There's a strong colonialist streak in traditional tabletop, and western European modes of storytelling dominate our fantasy. The comparison to Dungeons and Dragons is particularly interesting, since it's both the seminal game in the genre and the most subject to these influences.
The contrast is clear - solving problems primarily through violence, spiritual influences largely limited to the paternalistic god or bickering classical pantheon models, subjugation of monsters and other "races" without really considering them people.
All of these are issues that the gaming community has been grappling with over the years, and far more has been written about this issue than I've had the chance to read, but it's interesting to see a game that comes at things from a different perspective (and not just as a eurocentric thought exercise, but a genuine exploration of a Native culture within its own perspective and on its own terms).
As an adult, I’ve come to understand the importance of sharing those traditions and values, not only with other Natives but with my non-Native friends. Ehdrigohr gave me a way to teach those friends more about my culture in a way that mirrored its traditions, and allowed us to engage with a story that we'd all woven together. Ehdrigohr is already more to me than just a fun game; it's a chance to use a game in the same way that storytellers used the fables that inspired it—to teach, to connect, and to love.