Greetings!
Very interesting, Hzilong! How many players were in your group? What kind of characters did they play? How long did this awesome Asian-themed campaign endure?
It sounds like you did an excellent job! Alas, much of a DM's labour often goes unknown, and sadly, entirely unappreciated by the players.
As you mentioned, though, our culture does absolutely nothing to familiarize our society with Asian culture in any meaningful way. I've said for years that we get "Ninjas, Samurai, and Geishas". It can be such a struggle where you essentially have to educate the players to get them up to speed. So many nuances and elements of choices--why person A does X, but not Y, is because of *culture* Players have zero understanding of the culture, so they have zero understanding of appropriate or inappropriate choices, or *why*--and further understand the pros and cons of such different choices. Even their choices that they might make are like throwing darts while blindfolded. It's probably why all of these wonderful, foreign, "Diverse" campaigns have been absolute commercial failures through the years. No, the market as a whole does not want anything radically different. They want North-Western Medieval Europe, heaped on with vanilla pudding, and nuked, again, and again. Sometimes drizzled with chocolate sauce.
Semper Fidelis,
SHARK
So I'm curious SHARK, what might be a solution, if there needs to be one? Cause this is something I've pondered/thought on. The sjdubs want to censor the 1e Oriental Adventures because it wasn't inclusive of all of Asia (is my understanding).
But honestly, unless you're from the culture or have delved deeply into the history you won't know those nuanced things.
We all have our finite time and what we want to spend it on. When I want to 'play dnd' what I know is that European/Western world view.
Idk, I'm rambling.
Greetings!
Hello, there, my friend! Good question!
Well, I would say, as beginning principles, for both the players and the DM, is to be open-minded, patient, curious, and willing to learn. And also flexible.
Next, ask yourself, (And each other) is this campaign in Quasi-Asia--(Or wherever)--is it to be a beer and pretzels game? If it is, then the culture, history, lore, none of that really matters. Just roll dice and stomp everything, just like in the Forgotten Realms or something.
If the campaign is not a "Beer and Pretzels Game"--but something more historical, even if fantasy, presumably everyone is on board to experience something different. Even as the DM, I, too, want to always learn new things, and experience different cultures, eras, and so on. So, that requires some extra effort, and slowing the pace of the game down--at least sometimes--in order to soak in the new knowledge, and highlight the new experiences.
Encourage individual players to read some of the books on the culture and history. (People in this hobby used to pride themselves on being well-read!--and always eager to read new things!)
Keep "Lore Segments" brief, but fairly frequent and continuous. Part of this is to help immerse the players in a new culture.
The DM needs to account for a generous table or random mechanic in helping the players make choices as play develops. Alternatively, or in addition, have numerous NPC friends, family members, mentors, available, to frequently interact with the player characters, advise them, and have discussions in-character on culture, values, morality, the family's goals, why this, why that, politics, whatever.
I have an extensive soundtrack collection, as well as playing culture-themed music as appropriate during every session.
I often encourage meals at every game session which feature Greek, Italian, Chinese, Indian, Persian, Thai, or Turkish cuisine. Good, yummy, culture food does wonders for setting the mood!
I have books--the internet can also be used--for floor plans, vivid pictures, of buildings, natural locations, lakes, mountains, jungles, forests, beaches, fortresses, clothing styles, animals, and of course, PEOPLE. Also pictures of food, jewelry, artwork, cosmetics, formal and casually dressed people. Have these resources ready and available before the session starts, and give the players about 15 minutes to look over them, and absorb them, immerse themselves in the pictures, in the environments shown.
Create and pass out a fairly concise Player Campaign Guide, with key terms, glossary, definitions, and cultural notes. The players are not expected to read it all at once--but gradually, over time, and to frequently consult it and reference it as play develops.
As desired or able, every fourth or fifth week, add a culture-appropriate film to the night's activities. Or have the plyers watch on their own time at home, but it is often best done as a group, together, so that they can also ask the DM questions and engage in discussion.
As the DM, make cultural knowledge important, and be sure to reward players that are both curious, and put in effort to learn more. Most players usually catch on, and get into it. It can also help to have some highlighted skills available, feats, and such, for players to mechanically get a handle on different aspects of the culture.
I think it is important to make learning *FUN* and highlight several senses on an ongoing basis. (Incense, music, food, books, discussion) each session. After about 6 to 8 weeks, things tend to start flowing together well. Of course, this is all predicated on the participants being reasonably curious, open-minded, fun, and at least somewhat intellectual. I hate to say it, but if these traits are not found in the current crop of players, then one should continue searching to recruit new players that do have these traits.
I think all of these efforts can make the cultural campaign fun, interesting, and enlightening, each and every game session, and provide a top-shelf, rewarding experience for everyone involved.
Semper Fidelis,
SHARK