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October 26, 2006
A Brief Comment About Race Metaphors in RPGs
I've started playing in a Shadowrun game run by one of my friends, and it is good.
There is one really icky-creepy thing we've found in the setting, though. So, the Shadowrun setting uses orks as a stand-in for blacks, so that you can put a little distance from real life when you make stories about racism. By itself, this is a fine idea -- that's basically one of the motors that makes Star Trek go. Unfortunately, this idea goes really haywire when you look at the mechanics for orks. Ork characters take penalties to their intelligence, give birth in litters, and so on, straightforwardly reifiying racist stereotypes about black people.
Ick.
I don't have much more to say, except "don't do this."
EDIT: I guess I do have one more thing to say -- read the comments! They are a graphic illustration of how the responses to a post can be miles better than the initial post. Awesome job, folks!
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I've thought a lot about this use of racial metaphors in RPGs, using Shadowrun as the primary example as you have, and I agree that it's highly problematic. Tolkein's racist influence on fantasy RPGs has left them with the same basic equation of dark-skinned or "Oriental" races with savage inhuman brutes; they're just less conscious of it than the Shadowrun writers.
I thought it might be an interesting idea to just drop the pretense altogether and make a game where different racial and cultural stereotypes were used as archetypes in the game: a character would have certain traits modified by being black, or Jewish, or what have you. I thought of incorporating this mechanic into a game with an existing "archetype" system like Unknown Armies, where a character could embody the stereotype more or less depending on his or her choices in the game; thus, a character's ethnicity would not actually dictate the modifiers, but might make it easier or harder to conform to a certain stereotype and thereby accrue the modifiers. I imagined stereotypes like "gay fashion designer", "big black buck", "step'n fetchit", "pencil-dick whiteboy accountant", "redneck sheriff", "blond bimbo", "scheister", etc.
Such a system might be an interesting way to explore racial (and sexual, and cultural) stereotypes. It might work in a "Gay Niggers From Outer Space"-type game using Feng Shui or a similarly screwball cinematic system. It would also really problematize the choice of a "baseline" character type: almost every RPG uses a white human male as the "standard" character, reflecting the American convention of whiteness and maleness being "invisible".
All in all, though, I can't imagine such a system would be very much fun to play; it would just be nasty. RPGs should be able to explore racial and cultural prejudices, but I'm not sure how. I suspect that the play in such games would have to be as subtle and specific to each group as the actual work of deconstructing such stereotypes is.
Posted by: Matt at Oct 26, 2006 3:56:09 PM
An addendum: I don't mean to single out Tolkein for criticism, although I believe his equation of non-whites to brutes is well-documented. Nor do I think he was unusually racist compared to his peers. Other writers have done almost as much to contribute to the racist undertones of the American sword-and-sorcery genre: Robert Howard, H.P. Lovecraft, and Edgar Rice Burroughs have each written much more offensive stuff than Tolkein did.
Posted by: Matt at Oct 26, 2006 4:02:27 PM
I sorta ignored this in shadowrun back in the day, and used real races to represent race. My players' worst enemies were a group of Black Muslim Elf Separatists.
Leaving race out of a "real world based" RPG is just perverse. The complexity is there and just piles on the other complexities. There's no point in overlaying fantasy on the real world unless you can keep the interesting and difficult issues they raise. I don't tend to make the PCs lives unfun to play, which could be a result of discrimination, but I don't want the world to seem too much like PerfectLand, either.
Racial issues are not dissimilar from gender issues in gaming contexts. My preference is to set them up and see what the players have their characters do about them. "Why yes, there is sexual stereotyping and unfair gender discrimination in Amber. You're a powerful noble who can ignore the rules, but you'll be talked about for doing so. How important is it for you to do something about it? Don't tell me, show me." In the same game, we had a Chaosi shapeshifter who was forced to deal with people who might lynch her if they decided she was "passing" as human.
I need some issues like this to give PCs a world that feels real, and real systemic problems that can be addressed, possibly in addition to the relationships, villains, and family members with grudges that make up the foreground challenges. Or better, tied to those challenges. The newly-free press publishes a cartoon about the monst'rous regiment of women who helped take over the government while the King was away at war and are being uppity. Your cousin goes down and horsewhips the cartoonist over the personal affront to the family and to protect his sister's honor. People are talking, what do you do?
