RPGs:

The Racism of Fantasy Online

 

        The common stereotypes are not found in greater abundance anywhere than in RPGs, or role-playing games.  These are games played either online or actually in person with charts and dice and such, where persons can create a character, choose a race, an occupation (commonly referred to as the character's "class"), etc.  They then pretend to be this character and go on “grand adventures.”  When one examines the use of race in these games, the inherent racism of the fantasy genre becomes even more apparent.  Here is a list of the statistics for the different races available in Carrion Fields, an RPG played online:
 

Human       The standard race. Average stats, gains levels fast.

Elf         Very smart & quick, but frail. Always good. Costs 500 extra exp

Half-Elf    Human/elf mix. Intelligent, fast, and wise. Costs 100 extra exp.

Half-Drow   Human/drow mix. Intelligent, fast, and wise. Costs 100 extra exp.

Dark-Elf    Evil elves, smart and quick. Costs 500 extra exp.

Storm Giant Good giants, Strong, smartest of Giants.  Costs 500 extra exp.

Cloud Giant Neutral giants that fly, Strong and Stout.  Costs 500 extra exp.

Fire Giant  Evil giants. Very strong, stout, very dumb.  Costs 500 extra exp.

Arial       Agile bird-like creatures that fly, smart. Costs 250 extra exp.

Felar       Modified cats, agile and tough but weakened. Costs 250 extra exp.

Dwarf       Healthy little folk, but not too nimble. Costs 250 extra exp.

Duergar     Evil Dwarves, more agile than their cousins.  Costs 250 extra exp.

Gnome       Tough little creatures. Wisest race, smart. Costs 300 extra exp.

Svirfnebli  Deep gnomes, strong and very wise.  Costs 250 extra exp.

Wood-Elf    Neutral elves, sturdier than their cousins. Costs 400 extra exp.

Orc         Evil, destructive, strong, but cowardly.  Costs 100 extra exp.

Minotaur    Very rare, strong and cunning, and fairly dumb. Costs 450 extra exp

(Carrion Fields)

 

This is just a general outline of the most basic characteristics for each race that are available in this particular game.  It is immediately apparent that those races that are considered to be “good” tend to be smarter and wiser.  The more evil the race “inherently” is, the less intelligent they are.  However, there is always a trade off.  Fantasy would not work as a genre if the good guys has had all of the power on their end and could easily over-power the dark enemy.  Those creatures that are considered “evil” are the stronger in body, though not in mind.

            While descriptions of each race is laid out for the potential role-player in a set of help files within the game, the attitudes that the gamer's personage is supposed to maintain is considered common knowledge.  The author of this work entered into such an RPG, Carrion Fields to be precise, and asked on the "newbie channel" how he should act. He was quickly bombarded with replies not only from other newly created characters, but also from the Immortal (game designer, director, and system runner) who was on duty.  He received replies such as: "If you don't know how an elf should act, you shouldn't be here..." "Go read Tolkien..." and even one young player stated that "since you are playing an elf, you are naturally smart, quick, and very good. So be nice to everyone but evil chars." Well, how is one to know who is evil? By their race, of course.

         Breaking out of the norm for a character’s species is discouraged to the point of expulsion from the system.  Each race has a specific skin color, or at least a range of colors that it must be. This loyalty to one's race is sort of reminiscent of the Aryan supremacists from WWII and the even older KKK.   Each race has its specific gifts.  The arials and cloud giants can fly.  Gnomes and svirfnebli work well with the element of earth.  All giants are, of course, strong, while the elves—no matter good or evil, also called drow—are weak.  Specific descriptions are given as to the body structure, skin and hair color, height, etc.  The stereotypes are played to their maximum potential and all archetypes are put into use...or else.

            Not all stereotypes are the universal, however.  Elves, for instance, are in some cases tall, lithe, and pure, while in other cases they are small, still very lithe, but very mischievous.  Halflings, also called hobbits by some, are always small and happy folk who enjoy food and fun.  Orcs are always evil and vicious, but their size varies as does their courage.  In some RPGs, orcs are the ultimate enemy, because they are strong and smart, while in others they are the lowest figures because they are weak when alone and not smart enough to accomplish anything without direction.  However, even though the race may be altered slightly, it is never drastically changed.  Elves, even when mischievous, tend to be good while orcs, no matter how smart or brave, are always evil.

 

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