- I’m still kind of disappointed and irritated about an old D&D group. The guy ran a game that was literally patriarchy. - There was a king who died. He had a daughter, who was ruling competently presently. But he also had an infant son. Now a civil war is brewing because some people want the son on the throne, because that’s the male heir. - And he just played it straight and seemed to expect us to be like “Oh, obviously the son has a legitimate claim to the throne. and also absolute monarchy is unremarkable”. To his credit he did let us decide which faction to support, but it was kind of exhausting getting a constant stream of “no, absolute male hereditary rule is good and normal”. - It was a pretty fleshed out setting in terms of details and subfactions, but the core of it was just so very basic and unexamined. No one else seemed to give a shit, though. I did not gel with that group. - Meanwhile, some time before that I’d had a blast running a game. The players came upon an anarchist collective that had overthrown the old despot, but now there are counter-revolutionaries lurking that want to return the now undead tyrant to the throne. Also the neighboring state is rattling their sabers because they ideologically do not approve of a state without a king. - So I guess the lesson is games are better when you vibe with the group? - I’ve had a similar “DM’s unexamined biases” experience with treating certain races as inherently deserving of slaughter. Like, my first campaign ever was run with a goblin sorcerer who I got really close with. “There’s a war where one side is all goblins” is not a clear cut plot hook to get us to join the opposition by itself. 
 
- starts running a game where the first page of the core book is about colonialism 
- At least that one’s legal to gut to one’s heart’s content, eh? 🤷🏼♂️ 