Posted by: Michael at Oct 26, 2006 5:12:26 PM
I'm thinking that you're looking at orks as stand-ins for blacks and then there's all this stuff that FASA added to the orks to make them racial stereotypes.
Rather, I see them creating a fantasy race that came about in the "real world" with all the attributes of a slave race from Earthdawn. A shortened lifespan would require multiple children to keep the numbers of orks sustainable and able to compete in a world dominated by longer-living races. Then you've got your stereotypical orks from fantasy games and novels: strong, slow brutes. Balancing this in a role-playing game gives a bonus to physical aspects and a negative to mental aspects. Couple this with FASA's decision to avoid the whole real world racism issue by saying "it mattered less and less what the person's skin color was when you've got a guy with fangs and horns sitting across from you on the subway" and you've got orks stepping up to fill the minority void.
So from my chair it appears that orks and trolls were created to be part of the game and just stumbled into the disadvantaged minority rolls of the game world, not that the game designers said "we need a downtrodden minority race" and then proceeded to make them all a bunch of racial stereotypes.
Posted by: Thomas at Oct 26, 2006 6:09:36 PM
I don't find Tolkien outrageously racist - his orcs seem more "lower class/military" than "foreign". It's the orcs who have factories and stuff. Their society is more industrialized than the rest of middle earth. If you would transcribe the US civil war in Middle earth, the orcs would fit better as the north.
Games like D&D and Warhammer have a bit more of a Orcs=Blacks feeling (I haven't played Shadowrun).
Posted by: Emile at Oct 26, 2006 11:10:36 PM
I always thought it would be interesting to put the reverse spin on this: why are Orks poorer than humans, less well educated, etc etc?
Because two hundred years ago, the humans busted into Mordor and enslaved the ork race. And they did that because they "knew" orks were stupid, backward, and in need of being "liberated" by the "civilized lands of the west."
I was thinking of calling this campaign "The Numenorean's Burden"...
Posted by: Pete Darby at Oct 27, 2006 4:06:52 AM
Have to say I'm with Michael on this.
Put in the bias and world prejudice and see what the protagonists do with it or to it. Discuss it in the meta. Awesome-o-fy the PC manuevers.
Posted by: Arref at Oct 27, 2006 8:43:08 AM
I agree with Michael that this can be done well, but like so much about successful RPGS, it's highly dependent on the individual gamers. If we agree with the Forge crowd that "system matters", however, we should ask how to best design games that avoid embedding stereotypes and instead encourage deconstructing them.
Some of the discussion here seems to be falling into the trap of thinking that RPGs and fantasy novels are written outside of a specific cultural context. When someone talks about a "slave race", he is drawing on his own culture's concept of what a "slave race" might be, not to mention his own culture's concept of what a "race" might be. In Tolkein's day, many still adhered to pseudo-scientific notions about racial differences being profound and irreducible: Africans were thought by many to be inherently servile and unintelligent, for example, and to have physiology distinct from Europeans. While Tolkein displayed some degree of enlightenment by rejecting the extreme form of this doctrine as presented by the Nazis, these ideas about race were very deeply embedded in his culture, as they are in ours. Americans cannot escape the specter of black slavery when the idea of a "slave" is brought up, nor can we escape the pseudo-science upon which black slavery was based when the idea of a "race" is brought up. Thus, an American who writes an RPG and decides to put a "slave race" in it is necessarily writing in the shadow of black slavery, and is necessarily writing about black slavery, either in trying to build an allegory for it or to distinguish his creation from it. It's the 800-pound gorilla in the corner, if you'll allow a grotesquely race-evocative metaphor. (See, I can't even escape writing this post in the shadow of racial stereotypes.)
I like Pete's idea: a post-colonial take on the standard RPG genre. I once started drafting a fantasy campaign based around African "tribal" stereotypes and feminist themes: The Tower of the Black Enchantress. It was going to deal with rape, incest, female oppression, slavery, colonialism, homosexuality, human vs. "sub"-human races, miscegenation, and all kinds of other freaky themes, all framed as an old-school D&D-style module. I may yet get around to it. I really liked a few bits, like the blind, scholarly, Borges-inspired minotaur who lived in the Enchantress's labyrinthine library but who could no longer read any of the books, drving him to bloodthirsty frustration.
