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.

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

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Tony Vargas

Legend
(On a related note, how often are faceless mooks in tabletop RPGs depicted as women, anyway?)
And interesting question. Certainly not often, and probably when it does - when you're fighting hive aliens, in some SF RPG, for instance, if they're like ants or bees, they may very well all be technically female - it may not be a very visible representation. Faceless mooks can be presented as not visibly gendered - stormtrooper armor, for instance, was established as hiding obvious signs of assigned sex.

To be clear, you found it necessary to bring up these "old arguments" in this thread in order to .... what? Because you think it will go better this time?
No. Not bring them up. Point out that they're old. And, yes, perspective helps. "We've been over this (realism) many times before," is all too relevant. "This logically valid argument that you now advance, you have refused to accept before," (and vice versa) also painfully relevant.

How is that working for you?
It'd work better for me personally, if I didn't have to fend off personal attacks for daring to do it. But, I'm not going to bullied into pretending the past didn't happen.

Promises, promises.
 

Umbran

Mod Squad
Staff member
Supporter
Gentlemen....

Please only continue discussion so that I do not have to use the term "Gentlemen" loosely.
 

Does any published setting assume 100% equality among humans? Personally I randomize gender (and to a lesser extent race) for my NPCs most of the time.

That doesn't mean I totally ignore the role of gender in society.
I'm tenpted to say Eberron, at least from my read of it, and for simplicity's sake more than anything else. I can't recall any instances of human gender being a big deal in Khorvairan society. Certainly nothing that could prove an impediment to adventurers of any gender. Don't know enough about Sarlona to comment about what goes on over there, but I don't see the Riedrans, the Adarans, or the Tashanans caring about gender either.

I can recall one major gender social role off the top of my head: Dhakaani Bards/Dirge Singers/Duur'kala tend to be female, but that isn't set in stone; male Dirge Singers are an unusual but not unprecedented thing. And that's concerning a secretive culture of goblinoids, so probably not the answer you're looking for.
 
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Does any published setting assume 100% equality among humans?

Not between social class -- even if it's strange that social organizations would develop the same with spells... I'd think the hold of religion on people's mind would be even greater than what it was in the middle ages if your typical cleric is able to cast Flame Strike... for example. But between gender, they do mention it, not limiting the assumed equality to PCs but to the whole setting.

Personally I randomize gender (and to a lesser extent race) for my NPCs most of the time.

That doesn't mean I totally ignore the role of gender in society.

I'd be surprised if gender role evolved in a fantasy world in the same way they did in our world.
 


I'm tenpted to say Eberron, at least from my read of it, and for simplicity's sake more than anything else. I can't recall any instances of human gender being a big deal in Khorvairan society.

Yes. But if you look through the absence of mention, things start to fall apart a little. For example, among the 14 dragon-marked houses, 12 are led by males and 2 by females. A performance akin to our top companies boards... And the two DM houses with a matriarch are Ghallanda (house of taverns, so... barmaid?) and sivis (house of communication). It can be a statistical oddity, though.
 




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