Making the Table Bigger: Diversity in Tabletop Gaming
This summer’s GenCon 2015 was full of excitement for fans of tabletop roleplaying games. Some of the event’s announcements, such as a fourth edition of Vampire: the Masquerade (Onyx Path/CCP/White Wolf) and the upcoming Fate Accessibility (Evil Hat), seem to indicate a trend in inclusion in major gaming sourcebooks, with Fate Accessibility being the more obvious of the two. This isn’t the first time we’ve heard talk about diversity in roleplaying games, though. Not at all.
Let’s take Vampire: the Masquerade, the older of these two games, as an example. Just this year, the 20th Anniversary Edition of Vampire: the Dark Ages (hereafter V20 Dark Ages) was released by Onyx Path. This was meant to celebrate the anniversary of the first Dark Ages edition in the Vampire: the Masquerade line—a sourcebook that provided material for games set in the brutal times the game describes as “the dark medieval world,” particularly a version of the world of 1242 CE. In it is information about the various kingdoms and city-states of Italy and, to the east, the mortal principalities of Rus. It describes the brutality of living in this world, where death and disease were common and backbreaking work was ever-present.
Yet in describing hypothetical characters in this setting, and in describing the various fictional vampire clans and bloodlines, the writers seem to make a point of including the possibilities of travel, and of intermingling between groups. The medieval world was not isolationist; it might have been uncommon for commoners and serfs to travel out of the local region, but it was not unheard of for merchants, pilgrims and aristocrats to travel the world near and far. Even in Europe, where much of the V20 Dark Ages material is set, there were plenty of interactions with Africa, the Mediterranean, even India—the steppes were a constant danger and mystery to those in eastern Europe. The mysterious silence of the Arctic Circle and the cosmopolitan reach of the Byzantine Empire were no strangers to continental European medieval collective consciousness either. And while the material in V20 Dark Ages is a mixture of the fantastical and the factual, the book itself emphasizes that all of the material is included there with intention, even though role playing groups can feel free to discard it and go with what is best for the story. In any case, the fact that the groups included in V20 Dark Ages encompass the groves of Ireland (the Lhiannon) to the steppes of Mongolia (the Anda, Brujah and Ventrue), the bloodlines on the Silk Road (the Salubri and Ravnos especially) to Egypt, Mesoamerica, and further, means that there were conscious decisions to include those regions in the sourcebook, to make a point that “Dark Ages” did not necessarily mean “white” or “Western European.” Also furthering the inclusion, the Christian background and culture of Europe during this time, and how it might impact the story, are mentioned alongside the blossoming of the Islamic Golden Age in northern Africa and the Mediterranean (such as Spain) as well as the Hebrew language and references to Jewish mysticism, providing the seeds of story ideas for storytellers and players to then take further at their tables. The clan portraits also represent a range of skin colors and tones, even for the curious unlife of vampire characters.
But, you might say—V20 Dark Ages was published in 2015, so obviously, these were changes made for audiences in 2015. V20 Dark Ages was meant to be a compilation, a dusting off of a favorite party dress, as the writers themselves put it— but what about the original party dress?