Posted by: Matt at Oct 27, 2006 11:22:12 AM
Emile:
I agree that Orcs in Tolkein are not primarily African in their inspiration; rather, they seem to be a mix of "Oriental" (Middle Eastern, North African, and Asian), Slavic, and English working-class stereotypes. The human allies of Mordor also have a distinctly Eastern cast to them, which is quite literal in the novels.
I don't find any of this class- or race-based symbolism terribly rehabilitative of Tolkein's reputation. Just because English racism was mixed up with classism (see also H.G. Wells' Morlocks) doesn't make it any less offensive.
But I'm also not asking us to pass judgment on Tolkein: he was a product of his time and place and social position. What I'm asking is: now that we know what we know, how do we want to deal with issues like race, class and gender in our games?
Posted by: Matt at Oct 27, 2006 11:31:53 AM
Michael: Hell, man, what? Are you holding up the fear-of-lynching Chaosite as an example of something that should be emulated in other games? I played that character, and your example proves the opposite... The disenfranchisement that came, in part, from the sexism and bigotry of the gameworld was a significant factor in making that game horrible.
Speaking generally, imposing an idea of fun on someone often doesn't work when the fun is actually fun... The old "Dangit, why don't you want to go to the archery competition?" problem. It works enormously less often when the fun isn't actually fun: "Dangit, why don't you want to go to prison?"
Unless a game is designed to be specifically about unfun things like sexism and bigotry, they should be disposable. I'm with Neel that it's a good thing to change races so you can distance yourself from real life when you make stories about racism, so long as the changes doesn't end up reflecting the real world in icky ways.
Posted by: Madeline F at Oct 27, 2006 8:03:42 PM
Madeline: I'd be happy to talk to you, on or off-line about how we totally miscommunicated about what we thought it meant when you set up that character. Like a bad breakup, we've tried to figure out what we didn't see/understand while we were in it to become better at what we do try to do. You've got my email and IM, if you're interested and it's not too sensitive a subject with you.
I'm holding up what we wanted to do and what we thought we were doing as how that can work (and has worked with some of the other players). It's probably a good point for this thread because it made the game horrible for her. We had different ideas about what the player wanted than she did, she had different expectations of how she'd be treated with the background she chose, and the lines and challenges we tried to set up not only didn't work for her, but came across as "icky".
The main thing I can add to Arref's "discuss it in the meta" is "discuss it explicitly, because getting it wrong breaks the fun."
Posted by: Michael at Oct 27, 2006 10:52:06 PM
Yes, on the explicit discussion, especially when it comes to race and gender themes within the game world, because some players who are on the muzzle end of race and gender issues in real life will come to games expecting to get out of the line of fire for a bit. They won't take kindly to discover that they are sighted in at playtime too.
Amberway II's Amber was explicitly sexist. I tried to present this as a problem not just for the PCs but for Amber - it was a thing about the place that frakked it up. That campaign was, you might say, about conservatism itself, where we could define conservatism as the stubborn, willful inertia in social systems - less conservatism's rightness or wrongness than its salience. It doesn't go away. I'm pretty sure female player-characters did not have differential agency merely by virtue of being female, but that would be the danger.
By comparison/contrast, the deck was totally stacked against Steve, because the kind of Whiggery that he wanted to bring into the game through the persona of Alfred - technological and managerial - was written out of possibility by the conservatism of the cosmology of Amber itself, as I chose to interpret it. As soon as I made the mistake of accepting that character, I ensured that the game was going to be, from his perspective, about Alfred's a priori failure to achieve his dreams. That was hard enough for him to take. If the background were rubbing his face in failures connected to his daily real-life situation, as badly handled gender and race issues can do, it would have been that much worse.
Posted by: Jim Henley at Oct 28, 2006 1:19:06 PM
Shadowrun provides an explicit "slave race": brutes breeding in litters, less bright, acting only in packs and useful only in packs. But that provides excellent opportunity to ask: does it matter? Does this make racism OK? When they really are a different species, is it OK to treat them differently? What if you're also an underreprestented minority (Dwarves, say). Is it OK to treat Orks differently then? Is that mistreatment? Do Elf-supremacist groups have an excuse to exist? Are they more like the NAACP, the Black Panthers, or the KKK, and what is the difference anyway?
It might be interesting to see the SR setting run with a system more capable of focusing on these questions.
