JackMage666
2007-07-09, 06:09 AM
Inspired partly by this thread (http://www.giantitp.com/forums/showthread.php?t=50087), I present, as best I can, the rules for Sexism and Racism!
Sexism and Racism
Sexism and Racism, as you all know, is the negative treatment of someone due to their race or gender, something uncontrollable for them. While this is a horrible practice in real life, mechanic-wise for D&D, nothing exists that I've seen. So, here is my first attempt at this social stigma.
Individuals
These mechanics are based on the general community, no specific members of it. While most commoners will share these views, it is not absolute. NPCs who live in any area with a racist or sexist problem are not required to be racist or sexist themselves.
Severity
There are three severities to racism and sexism. Mild is the most like, while Severe is very unlikely. Severe should go almost untouched in a game world, as it's quite likely anyone of that race will survive in that area, especially without aid.
Mild - Social stigmas cause minor prejudices for a specific gender or race. While this is not notable enough to erupt in outright bloodshed (most of the time), an inhabitant being discrimated against knows it full well. Example - Cerain parts of Southern United States
Strong - Members of discrimated races or genders are publicly mistreated without fear of punishment. However, moral fibers in people normally keep things from going too far, and certain restrictions may be put in place to keep order. These are, however, formalities that can be broken if wished. Example - Iraq, Afghanistan
Severe - Members of discriminated race or gender are publicly beaten, maimed, and tortured. No mercy is reserved for the discriminated, and persons not matching racil demographics are hunted and killed by members of the society. Example - Nazi Germany
To Use
To use this system, make note of the tension level against particular races and genders in each town - Neutral, Mild, Strong, or Severe. A town can be racist against multiple races, but should only be sexist against one sex (this is possible, however, if the ruling class is unisexual).
Attitude
The attitude towards said group is always more negative in a racist or sexist society than it would be in a neutral society. This, too, depends on the severity.
Mild - Initial NPC attitude is one step lower than it would normally be. In addition, NPC attitudes cannot be raised above Friendly, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -4 penalty (certain exceptions may apply, for example, no -4 penalty for Profession (cook) checks against females in a sexist society).
Strong - Initial NPC attitudes are two steps lower than it would normally be. In addition, NPC attitudes cannot be raised above Indifferent, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -8 penalty (certain exceptions may apply, for example, no -8 penalty for Profession (cook) checks against females in a sexist society).
Severe - Initial NPC attitudes are three steps lower than it would normally be. In addition, NPC attitudes cannot be raised above Unfriendly, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -16 penalty (certain exceptions may apply, for example, no -16 penalty for Profession (cook) checks against females in a sexist society).
Fear
Many cultures fear people that are different, for whatever reason. Due to the fear of a entire community, prejudices and steriotypes of all members of that group will spread, making it harder for a member of said group to succeed in a normal fasion. However, a character can use this to their advantage, provided they feel strongly enough about the component that triggers the prejudices. Also note that Slavery (see below) will generally negate these bonuses, unless fear of revolt is also present.
Mild - +2 circumstance bonus on Intimidate checks. Noone really knows why you are the way you are, and you can convince them you are, in fact, a threat.
Strong - +4 circumstance bonus on Intimidate checks. By playing on the fears of others, you can make yourself seem greater than you are.
Severe - +8 circumstance bonus on Intimidate checks. You are not welcome in this area, but you continue to fight for safety, which is in itself fearsome.
Merchants
Merchants will often sell to people wo are discriminated against, though they may not personally like it. Money is money, however, and they're happy to take it from you. Discriminated people normally have a rise in price when purchasing items.
Mild - +15% cost of items
Strong - +50% cost of items
Severe - In this case, merchants stand a strong chance of not selling to discrimated group. However, any transaction made is at +100% cost of item, if not more.
Officials
Guards are less likely to listen to the discriminated. In any town with a racial severity level, there is a chance the officer will be corrupt enough to not care about said groups problems.
Mild - 10% chance. Normally, these guards are commiting crimes against the discriminated as well.
Strong - 50% chance. It's hit and miss, but there is a chance.
Severe - 95% chance. There are still a few good people around, though they are exceedingly rare.
Slavery
The chance of slavery goes up with the tension level, as well. In some cases, slavery may not exist, even in the harshest areas.
