*Big sigh*

The reason that people are mad about this and not about the shows comes down to the fact that the games say things via their mechanics.

How many words, total, do you think 5e has devoted to aspects of the game that let you kill things? https://twitter.com/deathbybadger/status/1360603283891617797
That's a serious question Oliver.

Think about the number of words involved in the text.

Now how many words are devoted to swaying an npc, with words?

That disparity means something.
Sure, queer stories need queer villains. But when the most mechanically nuanced way to interact with them is a fight, and you bill your book as a list of high powered queer villains, it's hard not to see it as putting those characters in front of a gleeful firing squad.
There are no _mechanics_ in d&d for convincing an npc to see the error of their ways sans brainwashing.

No mechanics that let you be influenced by them in turn.

No built in way to have them grow and change.

Those shows? They see those villains change a lot.
We have a personal responsibility as creators, I think, to carefully consider what our content says. And even if we hack a game beyond recognition at our own table, we have to remember that people will still play it as written.

And as written, villains are there to be killed.
And look dude, I like violence in my games. I'm gearing up to run Mork Borg for my friends, and it's gonna be gruesome as hell.

But I'm aware of the text of the game, and the reality that on some level, if I put a queer monster in the PCs path, I'm giving them the ok to kill it.
So I beg! Think about what your work means in the context of the games and frameworks you work within!
*Watches twitter do numbers, pulls on own face*

Leaving this here because this is what we do to get eyeballs, I guess https://twitter.com/LegendaryVermin/status/1358584729868541955?s=19
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