Posted by: Brian Sniffen at Oct 28, 2006 2:57:39 PM
I think we're pretty clear that it should be different strokes for different folks on dealing with race and gender in a game world.
I played the major, and probably only, female character active in Amberway II's Amber. There were other female PCs, but mine was the only one who spent a lot of time in Amber. I didn't just eat this stuff up, I built it into my character's background via the backstory with the annoying Captain Holdsclaw, who was, for the record, played by James Earl Jones in the movie.
The lesson we got from AW II about character design and the game world (particularly the Alfred example), and tried to apply in House of Cards, was that it was important to communicate what you bought when you brought in a particular kind of character. We took some experimental characters, of which some succeeded and others of which failed dramatically. Five years into House of Cards, my takeaway is that characters who don't expect their self-definition to be challenged by the GMs are a bad fit for my GMing style.
Posted by: Ginger Stampley at Oct 28, 2006 4:50:27 PM
Michael, this isn't about anything personal; it's a thread about how bigotry fits into gaming, how game designers should address it, and what works when GMing.
Bigotry is a big interesting issue, and lots of times people want to address big interesting issues in their games. The trouble is that GMs can get hypnotized by plots they itch to use, and foist them off on players who aren't happy about them. Racism/sexism/-ism plots can be even more hypnotizing than most, because they come with cachet... But they can be even more dreadful than most, because they're pervasive, and can affect nearly all of the PC's interactions.
The hypnotizing cachet versus the pervasive nastiness means that bigotry plots don't often work in games, though I have seen them done well. Thinking about those successes, I've come up with a non-comprehensive list of things that help:
--It's useful to crank the pervasive nastiness down so that it doesn't affect every interaction; like I said, unless the game is built to be specifically about it, it shouldn't be everywhere.
--It's useful to make sure the character who suffers most is given to a player that everyone likes, so that if they get uncomfortable their discomfort isn't rationalized away.
--It's useful if characters who suffer also get some benefit from the cause of their suffering.
--It's useful if it isn't just one character suffering while others are feted. As Jim says, differential agency among the PCs is a danger.
The game designer angle on bigotry is quite a bit different from the GM angle. I agree with Matt that we "should ask how to best design games that avoid embedding stereotypes and instead encourage deconstructing them," but I think the impact of a game's design is a greal deal smaller than the impact of its implementation. So indeed, the designer ought to consciously consider how the stuff they put in the world and rules is tendentious to certain outcomes... Games that suggest in examples or wording or art or whathaveyou that white males are the default aren't terribly useful. But game designers already do some to address my third GM suggestion above, by trading off character points for disadvantages, or giving orcs strngth bonuses... Which, actually, points down an interesting path, if there weren't also intelligence penalties. What if the most effective characters in a game were the poor and disadvantaged? I'm not certain it would work longterm without becoming racist or caricatured, but it might aid in the aim of deconstructing stereotypes.
Back to the thread, if there was some mechanical way of signalling unease, it would go a ways towards fixing a bunch of these problems... Drama points cover some of this territory. But I think the main path of change is more and better GM advice.
Well, and also not making screwups like the orc thing. ;)
Posted by: Madeline F at Oct 28, 2006 9:49:49 PM
Ah, Holdsclaw! Memories . . .
Orinda was indeed the only female PC in Amber in that campaign. Vialle was the big female NPC of course. The scene where Orinda condemned Vialle for, essentially, going to easy on herself regarding her own responsibility was very powerful for me.
Somehow this thread keeps threatening to become about gender rather than race. FWIW, my fantasy-race tolderance problem is Drow more than orcs. I mean, the fuck?
Posted by: Jim Henley at Oct 29, 2006 12:03:01 AM
It's most useful to play what players like. GM advice is useful in the broad aggregate for groups you don't know, and probably not so useful for long-term games, which as someone said in a forum thread Jim pointed me at recently, should promote conversations about meaningful subjects (like, say, racism, sexism, and other forms of bigotry). The design of those games has to be specific to the group, and evolves over time from the original directions.
On the subject of differential agency, Orinda in AWII absolutely had differential agency to the other male PCs in Amber. On the other hand, I'm not sure she had LESS agency. She had different KINDS of agency, and how she chose and chose not to use that agency defined her as a character, and represented her meaningful contribution to the discussion of "how we live with each other". I thought it was brilliant, as difficult as it was at times, and still recall many of those scenes with great fondness because of the high intensity of the play.
