellyaching. Sore tummies. Halfhearted talk about how things should be better. If the Marquise has her way, she might even persuade one group that they’re better than the others. All the better for letting them forget that they both labor under the same taskmaster. Narrating a shared cause is the first work of the revolutionary.



Oppressor and Oppressed

Today’s study has been limited to these two factions because they’re Root’s most archetypal. The Marquise de Cat plays the role of oppressor, the Woodland Alliance the organized oppressed. Their interplay illustrates a Foucauldian understanding of power. Rather than functioning as two equivalent factions trading geography, à la Risk and its many descendants, their approach to power is depicted as a conversation held across two different languages. The Marquise’s language is class division, the threat of violence, and eventually real violence. The Woodland Alliance’s language is class unification, curated outrage, and eventually an unstoppable uprising.

Every so often I’ll meet somebody who can’t or won’t overlook the ugliness that takes place beneath a wargame’s resolution; say, the atrocities that appear on every single card in Twilight Struggle or one of the volumes of the COIN Series. By rewriting these atrocities in the language and imagery of fable, Wehrle degausses that resolution even further. One can make-believe that the inhabitants of the Marquise’s sawmills and workshops aren’t staffed with children, or that they’re safely evacuated before the Woodland Alliance puts them to the torch. That despite the blood frenzy of the moment, the line between forced laborer, reluctant collaborator, and enthusiastic participant is clearly drawn.



Root doesn’t insist on a confrontation with reality. That’s one of its strengths. But we should note Wehrle’s ludic commentary on the factions at hand. For all her abuses, the Marquise is concerned with expansion, construction, and even, to some degree, prosperity. Her actions are focused on making. By contrast, the ideal outcome of the Woodland Alliance’s actions is unmaking.

This competition between making and unmaking forces shouldn’t be mistaken for “good” versus “bad.” Recall our discussion of biopower, and how it uses “additive” rather than “deductive” control. The Woodland Alliance likely isn’t as pure as it would like us to think, and periodically produces its own Reigns of Terror. But its destructive tendencies are also characterized as destructive of injustice and inequality. While the Marquise is busy creating new industries and opportunities, her use of biopower illustrates the wariness Foucault felt toward government incentives and oversight. Her efforts are as persuasive in nature as the Alliance’s. But they rely on persuading one class that they deserve to benefit at the expense of all others — and keeping her claws visibly sharpened if they don’t go along.

In other words, the political situation in Root isn’t as simple as “Marquise bad, Alliance good,” but neither is it as solipsistic as “everyone is as bad as everyone else.” Rather, Wehrle presents a textured portrayal, one where oppressive regimes may produce good outcomes for a portion of their citizenry and violet uprisings run the risk of devouring their children in the pursuit of liberty. In both cases, by looking at how the game’s factions interact with the broader population, we see how Wehrle’s understanding of power is Foucauldian in nature: it's volatile, discursive, and defies simple characterization.

Thank goodness, then, that next time we’ll be tackling a much more straightforward topic: sex.

SlothfulCobra
Mar 27, 2011

dingo with a joint posted:

For Root, it was discovering the existence of the Underground Monarchy. I have a life-long love of moles, and the art and flavour for the moles in Root utterly delighted me. I mean basically, any game where you can play a mole, I play a mole, but in very few games do I get that opportunity. I love the Duchy to bits, and am now after my own set. (I was going to buy the Steam game until I discovered that it didn't have the Underground Duchy. And, like, no mole, no moolah. :colbert:)

If you can, it's worth looking at the Tabletop Simulator mod, which includes all the expansions.

It also worth checking out some of the fan factions, which are still interesting even if they may lack some of the depth of thought put into them. Sure, maybe the newspaper reporter frog faction or the charitable monastic order faction may have some kind of worthwhile commentary, but other factions just get carried away with their concept, like Fangus Khan, the giant snake that eats other faction's pawns, or Old Man Tinker, the vagabond who apparently traveled back in time from an apocalyptic future from when the forest has been turned into a blasted wasteland, and now he needs to right the wrongs of the original timeline with his robots (they even made a custom map of that apocalyptic wasteland forest with water rationing mechanics).

