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DF General Discussion / Re: The Importance of Prejudice
« on: September 29, 2017, 05:00:06 pm »
Hey, thank you for all of your input and welcoming me in!
Well, I've had a good look around the thread and quite a few valid points have been made for one side and the other. PlumpHelmetMan has good point for full randomization. I don't believe there should be any intrinsic bias for or against any particular values, but to be able to generate bias or prejudice based on world-gen events would be a great addition in my own personal opinion. I'm the type of DF-player where I generate something, set my own goals and roll with all of the punches in the parameters that are given. If I'd like to play something with more of a specific flair, I'd tweak it, modify it, set parameters, what have you to generate what was needed.
I'm more on the favor of a slider in this case, as I'm well aware of people having different sensibilities towards the matter. The gameplay effects of superficial segregation and sexism would definitely be things that would turn some people off of the whole experience, but I'd personally roll with the punches, see if there was something I could do in the genned world to change these notions. Debate ethics with a town preacher to change the opinions of him and his parish, maybe strike down a fair number of people to rule minds with fear, or then in turn rule it with kindness, slowly shifting opinions the opinions of many by the actions of a few.
All in all, I'd believe that a slider of some caliber would be good for this so that you could set in how far the rabbit hole you would go. How prevalent would traditionalist ethics be, and how much influence could they garner? Would they only affect it on a macro scale, such as the relations between humans and goblins on a political level, or would it go deeper to affect individual ethics. Would there be sexism, would there be disdain for sexual minorities, all of these could be options that would have an effect on the way the world works and the citizens and civilizations interact with one-another.
I think it would be worth it to allow for these options, but not make them mandatory. The possibility of what could be generated and experienced would only add to the depth and wealth of the stories generated by Dwarf Fortress and the emergent gameplay. It could be as simple as peasants passing down stories that shape the ethics of their offspring, that then pass them onward. The more logical and critical ones could possibly see that superficial attributes do not correlate with behaviour and learn to separate superstition from fact? Many ways to go about it, but I do not think that it is a reason to shy away, seeing as it could add a good chunk to the experience, in terms of good, bad, interesting, horrific to the simply silly and mundane.
Well, I've had a good look around the thread and quite a few valid points have been made for one side and the other. PlumpHelmetMan has good point for full randomization. I don't believe there should be any intrinsic bias for or against any particular values, but to be able to generate bias or prejudice based on world-gen events would be a great addition in my own personal opinion. I'm the type of DF-player where I generate something, set my own goals and roll with all of the punches in the parameters that are given. If I'd like to play something with more of a specific flair, I'd tweak it, modify it, set parameters, what have you to generate what was needed.
I'm more on the favor of a slider in this case, as I'm well aware of people having different sensibilities towards the matter. The gameplay effects of superficial segregation and sexism would definitely be things that would turn some people off of the whole experience, but I'd personally roll with the punches, see if there was something I could do in the genned world to change these notions. Debate ethics with a town preacher to change the opinions of him and his parish, maybe strike down a fair number of people to rule minds with fear, or then in turn rule it with kindness, slowly shifting opinions the opinions of many by the actions of a few.
All in all, I'd believe that a slider of some caliber would be good for this so that you could set in how far the rabbit hole you would go. How prevalent would traditionalist ethics be, and how much influence could they garner? Would they only affect it on a macro scale, such as the relations between humans and goblins on a political level, or would it go deeper to affect individual ethics. Would there be sexism, would there be disdain for sexual minorities, all of these could be options that would have an effect on the way the world works and the citizens and civilizations interact with one-another.
I think it would be worth it to allow for these options, but not make them mandatory. The possibility of what could be generated and experienced would only add to the depth and wealth of the stories generated by Dwarf Fortress and the emergent gameplay. It could be as simple as peasants passing down stories that shape the ethics of their offspring, that then pass them onward. The more logical and critical ones could possibly see that superficial attributes do not correlate with behaviour and learn to separate superstition from fact? Many ways to go about it, but I do not think that it is a reason to shy away, seeing as it could add a good chunk to the experience, in terms of good, bad, interesting, horrific to the simply silly and mundane.