Difference between revisions of "Safety & Growth"
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SG4. NPCs only have '''pronouns''', not genders. So a "male elf wizard" becomes "elf wizard (he/him)." [adopted] | SG4. NPCs only have '''pronouns''', not genders. So a "male elf wizard" becomes "elf wizard (he/him)." [adopted] | ||
| − | SG5. None of the natural, sentient, mortal species have '''inherent alignments''', like order(law), chaos, good, or evil (e.g., goblins, orcs, drow, duergar). In particular, evil is not genetic. A species may have a predominant culture and that culture may be prejudiced, self-serving, etc. Some unnatural and/or immortal species may have an inherent alignment, such as order (law), chaos, good, or evil (e.g., devils, demons, celestials, modrons). However, an individual from a particular culture or with a particular inherent alignment could still be raised with different values or convert to different values. [playtesting] | + | SG5. None of the natural, sentient, mortal species have '''inherent alignments''', like order (law), chaos, good, or evil (e.g., goblins, orcs, drow, duergar). In particular, evil is not genetic. A species may have a predominant culture and that culture may be prejudiced, self-serving, etc. Some unnatural and/or immortal species may have an inherent alignment, such as order (law), chaos, good, or evil (e.g., devils, demons, celestials, modrons). However, an individual from a particular culture or with a particular inherent alignment could still be raised with different values or convert to different values. [playtesting] |
[[Category:OOC]] | [[Category:OOC]] | ||
Revision as of 03:30, 6 March 2020
OOC
One of my core goals while playing games is creating a safe, welcoming space where everyone can succeed. With Edgewar in particular, I'm trying to experiment with and then formally adopt specific strategies to make the setting, story, and overall experience more inclusive. Part of this is "de-colonizing" D&D, fantasy, scifi, etc.
We discuss possible strategies in the Edgewar Discord. I compile them here.
SG1. After a session, the DM posts story notes. This helps reassure players that if they miss an important detail they can find it later. [adopted]
SG2. The team agrees on specific tactical roles. This helps players narrow their focus regarding what the team expects from them. [adopted]
SG3. We use a private table-talk channel to discuss the climate of the table and resolve possible tensions or conflicts. [adopted]
SG4. NPCs only have pronouns, not genders. So a "male elf wizard" becomes "elf wizard (he/him)." [adopted]
SG5. None of the natural, sentient, mortal species have inherent alignments, like order (law), chaos, good, or evil (e.g., goblins, orcs, drow, duergar). In particular, evil is not genetic. A species may have a predominant culture and that culture may be prejudiced, self-serving, etc. Some unnatural and/or immortal species may have an inherent alignment, such as order (law), chaos, good, or evil (e.g., devils, demons, celestials, modrons). However, an individual from a particular culture or with a particular inherent alignment could still be raised with different values or convert to different values. [playtesting]