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D&D General WotC’s Official Announcement About Diversity, Races, and D&D

Following up on recent discussions on social media, WotC has made an official announcement about diversity and the treatment of ‘race’ in D&D.

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Following up on recent discussions on social media, WotC has made an official announcement about diversity and the treatment of ‘race’ in D&D. Notably, the word ‘race’ is not used; in its place are the words ‘people’ and 'folk'.

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 PRESS RELEASE


Dungeons & Dragons teaches that diversity is strength, for only a diverse group of adventurers can overcome the many challenges a D&D story presents. In that spirit, making D&D as welcoming and inclusive as possible has moved to the forefront of our priorities over the last six years. We’d like to share with you what we’ve been doing, and what we plan to do in the future to address legacy D&D content that does not reflect who we are today. We recognize that doing this isn’t about getting to a place where we can rest on our laurels but continuing to head in the right direction. We feel that being transparent about it is the best way to let our community help us to continue to calibrate our efforts.

One of the explicit design goals of 5th edition D&D is to depict humanity in all its beautiful diversity by depicting characters who represent an array of ethnicities, gender identities, sexual orientations, and beliefs. We want everyone to feel at home around the game table and to see positive reflections of themselves within our products. “Human” in D&D means everyone, not just fantasy versions of northern Europeans, and the D&D community is now more diverse than it’s ever been.

Throughout the 50-year history of D&D, some of the peoples in the game—orcs and drow being two of the prime examples—have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated. That’s just not right, and it’s not something we believe in. Despite our conscious efforts to the contrary, we have allowed some of those old descriptions to reappear in the game. We recognize that to live our values, we have to do an even better job in handling these issues. If we make mistakes, our priority is to make things right.

Here’s what we’re doing to improve:
  • We present orcs and drow in a new light in two of our most recent books, Eberron: Rising from the Last War and Explorer's Guide to Wildemount. In those books, orcs and drow are just as morally and culturally complex as other peoples. We will continue that approach in future books, portraying all the peoples of D&D in relatable ways and making it clear that they are as free as humans to decide who they are and what they do.
  • When every D&D book is reprinted, we have an opportunity to correct errors that we or the broader D&D community discovered in that book. Each year, we use those opportunities to fix a variety of things, including errors in judgment. In recent reprintings of Tomb of Annihilation and Curse of Strahd, for example, we changed text that was racially insensitive. Those reprints have already been printed and will be available in the months ahead. We will continue this process, reviewing each book as it comes up for a reprint and fixing such errors where they are present.
  • Later this year, we will release a product (not yet announced) that offers a way for a player to customize their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D's many other playable folk. This option emphasizes that each person in the game is an individual with capabilities all their own.
  • Curse of Strahd included a people known as the Vistani and featured the Vistani heroine Ezmerelda. Regrettably, their depiction echoes some stereotypes associated with the Romani people in the real world. To rectify that, we’ve not only made changes to Curse of Strahd, but in two upcoming books, we will also show—working with a Romani consultant—the Vistani in a way that doesn’t rely on reductive tropes.
  • We've received valuable insights from sensitivity readers on two of our recent books. We are incorporating sensitivity readers into our creative process, and we will continue to reach out to experts in various fields to help us identify our blind spots.
  • We're proactively seeking new, diverse talent to join our staff and our pool of freelance writers and artists. We’ve brought in contributors who reflect the beautiful diversity of the D&D community to work on books coming out in 2021. We're going to invest even more in this approach and add a broad range of new voices to join the chorus of D&D storytelling.
And we will continue to listen to you all. We created 5th edition in conversation with the D&D community. It's a conversation that continues to this day. That's at the heart of our work—listening to the community, learning what brings you joy, and doing everything we can to provide it in every one of our books.

This part of our work will never end. We know that every day someone finds the courage to voice their truth, and we’re here to listen. We are eternally grateful for the ongoing dialog with the D&D community, and we look forward to continuing to improve D&D for generations to come.
 

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Panda-s1

Scruffy and Determined
It is one of the earlier edition adventures where I believe (and someone can correct me on this - as our table has never gotten all the way through despite it being a decades old module) you are tasked with dealing with the the humanoid threat. So it is all about survival and looting. Beating/outsmarting the game.

