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Re: Should RPG's Include Non-Binary Options? Part 2 KOTOR Remake

Posted: Mon Sep 20, 2021 9:33 pm
by Frustration
Pro tip: you're always alienating someone. And it isn't always obvious whether a particular gambit will annoy or attract the target audience.

Re: Should RPG's Include Non-Binary Options? Part 2 KOTOR Remake

Posted: Thu Sep 23, 2021 7:22 pm
by hammerofglass
Frustration wrote: Mon Sep 20, 2021 9:33 pm Pro tip: you're always alienating someone. And it isn't always obvious whether a particular gambit will annoy or attract the target audience.
Yeah, that's why marketing and market research are a thing. They know what bets are safe before they make them. If everything annoys somebody, it's all about ratios.

Re: Should RPG's Include Non-Binary Options? Part 2 KOTOR Remake

Posted: Sun Sep 26, 2021 3:24 am
by Edvarius
Eh, like others have said it all really depends. If it is a previously established character that isn't non-binary, then it's probably best to stick to what's been established unless you're specifically messing with things for reasons. But there's no reason not to include it as a choice if you think it'd fit the setting, and sci-fi and fantasy settings have plenty of room for things that aren't what we consider standard. Heck, Ultima 3 let you choose "Other" for the sex of your characters back in 1983. For that matter there's no reason you can't have NPCs or pre-determined party members that are non-binary. My favorite partner you could choose in Summon Night: Swordcraft Story 2 was Arno, a beast-folk child who was a "child of the wind". As in, that was their insistent response when anybody asked what their gender/sex was, as there was disagreement on it. It's implied by one villain angrily calling them a "neuter freak" later on in the game that the answer for what sex they are might be "none".