D&D 3E/3.5 Diversity in D&D Third Edition

With 3rd Ed, our main goal was to return D&D to its roots, such as with Greyhawk deities and the return of half-orcs. By staying true to the feel of D&D, we helped the gaming audience accept the sweeping changes that we made to the rules system.

One way we diverged from the D&D heritage, however, was by making the game art more inclusive. People of color, for example, were hard to find in earlier editions, and, when they did make appearance, it wasn’t always for the best. Luckily for us, Wizards of the Coast had an established culture of egalitarianism, and we were able to update the characters depicted in the game to better reflect contemporary sensibilities.

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A few years before 3E, the leadership at Wizards had already encouraged me to go whole-hog with the multicultural look of the RPG Everway (1995). In this world-hopping game, we provided players and Gamemasters with scores of color art cards to inspire them as they created their characters and NPCs. The art featured people and settings that looked like they could have come from fantasy versions of places all around the earth, and the gender balance was great. I once got an email from a black roleplayer who said that Everway had forever changed the way he roleplayed, so I know that the game’s multicultural look was meaningful to some gamers out there. With D&D, we took the game in the same direction, but not nearly as far. The core setting has always resembled medieval Europe, and we expanded the diversity of the characters while still maintaining the medieval milieu.

The characters that players see the most are the “fab four,” the four iconic characters that we used repeatedly in our art and in our examples of play. Two are men (the human cleric and the dwarf fighter) and two are women (the elf wizard and the halfling rogue). Given the demographics of gamers in 2000, the implication that half of all D&D characters are female was a bit of a stretch. The only complaints we got, however, were about the introductory Adventure Game, where the characters were pregenerated, with names and genders assigned to them. Some young men would have preferred fewer female characters and more males to choose from. None of us worried too much about those complaints.

In addition to the main four characters, we also assigned a particular character to represent each of the other classes, with that character appearing in examples of play and in art. The four human characters comprised a white man (the cleric), a white woman (the paladin), a black woman (the monk), and an Asian man (the sorcerer). The remaining four nonhuman iconics were three men and one woman. It was a trick to strike the right balance in assigning fantasy races and genders to all the classes and to assign ethnicities to the human characters, but the iconic characters seemed to be a big hit, and I think the diversity was part of the appeal.

Somewhat late in the process, the marketing team added Regdar, a male fighter, to the mix of iconic characters. We designers weren’t thrilled, and as the one who had drawn up the iconic characters I was a little chapped. My array of iconic characters did not include a human male fighter, and that’s the most common D&D character ever, so the marketing team gave us one. We carped a little that he meant adding a second white man to the array of characters, but at least he was dark enough to be ambiguously ethnic. Regdar proved popular, and if the marketing team was looking for an attractive character to publicize, they got one.

Back in 1E, Gary Gygax had used the phrase “he or she” as the default third person singular pronoun, a usage that gave the writing a legalistic vibe that probably suited it. In 2E, the text stated up front that it was just going to use “he” because grammatically it’s gender-neutral. Even in 1989, insisting that “he” is gender neutral was tone deaf. By the time I was working on 3E, I had been dealing with the pronoun issue for ten years. In Ars Magica (1987), we wrote everything in second person so that we could avoid gendered pronouns. The rules said things like, “You can understand your familiar” instead of “The wizard can understand his/her/their familiar.” In Over the Edge (1992), we used “he” for the generic player and “she” for the generic gamemaster, which felt balanced and helped the reader keep the two roles separate. That sort of usage became standard for Atlas Games’s roleplaying games. Personally, I use singular-they whenever I can get away with it, but 20 years ago that was still generally considered unorthodox. For 3E, I suggested that we tie the pronouns to the iconic characters. The iconic paladin was a woman, so references to paladins in the rules were to “her.” I thought we’d catch flak from someone about this usage, but I never heard fans complaining.

One topic we needed to settle was whether monsters that were gendered as female in folklore, such as a lamia, should be exclusively female in D&D. I figured we should ditch gender limits wherever we could, but an editor argued that gender was important for the identity of a monster like the lamia. I asked, “Is that because it is in woman’s nature to deceive and destroy men?” Luring and destroying men is a common trope for female-gendered monsters, with the lamia as an example. “Yes, it is” said the editor, but she was laughing, and I had made my point. You can see an illustration of a male lamia in the 3E Monster Manual.

While we incorporated Greyhawk’s deities into 3rd Ed, we had no intention of picking up Greyhawk’s description of various human ethnic groups, corresponding more or less to ethnicities found on Earth. For gamers who cared about the Greyhawk canon, the Asian sorcerer would be from a lightly described territory to the west and the black monk would be a “Touv” from the jungles of Hepmonaland. Touvs in 2E were defined as having a penalty to their Intelligence scores, and we sure didn’t want to send any players in that direction. In 3E, the Asian and black characters were just humans, full stop.