Mild - None. Slavery may have been present at one time, but it is no longer allowed.
Strong - Slavery may be allowed, but it is strictly governed and watched. Several laws are in place to protect slave's lives, though you'd need a good official to support them.
Severe - Slavery is prevalent. No laws control how owners treat slaves, and slavery is normally considered an economical business in the town as well.
Reverse
Very rarely, a society may actually favor a particular race or gender, while not necessarly looking down on any others. If this is the case, use opposite values presented here (ignore Slavery, and Officials is a percentage chance to find a fiercly loyal guard who will make certain justice is served instead.) Items are sold cheaper, as well as people are more responsive to said group. This level, rare in itself, seldom goes about Mild.
Sexuality
All the same rules for racism and sexism can be used for discrimination against sexual preference. However, it is more difficult for someone to tell someone's sexual preference, and so they most often must be caught in the act to be suspected. If open about it, a character will face the same treatment as a discriminated race, but if private and cautious, a character will most likely go unnoticed.
Disabled
The elderly and the disabled face a different sort of prejudice. They do not often fall into Slavery, but are sometimes killed either at birth (for the disable), or when deemed socially useless (for the elderly). Both of these are hazards mainly in a Severe area, although it is possible in a Strong area as well. A Mild area may show a certain level of contempt for the disabled, but it is rare for the to show disrespect to the elderly as a whole. A disabled creature, provided it's disability is not easily noticed, can hide it's disability with no problem. However, if discovered, he is treated with the common disrespect involved with the community. If a child is borned disabled, however, he cannot hide his disability nearly as easily in his hometown (more than likely, most people know, particularly in small towns. This is not nearly as true in areas where disabilities hold less matter in the minds of citizens.)
Above are possible variant rules. If you have any you'd like to add, or any criticisms, please add them.
EDIT 1 - Added "Sexuality" and "Disabled" to the list
EDIT 2 - Attempted to remove the word "hate" from parts of the post, as it was not the intented word.
EDIT 3 - Added a bit about hiding disabilities.
EDIT 4 - Added "Individuals"
EDIT 5 - Lessened Intimidate bonus, added "Fear"
Sexism and Racism
Sexism and Racism, as you all know, is the negative treatment of someone due to their race or gender, something uncontrollable for them. While this is a horrible practice in real life, mechanic-wise for D&D, nothing exists that I've seen. So, here is my first attempt at this social stigma.
Individuals
These mechanics are based on the general community, no specific members of it. While most commoners will share these views, it is not absolute. NPCs who live in any area with a racist or sexist problem are not required to be racist or sexist themselves.
Severity
There are three severities to racism and sexism. Mild is the most like, while Severe is very unlikely. Severe should go almost untouched in a game world, as it's quite likely anyone of that race will survive in that area, especially without aid.
Mild - Social stigmas cause minor prejudices for a specific gender or race. While this is not notable enough to erupt in outright bloodshed (most of the time), an inhabitant being discrimated against knows it full well. Example - Cerain parts of Southern United States
Strong - Members of discrimated races or genders are publicly mistreated without fear of punishment. However, moral fibers in people normally keep things from going too far, and certain restrictions may be put in place to keep order. These are, however, formalities that can be broken if wished. Example - Iraq, Afghanistan
Severe - Members of discriminated race or gender are publicly beaten, maimed, and tortured. No mercy is reserved for the discriminated, and persons not matching racil demographics are hunted and killed by members of the society. Example - Nazi Germany
To Use
To use this system, make note of the tension level against particular races and genders in each town - Neutral, Mild, Strong, or Severe. A town can be racist against multiple races, but should only be sexist against one sex (this is possible, however, if the ruling class is unisexual).
Attitude
The attitude towards said group is always more negative in a racist or sexist society than it would be in a neutral society. This, too, depends on the severity.
Mild - Initial NPC attitude is one step lower than it would normally be. In addition, NPC attitudes cannot be raised above Friendly, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -4 penalty (certain exceptions may apply, for example, no -4 penalty for Profession (cook) checks against females in a sexist society).
Strong - Initial NPC attitudes are two steps lower than it would normally be. In addition, NPC attitudes cannot be raised above Indifferent, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -8 penalty (certain exceptions may apply, for example, no -8 penalty for Profession (cook) checks against females in a sexist society).
