How should I properly draw inspiration from the real world?
I apologize if this has been asked here before, but my searches haven't found it. Also this may be a non issue and only in my mind.
I'm trying to create a Japanese inspired world for my ttrpg, that I'll probably never publish, but you never know. And I'm trying to avoid, I don't know how to describe it differently, being cringey.
Please allow me explain what I mean, as I'm not a native English speaker and I may be using the wrong word. The feeling I'm describing is the one a doctor would get when watching a hospital show where the patient needs a triple bypass of his left pituitary gland, it's the feeling a cybersecurity expert would get while watching NCIS where someone is explaining that their HTML database got hacked, or what you feel when someone references the one thing your country is most known for in an exaggerated or incorrect manner. That's what I'm trying to avoid, if it is indeed a feeling that exists and not only in my head.
The CRPG Pillars of Eternity 2 did something interesting where they built a conlang inspired by the Maori language and one that sounds a lot like Italian. Not being a speaker of either of those languages I wonder if that felt cringey to someone who does. The languages were pretty awesome and I actually picked up a few words from the game.
My questions are: Is it possible for me to construct my fantasy/post-apocalyptic world that draws on the Japanese language, folklore, customs without making it cringey to a Japanese person? And if so how? What are the guiding principles?
Posted Jul 3, 2021, 9:42 AM UTC
I would honestly watch Gaijin Goombah videos on Youtube. The guy lived some time in Japan, goes there frequently, does a ton of research, and explains just about everything to do with the culture in an incredibly detailed, yet easily digestible, manner.
If you want to learn about Japan, what to do and what not to do, and so on, I can't think of a better source of info than that guy's videos.
He also explains it with video games, so it's pretty easy to understand.