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Tabletop Game / Racial Holy War

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This is the "superior race" we're supposed to be saving?note 
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Unplayable in every sense of the word, RaHoWa is an infamously poorly-written and designed tabletop game by Reverend Molyneux and a strong contender for being the only known pen and paper RPG worse than FATAL. The setting is a 20 Minutes into the Future society on the verge of collapse thanks to the sinister Jewish Illuminati and the growth of minorities to the point where Caucasians have become the hated and oppressed minority. The players control a cell of "White Warriors" on a self-appointed mission to "cleanse the vermin" and "bring about a glorious White Empire."

Famously broken and incomplete, the game is frankly unplayable without houserules. There is, for example, no way to calculate base accuracy with firearms, nor stats for weapons. This is not a small problem, as the game is centered around ranged combat, with only one class capable of melee without buying the skill separately. There's even two pages describing what weapon stats are and mean, and still none are provided until a correction was printed.

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Mechanically, a character starts with a hundred points to spread across eight attributes (max of 30) and a thousand credits for gear. There are eight classes (Gladiator, Leader, Soldier, Scholar, Sniper, Hero, Athlete and Medic) each providing a special bonus and a few stat bonuses, plus two skills. The player chooses two further skills. Each time the PC levels, they get 100 points that can be spent thus: 50 points to learn a new skill, 20 to level an old one (each skill has five levels, cannot raise by more than one at a time) 20 points to buff a base stat by 1 (almost worthless, each stat has a skill that raises it by more) 5 points can be spent to raise HP by 1, and points can be converted to in-game money at a 1:5 ratio, so 500 credits if you dump the whole level into cash.

Other features include a punishing encumbrance mechanic and guns that also gain experience and level, gaining bonus damage and accuracy, as well as "gun speed" (initiative) bonuses. Then there's the "fun" of racist caricature enemies and suggested missions like assassinating celebrities or busting cartels.

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Compare with its literary equivalent, The Turner Diaries. Also see its video game equivalent, Ethnic Cleansing.


Tropes:

  • Absolute Xenophobe: The players, their allies, the writers, and probably the publishers, seeing as they want to wipe out Jews and non-white people
  • All Asians Know Martial Arts: Asians get to attack multiple times in hand-to-hand combat as their racial power, due to watching "fake martial arts movies".
  • Ancient Conspiracy: The Jewish Illuminati have manipulated the earth for sinister gains throughout history. Of course.
  • Broken Aesop: The White Race is superior! Except... if so, how come it needs saving? Why do all the other races have hilariously broken racial abilities but not the Whites? Seriously, Asians get extra attacks (up to 5) in melee (despite supposedly learning them from watching "fake martial arts movies"), Latinos almost always win initiative (despite being depicted as lazy), Blacks have powerful debuffs and Jews can bribe your character to skip their turn with no save (and since you don't get any money after being bribed this way, one has to assume that you decided to do this on the mere promise of cash, which really makes it no surprise that white people are endangered). White people on the other hand, are just people. Unless you count the inexplicable ability of some (who took the Holy Books skill) to heal others by reading from Nature's Eternal Religion or the White Man's Bible. All in all, it seem to unintentionally perfectly encapsulate one of Umberto Eco's observations on the ideology of fascism, namely that through constantly shifting rhetoric the fascists portray their (perceived) enemies as a bunch of weaklings that can easily be vanquished one moment, only to then claim that they are an overwhelming and powerful existential threat the next.
  • Character Customization: The stats and skills and classes are all bland and interchangeable, but the players are encouraged to write a character description as detailed as they can make.
  • Combat Medic: The Medic class, appropriately enough. Somewhat stranger, he does so not with medical skills or first aid kits, but by reading from the "Holy Books of Creativity" which "soothe and inspire the soul." These being highly racist tracts.
  • Covers Always Lie: Blatantly stolen from The Hills Have Eyes (1977). It's worth noting that the man on the cover is one of the mutants from the movie; you know, the kind that Nazis would have declared untermensch and sent to the gas chambers.
  • Fiction 500: All Jews can bribe players for turn skips as much as they want, and will never run out of money. Of course, the bribed player doesn't get any money, so one has to assume the Jews are waving around Monopoly money and the players are falling for it.
  • Game Master: Is called the "Warmaster" in the rulebook. No relation presumably.
  • Greedy Jew: Jews are rich enough to bribe players to skip their turn.
  • Hand Wave: The manual explains that White Warriors fall for the Greedy Jews' bribery due to "brain pollution".
  • House Rules: Player-improvised rules are needed to play, since basically nothing is finished.
  • Insistent Terminology: The game never refers to minorities except in racial epithets. Except Latinos who get the new one, "latrino" because Toilet Humor is about the level of the sourcebook.
  • No Honor Among Thieves: The players are there to massacre everyone who doesn't look like them... and will happily sell out their fellow warriors (skipping their turn) if it means getting their hands on some 'jewgold'.
  • Master Race: The players are supposedly the last hope of the glorious white empire.
  • Point Build System: The game has one of these, where levelling up gives a variety of points to improve skills as the player wishes.
  • Politically Incorrect Hero: You, the PC, are a white supremacist who, depending on group, might actually go into the hospital to massacre brown-skinned babies. Take this as a given.
  • Right-Wing Militia Fanatic: The players fill this role in the game.
  • Rousing Speech: The Rouse skill allows you to give an inspiring monologue to yourself.
  • Sliding Scale of Turn Realism: Pretty far from the "realistic" end. Every turn involves a Rouse/inspire phase, followed by an intimidation phase to see if one side or another is frightened into fleeing, thus ending combat, though their defense drops to zero and the remaining party gets a free round to fire at their backs. Then special attacks are counted, then initiative decided and only then does anyone roll to hit.
  • Straw Character: To the extent the game even has characters (no named ones appear in the sourcebook) they're this. Everyone is a one-dimensional murderous white supremacist or a a one-dimensional offensive stereotype.
  • Strawman News Media: The news is all controlled by the Jews, don'tchaknow.
  • Suicide Attack: The special attack of the Arab class of enemies is blowing themselves up. Of course.
  • Vice City: In so far as the setting is described, it's this.

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