The way that the original game makers support Print and Play really inspired a lot of people to make their own stuff.

MadDogMike
Apr 9, 2008

Cute but fanged

Fuschia tude posted:

When in doubt, blame the editor :v:

Heh, not surprising really. Although the bit about TSR claiming intelligent magic items having no gender intrigues me; trying to recall if there's any exceptions in real world legends/mythology/fantasy fiction to that. Only talking blade that jumped to my mind immediately was Turin's sword, which I'm pretty sure only identified as bloodthirsty.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



MadDogMike posted:

Heh, not surprising really. Although the bit about TSR claiming intelligent magic items having no gender intrigues me; trying to recall if there's any exceptions in real world legends/mythology/fantasy fiction to that. Only talking blade that jumped to my mind immediately was Turin's sword, which I'm pretty sure only identified as bloodthirsty.

Durendal and oliphant are masculine, in the sense that the poem is in French so they kind of have to be gendered. You could probably make a decent argument that’s just a language quirk.

Hindu mythical weapons are frequently gendered, but they’re also overtly people who can like walk around and do stuff, so that could sort of be the opposite of the French examples.

Anything Chinese written before the Baihua movement could be as gendered as all hell and we’d never know because there was no grammatical markers for it* and the modern “he”, “she”, “it” distinctions hadn’t been made up yet.

Actually, now that I’m mentally running through it, I can’t think of another language that does that kind of nonsense that English does. I know Arabic can have verbal agreement with feminine referents (like actually are women, not like German or French where we pretend hats are dudes), so that might be a natural place to check.


*Important note : gender in the linguistic sense isn’t gender as in the common use most of the time : it’s another reflex of the same root as “genre” and just means a group of nouns that pattern the same in terms of the grammar. The name is confusing because some European languages (e.g. Spanish) have ones like masculine and feminine. Chinese has gender too, it’s just that the groups are things like “is a flat object”, “is an animal” or “is a handheld object”. As a German speaker, I promise you we don’t think bridges are girls : it would be very silly to do so because girls actually have neuter gender. :

The Cubelodyte
Sep 1, 2006

Practicing Hypnolaw since 1990
Grimey Drawer

Randarkman posted:

Are the runes the Dwarves in Tolkien use even supposed to be Dwarven runes? There are many examples of runes and letters and such in those works, and alot or most of them are Elvish I think.

The runes used by the dwarves are Cirth, which were an Elvish invention but really well-suited for engraving in stone and metal, so the dwarves took to them readily and IIRC by the Third Age were pretty much the only folks still using them.

citybeatnik
Mar 1, 2013

You Are All
WEIRDOS




Shrecknet posted:

it's also interesting because if you think about it, in our world gods operate on faith.
but in D&D, there's no faith required because Pelor or Gruumsh or Garl Glittergold are literally dudes you can just go visit.
so like, how do churches even operate? you gotta be a lot more transactional in your operations when your followers can just go worship a different God down the street if the Raven Queen doesn't sufficiently increase harvest yields

Jumping multiple pages back, but in at least one setting if you didn't worship any of the gods at all you ended up turned into a brick when you died so you could be placed in a wall with your other faithless fellows.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


citybeatnik posted:

Jumping multiple pages back, but in at least one setting if you didn't worship any of the gods at all you ended up turned into a brick when you died so you could be placed in a wall with your other faithless fellows.

Apparently that was set up by the forgotten realms version of the Reaper, a former human turned thaumaturge and the crummy kind of Malevolent Death instead of the more modern sympathetic/overworked Death.

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Arivia
Mar 17, 2011

Triskelli posted:

Apparently that was set up by the forgotten realms version of the Reaper, a former human turned thaumaturge and the crummy kind of Malevolent Death instead of the more modern sympathetic/overworked Death.

It’s really unclear. There’s an offhand mention in the Avatar Series book 4 or 5 that the “current” system of the afterlife was created around when Myrkul (your Reaper) came to power, but specifically who did it or why isn’t stated. What is clear is that trying to undo it like Kelemvor (your overworked Death) makes everything break, really really quick.

The Wall of the Faithless is basically the theological (NOT thematic) equivalent to Christian Hell - believe in a God or face eternal suffering for not doing your part.

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