RPG Evolution: Do We Still Need "Race" in D&D?

The term "race" is a staple of fantasy that is now out of sync with modern usage. With Pathfinder shifting from "race" to "ancestry" in its latest edition, it raises the question: should fantasy games still use it? “Race” and Modern Parlance We previously discussed the challenges of representing real-life cultures in a fantasy world, with African and Asian countries being just two examples...

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The term "race" is a staple of fantasy that is now out of sync with modern usage. With Pathfinder shifting from "race" to "ancestry" in its latest edition, it raises the question: should fantasy games still use it?

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“Race” and Modern Parlance

We previously discussed the challenges of representing real-life cultures in a fantasy world, with African and Asian countries being just two examples. The discussion becomes more complicated with fantasy "races"—historically, race was believed to be determined by the geographic arrangement of populations. Fantasy gaming, which has its roots in fantasy literature, still uses the term “race” this way.

Co-creator of D&D Gary Gygax cited R.E. Howard's Conan series as an influence on D&D, which combines Lovecraftian elements with sword and sorcery. Howard's perceptions may have been a sign of the times he lived in, but it seems likely they influenced his stories. Robert B. Marks explains just how these stereotypes manifested in Conan's world:
The young, vibrant civilizations of the Hyborian Age, like Aquilonia and Nemedia, are white - the equivalent of Medieval Europe. Around them are older Asiatic civilizations like Stygia and Vendhya, ancient, decrepit, and living on borrowed time. To the northwest and the south are the barbarian lands - but only Asgard and Vanaheim are in any way Viking. The Black Kingdoms are filled with tribesmen evoking the early 20th century vision of darkest Africa, and the Cimmerians and Picts are a strange cross between the ancient Celts and Native Americans - and it is very clear that the barbarians and savages, and not any of the civilized people or races, will be the last ones standing.
Which leads us to the other major fantasy influence, author J.R.R. Tolkien. David M. Perry explains in an interview with Helen Young:
In Middle Earth, unlike reality, race is objectively real rather than socially constructed. There are species (elves, men, dwarves, etc.), but within those species there are races that conform to 19th-century race theory, in that their physical attributes (hair color, etc.) are associated with non-physical attributes that are both personal and cultural. There is also an explicit racial hierarchy which is, again, real in the world of the story.
The Angry GM elaborates on why race and culture were blended in Tolkien's works:
The thing is, in the Tolkienverse, at least, in the Lord of the Rings version of the Tolkienverse (because I can’t speak for what happened in the Cinnabon or whatever that other book was called), the races were all very insular and isolated. They didn’t deal with one another. Race and culture went hand in hand. If you were a wood elf, you were raised by wood elves and lived a thoroughly wood elf lifestyle until that whole One Ring issue made you hang out with humans and dwarves and halflings. That isolation was constantly thrust into the spotlight. Hell, it was a major issue in The Hobbit.
Given the prominence of race in fantasy, it's not surprising that D&D has continued the trend. That trend now seems out of sync with modern parlance; in 1951, the United Nations officially declared that the differences among humans were "insignificant in relation to the anthropological sameness among the peoples who are the human race."

“Race” and Game Design

Chris Van Dyke's essay on race back in 2008 explains how pervasive "race" is in D&D:
Anyone who has played D&D has spent a lot of time talking about race – “Racial Attributes,” “Racial Restrictions,” “Racial Bonuses.” Everyone knows that different races don’t get along – thanks to Tolkien, Dwarves and Elves tend to distrust each other, and even non-gamers know that Orcs and Goblins are, by their very nature, evil creatures. Race is one of the most important aspects of any fantasy role-playing game, and the belief that there are certain inherent genetic and social distinctions between different races is built into every level of most (if not all) Fantasy Role-Playing Games.
Racial characteristics in D&D have changed over time. Basic Dungeons & Dragons didn't distinguish between race and class for non-humans, such that one played a dwarf, elf, or halfling -- or a human fighter or cleric. The characteristics of race were so tightly intertwined that race and profession were considered one.

