The practice of using fantasy counterpart cultures - cultures and societies that are very similar to real world cultures of specific times and places - has a long history in fantasy in general, and fantasy RPGs in particular.

And, in truth, there are good reasons for that. Fantasy worldbuilding is a major task, and fantasy worldbuilding for RPGs in particular requires that not only the GM understands any given culture, but the players as well - but understanding a culture requires a lot of effort, and there is only so much time everyone at the table has available for that.

Thus, using familiar elements is a great time saver. The main reason we see the same Tolkien ancestries over and over again (elves, dwarves, halflings, orcs…) is that most players of fantasy RPGs are already familiar with their basic concepts, and thus only have to learn what is different from the norm. But you create fantasy ancestries from scratch, you need to convey all that information to the players.

The same applies to fantasy counterpart cultures - if you have a vague familiarity with the real world culture, then familiarizing yourself with a fantasy culture will be a lot easier.

However, there’s also a lot that can go wrong with using fantasy counterpart cultures. Misrepresentation is always a danger, especially with marginalized groups and if the developers did not consult with members of that culture. Likewise, if you are building a fantasy counterpart culture of a nation that has some ugly history, then you risk whitewashing that history.

So what are your thoughts? Do you like to have fantasy counterpart cultures in your settings, or do you prefer to avoid them? And what are some good examples of fantasy counterpart cultures done right?

  • I Cast Fist
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    23 hours ago

    If you want a good shot at inventing novel civilizations and races, ask kids that are 3-6 years old. Whatever the hell they come up with, try to make it believable. See Axe Cop for a rough idea of what to expect.

  • ckeen@ttrpg.network
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    1 day ago

    This goes both as a GM or PC: I do not feel comfortable to play on culture references that I don’t know first hand. I have come to prefer playing humans only in my games. There are non human NPC folks in my games but they don’t mimick an existing culture. I have been playing The Dark Eye in a group and that has been cirngeworthy to me, seeing all these cultural references mashed together in Aventuria…

    • MouseKeyboard@ttrpg.network
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      3 days ago

      IMO the way to avoid this (as well as making it less cliched) is rather than having the likes of Chinaland, Vikingland and Egyptland, to instead blend disparate civilisations together into something that isn’t just copy of a single real culture.

      • entropicdrift@lemmy.sdf.org
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        1 day ago

        Agreed. Egypt-but-with-Samurai-and-ninjas, Spain-but-in-Russia. It’s not even that hard once you start thinking thru what cultural factors could have cause that outcome logically and the differences from the multiple source cultures you’re blending that would arise as an outcome of the blend.

  • jtrek@startrek.website
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    3 days ago

    The biggest problem is most players aren’t paying attention and won’t remember everything.

    If you do elves and dwarves, they’ll have some idea of what’s happening.

    If you do the Wilfren and the Senderri, they won’t. Even if you explain it a dozen times. Even if you show them in a dozen scenes.

    I may just have trauma from being in poorly fitting groups, but I think getting people to learn a bunch of your custom lore is always going to be a long shot.

    If you make the world collectively, you’ll have a better chance of it working. But some players hate being creative like that.

    • nocturne@slrpnk.net
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      1 day ago

      I ran a group of new players in my home brew world, most of the ancestry names were changed. A few of them were taking notes, and even then they were tripping up over the names. I even found myself messing up a couple times. After 5 or 6 sessions I went back to elves and dwarves and things went a lot smoother.

  • sbv@sh.itjust.works
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    3 days ago

    I’m a forever GM. I’d like to create totally unique and interesting cultures, but I only have so many hours. Like, I have a max of four hours of prep time a week, and I need to make battlemaps, tokens, NPCs, chart out the main plot, and build beats for the next session.

    Sometimes I think I’m creating something new. But it’s usually some trope I forgot about.

    • mr_noxx@lemmy.ml
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      3 days ago

      Originality is a myth. Everyone is just putting their own personal spin on something that others have already done. Embrace this, or go mad. :)

  • mrmacduggan@lemmy.ml
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    3 days ago

    This map sadly looks like a completely functional and effective RPG campaign map - even without resorting to plot tropes in each of these locations, there’s just a lot of diversity and interesting influences from around the globe, and, if mindfully handled, that diversity can compensate for some of the stereotyping.

      • mrmacduggan@lemmy.ml
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        2 days ago

        It’s just a little dispiriting to acknowledge that you can make a better map by sticking to what you expect rather than by making a totally custom world. But I agree it looks super fun.

  • Bjørnar (he/him)@social.coop
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    3 days ago

    @juergen_hubert I think Guy Gabriel Kay does this very well in his fantasy novels loosely based on Mediterranean Europe (and bordering regions) in antiquity. You can tell clearly where his inspiration comes from, but it’s also clear that any individual historical fact can’t be assumed to apply to the real world cultures because the real world is only used as scaffolding and none of the cultures are “evil” or bad, except perhaps in the eyes of bigoted characters.