My problem with a lot of D&D "evil" races is the idea that they're inherently evil, which gives me the creeps on big topics like free will and predestination. You could have a huge conversation about that in a long term campaign. But the Drow in particular do seem to reify the worst prejudices the stereotypical "white and nerdy" teenaged boy who's never gotten laid and played D&D might possibly have. I haven't read the R.A. Salvatore Drow novels, but I suspect they not only would jam my buttons for sexism and racism, but annoy the crap out of me in other ways. The words "l33t Dr0w haxx0r" come to mind.
Posted by: Ginger Stampley at Oct 29, 2006 8:32:51 AM
You know, I am really impressed to see some of the Posts that you folks have made here. Really profound stuff. As an African American male that likes to roleplay, and has played many of the games you refer to (Shadowrun, D&D, LoTR, etc), I have to admit that I have never really thought about the correlation between RPG races and real ethnic groups. I admit that I thought Tolkien was a little bigoted in his whole portrayal of the white "men of the West" being heroes while the southerners and easterners were all evil degenerates, but I also had to consider Tolkien's era, society, and inherent beliefs about race, good and evil, and nationalism. I happen to love HPL and the whole Cthulhu Cycle mythos and, again, have decided that while his views are racist and very naive about the "savages" that often appear in his literature, he is - like all of us - a product of his society and so his works embody such ideas.
Strangely enough - or maybe not so strange - I have a roleplaying group that consists of a Chinese guy, Indian woman, African American woman, two African American males (myself included), and a mature White female. All of my players made characters that are representative of their ethnicity - sort of. I never gave it much thought but after reading these posts I've spent some time really thinking about how race affects the game.
Great stuff. Happy I popped in for a visit.
Posted by: Darvin at Nov 7, 2006 2:14:20 PM
Darvin,
Fascinating. Has your whole game history been with groups like that, or with more or less mixed groups?
I ask because for years at UCLA (a very multicultural school) I played mostly with groups comprised of folks of European descent, with the occasional Japanese girl or guy. Then one day while I was talking to some Indian desi friends and they invited me to their group -- which was almost fully SE Asian. The members of that group then introduced me to their "sister" group that was, again, almost fully SE Asian. Two different members of the groups told me they wanted to play in other groups, but that they thought that most of the white groups on campus only played hack and slash D&D.
It was like watching ghetoization in action. Here we were, liberal students at a liberal, progressive university in a liberal, progressive city and a lot of us were activly looking to expand our gaming circles -- and the whole time there were other groups running parallel to us that we barely even knew existed.
I'm still horrified and fascinated by what that means.
Madeline,
Excellent post there. I and Mike Holmes and others talked about this on the HQ forum on the Forge years ago with regards to sexism in games in a massive and sprawling series of threads. One of the ideas that we ended up coming up with that can be systemitized to help deal with issues in the manner you suggest is player implemented plots and flags. There is a large difference between the reception of plots based around racism if the player is instigating them than if the GM simply decides to try it out on the player, and systems that allow the players to start or signal their own plot interests create a space that can be useful for deciding when and where we want to apply preasure.
It's only one option, certainly, but its one that I think is highly worth looking into.
Matt,
Oh boy, you and your Tolkien hate. ;)
P.S. Did you know Tolkien was born and raised for the first few years of his life in South Africa?
Posted by: Brand Robins at Nov 9, 2006 6:17:30 AM
Brand,
Actually, most of my roleplaying experience has been with groups where I was the only non-anglo player. It's only been in recent years that I've been meeting more diverse groups of players. The last RPG group I played with (Shadowrun) was not at all diversified: I was, again, the only non-anglo player. There were some cultural issues in the group that I know were due to race but nothing crippling.
Madeline,
I recently used bigotry in my FR campaign to great affect when my wife, who plays a half-Drow warrior, entered an elven community along with the rest of our players. Not only are the Drow hated and feared by most in FR, but they are also waging a prolonged guerilla war againt this community. When the people in the community noticed she was half-Drow, they refused to allow the party into their businesses, the party was watched and followed by guards everywhere they went, and another party of adventurers even started a battle with them. Granted, just like in real life, there were people in that community that approached her with open, albeit wary, acceptance.