In Advanced Dungeons & Dragons, the changes became more nuanced, but not without some downsides on character advancement, particularly in allowing “demihumans” to multiclass but with level limits preventing them from exceeding humanity, who had unlimited potential (but could only dual-class).

With Fifth Edition, ability penalties and level caps have been removed, but racial bonuses and proficiencies still apply. The Angry GM explains why this is a problem:
In 5E, you choose a race and a class, but you also choose a background. And the background represents your formative education and socio-economic standing and all that other stuff that basically represents the environment in which you were raised. The racial abilities still haven’t changed even though there is now a really good place for “cultural racial abilities” to live. So, here’s where the oddity arises. An elf urchin will automatically be proficient with a longsword and longbow, two weapons that requires years of training to even become remotely talent with, but a human soldier does not get any automatic martial training. Obviously, in both cases, class will modify that. But in the life of your character, race happens first, then background, and only later on do you end up a member of a class. It’s very quirky.
Perhaps this is why Pathfinder decided to take a different approach to race by shifting to the term “ancestry”:
Beyond the narrative, there are many things that have changed, but mostly in the details of how the game works. You still pick a race, even though it is now called your ancestry. You still decide on your class—the rulebook includes all of the core classes from the First Edition Core Rulebook, plus the alchemist. You still select feats, but these now come from a greater variety of sources, such as your ancestry, your class, and your skills.
"Ancestry" is not just a replacement for the word “race.” It’s a fluid term that requires the player to make choices at character creation and as the character advances. This gives an opportunity to express human ethnicities in game terms, including half-elves and half-orcs, without forcing the “subrace” construct.

The Last Race

It seems likely that, from both a modern parlance and game design perspective, “race” as it is used today will fall out of favor in fantasy games. It’s just going to take time. Indigo Boock sums up the challenge:
Fantasy is a doubled edged sword. Every human culture has some form of fantasy, we all have some sort of immortal ethereal realm where our elven creatures dwell. There’s always this realm that transcends culture. Tolkien said, distinct from science fiction (which looks to the future), fantasy is to feel like one with the entire universe. Fantasy is real, deep human yearning. We look to it as escapism, whether we play D&D, or Skyrim, or you are like myself and write fantasy. There are unfortunately some old cultural tropes that need to be discarded, and it can be frustratingly slow to see those things phased out.
Here's hoping other role-playing games will follow Pathfinder's lead in how treats its fantasy people in future editions.
 

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Michael Tresca

Michael Tresca

Aguirre Melchiors

Banned
Banned
Try to portray real world etnicities in D&D is a hornest nest, a big one.
Just look at the tomb of anihilation controversy

i wouldnt touch with a 25 foot pole.
Tomb of Anihilation had a lot of controversy and political correct people writing pieces about the portrait of ''african fantasy''
disregarding intention or context.
 

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Shadow Demon

Explorer
At a glance, species could be a possible substitute but as Celebrim stated above it is too scientific for a medieval fantasy world.

The use of ancestry makes it seem like all PCs come from a common ancestor. Is the next step to eliminate deities? Is it now time for evolution of species from the protozoan?
 

Mercule

Adventurer
I'd prefer 'Culture' to 'Race'.
But it's not 'culture', any more than it's race. Culture implies the social heredity, rather than genetic heredity. Just because a human is raised among dwarves, he isn't going to get darkvision. 'Culture' could certainly include things like the elven knack with a bow, but it can't cover everything currently covered by 'race' -- at least not without bastardizing the word at least as much as 'race' has been.

Do we need "Race"? Well, it depends on what you mean.

Can we get rid of the in-game "subsystem" (for lack of a better word) that it represents? Not without making a major change to the game. The most obvious example of why not is the darkvision example I used above. Another would be racial modifiers.