It was a base module, so creative DMs often would use the module for the setting, maps and content and then further inject their own ideas, colouring up NPCs, providing a twist where perhaps a local evil resident could be perhaps using or teaming up with the humanoids for his own nefarious goals...etc
Smaller quests could be inserted such as recovery or a person or object, forging alliances or peace-treaties between the humanoids and civilised folk, determining the true reason for increased activity of the humanoids - perhaps they have been forced this far due to a threat further north (plague, undead, giants)...etc
I'm asking how the module stands on its own. "survival and looting" describes most of early D&D anyway, but also other modules of this era could be described as "get to the end of the dungeon" or "explore this new land". the DM modifying things is meaningless if all modules got this treatment.

so okay, Keep on the Borderlands is "dealing with the humanoid threat". what's the threat? from what I've been able to glean there's just a bunch of monsters chilling in some nearby caves. why are you tasked with killing them? are they actually a threat to civilization, or do the people who task you with this just basically want you to commit mass murder? apparently there's some sort of treacherous priest at the keep, which sounds like a way more compelling story hook than "monsters exist nearby".

I also gotta say, Keep on the Borderlands wasn't just a module, it was the one included with early redbox sets. this was a module intended for newbie DMs (most of whom were fairly young) to cut their teeth on and learn how an adventure works. maybe some of these new DMs were clever and found ways to make the adventure more exciting, but I'm like 90% certain they ran it as is or just created their own adventure out of it.
Yes, but before it became a game that girls widely would come to enjoy, the white male population within the hobby had to grow. I'm sure as more and more black males get pulled into the rpg culture, they too will likely attract the black female population. What is interesting to me is if RPGs will grow within Muslim communities more so than just growing in black, latino or asian communities.

EDIT: I was in a group for a while with 2 Muslim brothers and from them I got the feel that they were the exception rather than the general rule. They would break from playing during the month of Ramadan.
yes, women are incapable of having their own interests and only follow what the menfolk do.

not sure why the delineation goes "religion, ethnicity, ethnicity, ethnicity" here. also not sure why Muslims wouldn't play D&D, yeah magic is involved, but as FaerieGodfather pointed out Christianity very much frowns upon magic as well. they frowned upon it so much that Christians even had an entire cultural movement against D&D. I wasn't really alive for it, but others in this thread sure seem to remember it rather vividly.
100% in agreement. The exchange price plays a huge deal in this as well for places outside the US.
I disagree. 100%. we live in an age where it's easier than ever to get into D&D. more people have access to computers and the internet, and while a PHB can be an investment the rules in some form exist online for free (like officially, though I will say it's a lot easier to pirate a book now than it was 30 years ago). also the cost of things like paper, pencils, and dice are peanuts compared to something like a video game console, and it's not like you need a PHB to play. hell I didn't own my own 3.5 PHB until like my second or third campaign, the SRT seemed to be fine enough for what I wanted to do. you can also borrow someone's book if you don't have one, that's what I've done for other players in the past, and last I checked OD&D/BECMI worked under the premise that only the DM needed to own anything so this checks out. also there's programs for kids to play at their library? like, damn, I could never imagine this being a thing as a child, back then all I knew was that Dungeons & Dragons was just a vague hobby that only super nerdy people did, but now my taxpayer dollars are going towards kids getting into D&D. we live in a hell of a time and I feel like some people don't appreciate that.
 

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As for refluffing things, they seem to be going exactly in the wrong direction. What they SHOULD be doing is making these species less human and more alien with the aim of it being something that couldn;t possibly ever be mistaken for a human culture. Warhammer did it right; their orcs are basically a fungus on the inside and their elves experience emotions that you've never heard of.
 

DammitVictor

Trust the Fungus
Supporter
I'm glad they stopped misusing the word "race", but "folk" just sounds lame. Why don't they just use the word "species" since that's what they were using it to mean to begin with?