The good news is that the gaming audience rolled with the iconic characters featuring people of color and women. With 5th Ed, the design team picked up where we left off and have pursued diversity further. The diverse cast of characters goes a long way in making D&D look modern and mature.
 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Umbran

Mod Squad
Staff member
Supporter
I likewise welcome the day when "y'all" and "all y'all" are considered proper English.

I just have trouble wrapping my head around singular "y'all". It is a contraction of "you all". So, "you all" to refer to one person implies... "you" is less than the entire person? "Y'all" when you mean a person, and "you" when you mean, "the person, but not their left foot"?

:p
 

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Charlaquin

Goblin Queen (She/Her/Hers)
I will chafe at the use of flaunt when flout is the correct word, my heart fills with the rage of a thousand suns when I hear “It’s a doggy dog world,” and I will defend to the death the Oxford comm,
I feel much the same way.

but I will never understand why anyone would be overly concerned about the singular they.
I understand why, but saying it wouldn’t be very civil.
 

Sacrosanct

Legend
I’d like to think that’s true, but I don’t ‘feel’ it. I was reading a “singular they” (again!) thread just a few days ago.

If things are getting better, I’m pleased. Clearly, I’m not the person to judge that. I do know that some of the worst exemplars no longer post here, for various reasons (theirs or my decision).

I think things are getting better. And not just here, but in general. In the various geek industries, and among geeks themselves. For instance, Borderland 3 just game out. Two of the main characters are gay (Hammerlock and Wainright are both partners). And there many other references to gay/bi subcharacters, etc. As shortly at 10 years ago it would be huge deal. There are still people who complain, but they are getting fewer in between. One of my long term gamer friends (ie. only really friends when video gaming and don't hang out otherwise) is a pretty typical alpha male. Made all the gay jokes, etc. Pretty sure he's a conservative as well politically.

but playing a game like Borderlands, and he hasn't even made a single comment about someone's sexuality during the game when it's come up. Even he has started to accept it as the norm. Which is should be, and is the goal, right?

I am a believer that bigotry is rooted in ignorance of the unknown. the unknown scares people, to an extent. So as things that were previously unknown to them become a commonplace occurrence, they no longer have those fearful reactions, and it becomes normalized. They don't stand out as much and aren't noticed as much. This works for both good and bad, sadly, but I'd like to think that things are getting better.
 


Celebrim

Legend
I just have trouble wrapping my head around singular "y'all". It is a contraction of "you all". So, "you all" to refer to one person implies... "you" is less than the entire person?

:p

Singular "y'all" is a bit controversial even in the South, but when it present it's intended to be inclusive. It implies you don't know the exact plurality you are addressing. You can think of it as, "You, and whomever else it applies to (if anyone)." or "You, and yours (if any)." You might say to a stranger whom is leaving your store, "Y'all have a nice day.", on the assumption that there may or may not be a spouse and kids in the car, but either way your blessing will reach them.

Where as, "All y'all" implies that you want to make clear that you are extending that inclusivity as widely as possible. As in, "All y'all, God Bless and have a Merry Christmas."
 

Celebrim

Legend
I understand why, but saying it wouldn’t be very civil.

Well, I'm not seeing a whole lot of opposition to the singular "they" in the thread, and especially not in comparison to the amount of people complaining about the supposed opposition to the singular they. But you aren't the only one who suspects that their explaining motives wouldn't be very civil.
 

I feel that perhaps then I shouldn't mention my region's yinz. Supposedly it is a contraction of "you ones" but that may be apocryphal.

Anyway, I would agree that ENworld (and the gaming industry in general) is getting better about diversity and inclusion. There are still plenty of holdouts, sure, but it's still better than things were a decade, even five years ago.

I just have trouble wrapping my head around singular "y'all". It is a contraction of "you all". So, "you all" to refer to one person implies... "you" is less than the entire person? "Y'all" when you mean a person, and "you" when you mean, "the person, but not their left foot"?
:p
 

Morrus

Well, that was fun
Staff member
I am not at all concerned about the singular "they", employ it myself, and I likewise welcome the day when "y'all" and "all y'all" are considered proper English.
Well you’re talking about local regionalisms rather than inclusivity there.
 

Gradine

The Elephant in the Room (she/they)
I’d like to think that’s true, but I don’t ‘feel’ it. I was reading a “singular they” (again!) thread just a few days ago.

If things are getting better, I’m pleased. Clearly, I’m not the person to judge that. I do know that some of the worst exemplars no longer post here, for various reasons (theirs or my decision).

As Celebrim pointed out, the argument regarding the singular they here is... mostly nonexistent. Which has very rarely been the case. Seems like there's been a fairly civil discussion with the closest thing that comes to consensus on this board. What is left are a handful of misunderstandings (born out of, at least in my case, understandable but apparently completely unwarranted suspicions) and grammar nerds arguing about the history of grammar, as they are wont to do.

If you had told me this summer that there'd be a "singular they" thread like this one before the end of the year I'd have thought you mad.
 


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