Les solutions possiblesWest Marches and Colonialism. Help?
This turned out to be a bit of a long post but I posted it here because I think Matt’s followers are likely more receptive to this kind of stuff than the general D&D public. If you are interested in thinking about colonial themes in West Marches style games and helping me solve my own campaign, read on.I was inspired by Matt’s video to start running a West Marches campaign but, after creating a world and getting prepped to onboard my players, I ended up in a place that I wasn’t happy with. Specifically, I ended up with uncomfortably pervasive themes of colonialism and imperialism in a way that felt problematic to me.
To be clear, I don’t think it is necessarily a problem for a game to take place in a colonial society or even for various problematic themes from history to crop up in the game. However, the specific scenario I crafted had inadvertently, but very explicitly, set the players as conquistadors and failed to address that issue or explore any of its moral baggage. This still might not actually be a problem, but it stood out to me enough that I felt a little bit gross running a bunch of players through the game without thinking about this a little more.
What’s more, when I look back at my decisions in creating this world, each one seemed to lead logically from the previous one and there wasn’t an obvious branch where I could have picked different path. In particular, my reasoning went like this:
- I want to play D&D with a lot of my friends. The only way this is feasible is if they don’t all play in every session. If you want the game world to persist between sessions, this essentially requires a West Marches-style campaign.
- In order for a West Marches campaign to work, you need a town which is safe and filled with people and a surrounding area where adventure can be had.
- Why is the town safe? There must be some structure of government protecting it from the surrounding danger. It could be an isolated outpost in the middle of the wilderness but it makes more sense (re. how people got there) if it is a frontier town at the edge of a larger empire. To the west, civilization. To the east, danger.
- For most people, D&D is a game about fighting things, so at least some of the “danger” away from civilization should be enemies to fight.
- Who are they fighting? It could be possible to have a West Marches-style game on the border between two rival nations, essentially making it an Inglorious Bastards exploring-behind-enemy-lines wartime game, but that’s not really the game I want to run. I think it’s better for player agency/sandboxyness if they get to pick who they are fighting and the mapping aspect is more interesting if the area is not already well mapped by anyone, so it’s most logical for the “danger”/“outside” area to be a “wilderness” inhabited by various smaller groups of humanoids and a smattering of magical beasts.
- What is the motivation for the player’s to go adventuring? Of course, in reality, the players are going to go on an adventure because that’s what they sat down to do. But I wanted to give them a little extra encouragement that this was the right thing to do. It makes sense that the empire would be on board with adventurers exploring the wilderness at its borders. I wrote:
The town is a common waypoint for adventurers hoping to find fortune in the wilds. The empire is interested in expanding in this direction, so they are happy to have adventurers doing the early work of exploring, mapping, and in some cases subduing the wild world to the east. They occasionally offer rewards for such exploration. But, the empire has many more pressing issues and many other stretches of border to manage, so this eastern town is rarely under the direct eye of any higher powers.
Yikes. When I stepped back from writing a few-page campaign setting along those lines I felt really uncomfortable with where the world had ended up, especially given the rinse-and-repeat gameplay loop of the West Marches.
I tried thinking of ways I could remedy this, but I wasn’t satisfied with any of the ones I came up with. Here are some:
- Keep it the same. Maybe there’s nothing wrong with this after all. D&D is full of things that we wouldn’t be ok with in real life, but it can be fun to fantasize about them. There is a good chance my player’s wouldn’t even ever think about this stuff anyway.
- This feels like a cop-out. Maybe in the end I won’t end up revising anything but I think I would be remiss if I didn’t at least try. I don't feel super comfortable with where the game would end up and if even one of my players felt the same way I would be letting them down by not addressing it.
- Keep it the same but just tone down the explicit language about empire-sponsored conquest.
- I don’t think this solves anything. It would really amount to just looking the other way on this whole situation.
- Go full Avatar (James Cameron) and have the colonial themes be so overt that the player are supposed to side with the exploited.
- While this could work ok in a story, it seems like a bad idea for a D&D game. There is a good chance that either (a) the players won’t actually switch sides because they don’t realize that they are “supposed to” and just end up feeling bad about what they are doing or (b) some of them switch and then the players are in conflict with each other. Also, would this end up with the players losing their safe home base?
- Have the wilderness be the aggressor. Have the players’ “safe” home town get raided by external forces Beowulf-style and force the players to react.
- This could be a healthy component of a West Marches game but I think there needs to be some portion of the game where the players are able to have their own aspirations and decide where they are curious to explore.
- Change the setting: What if instead of being in a settlement on the edge of an empire, the players are shipwrecked on an unexplored land. Their home-base is the ship. Essentially do a Lost.
- This is interesting. I see two potential problems:
- Philosophical: Does this really make the situation better? If this was real life, it would. But it’s not real life. I am explicitly deciding that they players are shipwrecked on this unexplored land so that they could explore and conquer it.
- Practical: Is the player’s implicit goal then to get back home? If so, the game would essentially end when they do. If I block them from doing so it could be very frustrating.
- Change the setting: What if the game took place in the center of a giant city. The safe “home base” was a guild hall or tavern and the “dangerous wild” was the rest of the city.
- I think this is actually a really cool idea and I hope someone does it, but it dramatically changes the game and I think makes it much harder to run. It would require a lot more off-the-cuff role playing since the players could just stop and talk to anyone on the street and encounter design would necessarily become a lot more complicated.
So after all that, I’m basically back where I started. At this point I’m leaning towards either running the game more or less as-is or not playing at all. I’m interested to hear all your thoughts on this and potential solutions.
Retirer toute civilisation et espèces sentientes à l’Ouest
Inverser le rapport de force
Changer d’échelle et de cadre
De forts principes moraux
Autres pistes