As bad as "race" is for all sorts of reasons, "species" is bad, too-- it doesn't sound right in a pre-Linnaean fantasy setting and doesn't accurately reflect the biological relationship between different kinds of humanoids. Frankly, most modern biological terminology doesn't make sense when applied to fantasy settings with a Bard class.

Plus the distinction between "race" and "subrace" (how I loathe thee) further mucks things up.

At current, my preferences are "kith" and "clade". I think Pathfinder's use of "ancestry" is fine, though I'm sure someone will come along to explain why that's wrong.
 



As bad as "race" is for all sorts of reasons, "species" is bad, too-- it doesn't sound right in a pre-Linnaean fantasy setting and doesn't accurately reflect the biological relationship between different kinds of humanoids.

Sure it does. I mean, yeah, they're generally in a different genus, family, order, class, phylum, kingdom, domain, and overall tree of life as well, but I think "species" is sufficient.

Actually, strike that, upon consideration I think "genus" would be more accurate replacement, with "species" being better as a replacement for "subrace"

EDIT:
I cite Frostburn pg.36-38 where neanderthals are a subrace of humans as proof of this latyer interpretation of "race" corresponding tp genus and "subrace" corresponding to species
 
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I don't expect a huge amount of Muslims to line up to play.

Magic is Haram in Islamic culture even stuff like horoscopes.

Just because magic is haram doesn't mean people don't tell stories about it or play games about it. Gygax was religious. The creator of the Call of Cthulhu RPG was a devout Mormon. M.A.R. Barker, a Muslim and a scholar of the Islamic world, published Tekumel not long after D&D - arguably one of the most intricate fantasy settings and possibly the third RPG after D&D.

Heck, magic is more real and more familiar in my part of the world. Maybe your friend has good observations about his local scene but the Muslim world is a big place.

Indonesians make videos about D&D.


Malaysians have our own Adventurers League and are scaling up to start our own Epic Adventures. The head of the AL here is a Muslim, and most of the members are too.

Interview with Ian Adly of the AL.

Our local Pathfinder Society's most active GM is a Muslim, and so are many players.

Interview with Razzman Khaliff.

Some of the most well-costumed larpers in Malaysia are Muslims.
 

Panda-s1

Scruffy and Determined
Sure it does. I mean, yeah, they're generally in a different genus, family, order, class, phylum, kingdom, domain, and overall tree of life as well, but I think "species" is sufficient.

Actually, strike that, upon consideration I think "genus" would be more accurate replacement, with "species" being better as a replacement for "subrace"

EDIT:
I cite Frostburn pg.36-38 where neanderthals are a subrace of humans as proof of this latyer interpretation of "race" corresponding tp genus and "subrace" corresponding to species
somebody already pointed out earlier in the thread that even "species" has issues. a mule can be born of two different species. same thing with ligers and tigons. conventional wisdom says they can't produce their own offspring, but apparently some ligers and tigons have been able to bear children.

in D&D this is explicitly a non-issue, humans can have children with elves and orcs with no (non-cultural) issues. those children can have children of their own. there was an entire nation in FR where the majority of its population was half-elf. "species" might work well for other games, like Star Wars, but in D&D it might actually not be the most accurate.
 

Panda-s1

Scruffy and Determined
Just because magic is haram doesn't mean people don't tell stories about it or play games about it. Gygax was religious. The creator of the Call of Cthulhu RPG was a devout Mormon. M.A.R. Barker, a Muslim and a scholar of the Islamic world, published Tekumel not long after D&D - arguably one of the most intricate fantasy settings and possibly the third RPG after D&D.
gdi I can't believe I forgot about M.A.R. Barker. one of the first RPG designers himself was Muslim. I still feel like Tekumel doesn't get the attention it deserves, but I guess not being based in European mythology doesn't help 🙄
 

gdi I can't believe I forgot about M.A.R. Barker. one of the first RPG designers himself was Muslim. I still feel like Tekumel doesn't get the attention it deserves, but I guess not being based in European mythology doesn't help 🙄

There are active Muslim game designers today too!

Power Outage is made by a Muslim.

My friend Umar Aziz wrote, among others, a short story and quick-play supplement for D&D based on Malay legends.

The lead artist for my game Pipedream is a Muslim.
 

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