Posted by: Darvin at Nov 9, 2006 6:48:46 AM
Darvin, thanks for stopping by. This may seem like stupid white-guy musing, but I've wondered from time to time if maybe there are a lot more African-American RPGers than the white/asian sector of the hobby sees - IOW, does de facto social segregation mean that a whole sector of the hobby is invisible to people like me?
Posted by: Jim Henley at Nov 9, 2006 10:59:51 AM
Darvin,
The drow story rocks. How did your wife deal with it?
Also, can I ask you like 5 million questions, or would that show my inner geek too much?
Posted by: Brand Robins at Nov 9, 2006 2:27:33 PM
Brand, please ask as many questions as you like. I appreciate them.
Jim, I have had a helluva time trying to find other AA players but they are out there. I know of about five, personally. Funny story for you about the whole African American/roleplaying thing...I was working at a charter school here in Philly that had a bunch of really rough minority students attending it. One day I run into these guys in a local dive and they are in the back gathered around a table, yelling, and smoking cigarettes. I was curious and wandered closer. They were playing Magic The Gathering!
Hey, Jim, can I link to your site from my own Blog? Its not anything as grand as this but its a space I like to work on sometimes.
Posted by: Darvin at Nov 9, 2006 9:27:05 PM
Brand, sorry I forgot to answer your question about the Drow bigotry...
She found a hooded cloak and the sorcerer cast Alter Self or some such illusion on her. By then, howevert, it was too late because they had already gotten tagged for trouble by an evil party of adventurers that just so happened to have recently been attacked and robbed by a raiding party of dark elves. Considering the transitory properties of hatred...
Posted by: Darvin at Nov 9, 2006 9:29:08 PM
Darvin, I don't know if it was the same group of guys, but back when I was living in Philadelphia, every Friday at 5 PM there was *always* a group of 5-10 African American young men (maybe 15-20) hanging out at Market Street Station, playing a collectible card game right near the escalators to the tracks. (I'm guessing it was Magic, but I really don't know.)
Sometimes, on the Eastern side of the escalators, there'd be around 5-10 younger kids--maybe 10-15--playing some other game. The younger kids were usually from several different ethnic groups--black, white, asian, etc., and there was maybe 1 or 2 girls in the group of the same age.
And then there's me, sitting several dozen feet away, my bookbag loaded up with Forge games printed out from work. And it was sooooo tempting to be like, "Oh, hey, what are you playing? If you guys want some free games, I've got a few here with me..." but I couldn't figure out a way to start the conversation, in part because of the racial divide but mainly because I was about 10-15 years older than them, and I was a stranger and obviously not part of their "playing RPG's in the subway station" scene.
I totally want to go back, though, and unload Primetime Adventures and The Pool on them though.
Posted by: James_Nostack at Nov 17, 2006 5:43:18 PM
This sounds like something I could have typed. :)
I've always seen Orcs in DnD as representing Native Americans - the art, fashions, and culture ascribed to them therein match much of how Native Americans were described in the journalism of the 19th century and the 'cowboy movies' of the John Wayne era...
It doesn't surprise me that in Shadowrun they are proxy-blacks.
It is interesting to note that the racialization of fantasy races, while present in Tolkien (which was actually stronger on classism and Euro-ethnocentrism - with different classes and races of 'men' being better than others - a more English form of "racism"), gained a lot more ground afterwards with those who copied his creatures...
Namely, game writers.
Posted by: arcady at Dec 7, 2006 9:53:15 PM
PS, if anyone is still reading this, I found out about you via a post on the "Gamers of Color" mailing list:
http://games.groups.yahoo.com/group/roleplayersofcolor/
Posted by: arcady at Dec 7, 2006 9:55:35 PM
Concerning the comments on Tolkien's "time", let's also not forget "place". While he had British citizenship and passport, he was born and raised in white-supremist South Africa. Granted, this was before apartheit was the law, but it sure was the custom.
While with great effort, one can cover the behavior learned as a child, there is usually the back-of-the-mind gnawing of those attitudes, no matter how enlightened one may become as an adult.
Paul Cardwell
Posted by: Paul Cardwell at Dec 8, 2006 2:07:42 PM
In the Omnificent Role-playing System (ORS™) the races are presented in an interesting way. The races are goblin, human, dwarf, elf, mermen, and hawkmen. The interesting thing is that for each race above they can potentially be of any ethnic type. In otherwords there are black, white, oriental, indian, etc. types of elves.
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