Severe - Initial NPC attitudes are three steps lower than it would normally be. In addition, NPC attitudes cannot be raised above Unfriendly, and all Bluff, Diplomacy, Gather Information, Perform, and Profession checks are made at a -16 penalty (certain exceptions may apply, for example, no -16 penalty for Profession (cook) checks against females in a sexist society).
Fear
Many cultures fear people that are different, for whatever reason. Due to the fear of a entire community, prejudices and steriotypes of all members of that group will spread, making it harder for a member of said group to succeed in a normal fasion. However, a character can use this to their advantage, provided they feel strongly enough about the component that triggers the prejudices. Also note that Slavery (see below) will generally negate these bonuses, unless fear of revolt is also present.
Mild - +2 circumstance bonus on Intimidate checks. Noone really knows why you are the way you are, and you can convince them you are, in fact, a threat.
Strong - +4 circumstance bonus on Intimidate checks. By playing on the fears of others, you can make yourself seem greater than you are.
Severe - +8 circumstance bonus on Intimidate checks. You are not welcome in this area, but you continue to fight for safety, which is in itself fearsome.
Merchants
Merchants will often sell to people wo are discriminated against, though they may not personally like it. Money is money, however, and they're happy to take it from you. Discriminated people normally have a rise in price when purchasing items.
Mild - +15% cost of items
Strong - +50% cost of items
Severe - In this case, merchants stand a strong chance of not selling to discrimated group. However, any transaction made is at +100% cost of item, if not more.
Officials
Guards are less likely to listen to the discriminated. In any town with a racial severity level, there is a chance the officer will be corrupt enough to not care about said groups problems.
Mild - 10% chance. Normally, these guards are commiting crimes against the discriminated as well.
Strong - 50% chance. It's hit and miss, but there is a chance.
Severe - 95% chance. There are still a few good people around, though they are exceedingly rare.
Slavery
The chance of slavery goes up with the tension level, as well. In some cases, slavery may not exist, even in the harshest areas.
Mild - None. Slavery may have been present at one time, but it is no longer allowed.
Strong - Slavery may be allowed, but it is strictly governed and watched. Several laws are in place to protect slave's lives, though you'd need a good official to support them.
Severe - Slavery is prevalent. No laws control how owners treat slaves, and slavery is normally considered an economical business in the town as well.
Reverse
Very rarely, a society may actually favor a particular race or gender, while not necessarly looking down on any others. If this is the case, use opposite values presented here (ignore Slavery, and Officials is a percentage chance to find a fiercly loyal guard who will make certain justice is served instead.) Items are sold cheaper, as well as people are more responsive to said group. This level, rare in itself, seldom goes about Mild.
Sexuality
All the same rules for racism and sexism can be used for discrimination against sexual preference. However, it is more difficult for someone to tell someone's sexual preference, and so they most often must be caught in the act to be suspected. If open about it, a character will face the same treatment as a discriminated race, but if private and cautious, a character will most likely go unnoticed.
Disabled
The elderly and the disabled face a different sort of prejudice. They do not often fall into Slavery, but are sometimes killed either at birth (for the disable), or when deemed socially useless (for the elderly). Both of these are hazards mainly in a Severe area, although it is possible in a Strong area as well. A Mild area may show a certain level of contempt for the disabled, but it is rare for the to show disrespect to the elderly as a whole. A disabled creature, provided it's disability is not easily noticed, can hide it's disability with no problem. However, if discovered, he is treated with the common disrespect involved with the community. If a child is borned disabled, however, he cannot hide his disability nearly as easily in his hometown (more than likely, most people know, particularly in small towns. This is not nearly as true in areas where disabilities hold less matter in the minds of citizens.)
Above are possible variant rules. If you have any you'd like to add, or any criticisms, please add them.
EDIT 1 - Added "Sexuality" and "Disabled" to the list
EDIT 2 - Attempted to remove the word "hate" from parts of the post, as it was not the intented word.
EDIT 3 - Added a bit about hiding disabilities.
EDIT 4 - Added "Individuals"
EDIT 5 - Lessened Intimidate bonus, added "Fear"