Can we use a different term? Sure. I'm not sure there's a better term readily available. Shadowrun uses "metatype", which sounds distinctly non-fantastic. "Ancestry" actually makes me think the different "races" are more closely related than "race" does -- which is not desirable, IMO.

Really, I find the first question (mechanics) much more interesting than the second, which I find extremely strange to spend much time on, at all.

Many games are moving away from explicit racial stat modifiers in favor of an attitude of "a 15 dexterity is worth 9 character points, whether you're a human or an elf -- typical elves just spend more points on dexterity than constitution". That's something I gone from being somewhat put off by to a stance I fully support. I'm not sure it would work as well for D&D. If nothing else, I think it'd cause problems for people who like to roll dice for stats. But, it's strictly possible as a mechanical option to getting rid of (or modifying) racial packages.

I'm less sure about things like darkvision. I'd definitely support having a "background" and an "upbringing" (name may need work), though, with the former representing the sort of career-ish things that background currently represents and the latter representing the sort of social heredity of things like elven knack with a bow. Just reduce racial packages to things like darkvision and use a free feet or extra character (point buy) points to balance things out for the others.
 

RSIxidor

Adventurer
I like the Adventures in Middle Earth tack of separating them as cultures rather than races (I've not played The One Ring, so it may also work this way). While a wood elf and high elf are technically part of the same "race" in the concept of "species," their cultures are ultimately quite different. This is likewise true for the different mannish cultures. A woodmen of Mirkwood and a man of Dale could have similar physical traits but their cultures are more defining of why and how, rather than what.
 

Flexor the Mighty!

18/100 Strength!
Just switch to "Identifies as" and the player can write whatever they want in that spot though it will have no mechanical effect on games. Just get rid of mechanical differences between the identities and make them all equal, then players can roll play anything else.
 

ShinHakkaider

Adventurer
I can't believe that this is even a question. What does it matter? Gamers don't need social justice in their games, for the most part we're one of the most accepting groups there is. We don't care who or what you are, we just want to play.

As a black man who is 46 and has been playing RPG's since I was 12 I can tell you that in an overwhelmingly white hobby? This is just not true to my experience. AT ALL.

Let me clarify. Gamers are a subset of the population. If there are bigots and sexists in the general population? There are bigots and sexists in the gaming community. I'm not saying anything controversial by saying that the hobby is overwhelmingly white. Any Youtube video of streamed games or of GenCon Coverage will back this up. When you have a dominiant demographic there can and will be gatekeepers who decide that if you dont fit a certain look that you do not belong there. Gamers DO want to just game. But there are enough of these people out there that can make it a difficult proposition if youre not white and / or male (although it's getting better if youre not male).
 
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MacConnell

Creator of The Untamed Wilds
It is nice to see such uniformity in the desire to maintain accuracy of vocabulary over the political drive for social unrest. Politics of real life should not intrude upon fantasy gaming. It would only mar the impetus for entertainment.

It is offensive enough that politics has already driven away grammatical nomenclature in favor of mitigating propaganda promoted by parasites who have almost no exposure, much less any interest in fantasy gaming.
 

Shadow Demon

Explorer
I like the Adventures in Middle Earth tack of separating them as cultures rather than races (I've not played The One Ring, so it may also work this way). While a wood elf and high elf are technically part of the same "race" in the concept of "species," their cultures are ultimately quite different. This is likewise true for the different mannish cultures. A woodmen of Mirkwood and a man of Dale could have similar physical traits but their cultures are more defining of why and how, rather than what.

I think culture works for Middlle-Earth because of their insular nature. However, half-elves, half-orcs, dragonborn, tieflings, gnomes, and others really don’t fit using culture.
 

Mechanically, it is a very useful and interesting design space, and I'm glad it's there. As for calling that design space "race," I'm reminded of a certain Princess Bride quote. :)
 

It's a game. Do we need it? It works fine for me and my table. I've decided that ENWorld is just trying to stir the pot to get traffic. And it's working.
 

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