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D&D 5E WotC's Jeremy Crawford on D&D Races Going Forward

On Twitter, Jeremy Crawford discussed the treatment of orcs, Vistani, drow and others in D&D, and how WotC plans to treat the idea of 'race' in D&D going forward. In recent products (Eberron and Wildemount), the mandatory evil alignment was dropped from orcs, as was the Intelligence penalty. @ThinkingDM Look at the treatment orcs received in Eberron and Exandria. Dropped the Intelligence...

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On Twitter, Jeremy Crawford discussed the treatment of orcs, Vistani, drow and others in D&D, and how WotC plans to treat the idea of 'race' in D&D going forward. In recent products (Eberron and Wildemount), the mandatory evil alignment was dropped from orcs, as was the Intelligence penalty.


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@ThinkingDM Look at the treatment orcs received in Eberron and Exandria. Dropped the Intelligence debuff and the evil alignment, with a more acceptable narrative. It's a start, but there's a fair argument for gutting the entire race system.

The orcs of Eberron and Wildemount reflect where our hearts are and indicate where we’re heading.


@vorpaldicepress I hate to be "that guy", but what about Drow, Vistani, and the other troublesome races and cultures in Forgotten Realms (like the Gur, another Roma-inspired race)? Things don't change over night, but are these on the radar?

The drow, Vistani, and many other folk in the game are on our radar. The same spirit that motivated our portrayal of orcs in Eberron is animating our work on all these peoples.


@MileyMan1066 Good. These problems need to be addressed. The variant features UA could have a sequel that includes notes that could rectify some of the problems and help move 5e in a better direction.

Addressing these issues is vital to us. Eberron and Wildemount are the first of multiple books that will face these issues head on and will do so from multiple angles.


@mbriddell I'm happy to hear that you are taking a serious look at this. Do you feel that you can achieve this within the context of Forgotten Realms, given how establised that world's lore is, or would you need to establish a new setting to do this?

Thankfully, the core setting of D&D is the multiverse, with its multitude of worlds. We can tell so many different stories, with different perspectives, in each world. And when we return to a world like FR, stories can evolve. In short, even the older worlds can improve.


@SlyFlourish I could see gnolls being treated differently in other worlds, particularly when they’re a playable race. The idea that they’re spawned hyenas who fed on demon-touched rotten meat feels like they’re in a different class than drow, orcs, goblins and the like. Same with minotaurs.

Internally, we feel that the gnolls in the MM are mistyped. Given their story, they should be fiends, not humanoids. In contrast, the gnolls of Eberron are humanoids, a people with moral and cultural expansiveness.


@MikeyMan1066 I agree. Any creature with the Humanoid type should have the full capacity to be any alignmnet, i.e., they should have free will and souls. Gnolls... the way they are described, do not. Having them be minor demons would clear a lot of this up.

You just described our team's perspective exactly.


As a side-note, the term 'race' is starting to fall out of favor in tabletop RPGs (Pathfinder has "ancestry", and other games use terms like "heritage"); while he doesn't comment on that specifically, he doesn't use the word 'race' and instead refers to 'folks' and 'peoples'.
 

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This seems very glib. It treats the operation of physical aspects of the world on the same moral level as how we think of people.

The word "fantasy" does not just wipe away the moral character of the resulting stories.

But if that's true of racial essentialism in D&D, then it's true of fantasy violence and demon-worship in the game as well. The presumed inability of players to distinguish between the fantasy world and the real world has been the justification for all of the moral crusades against the game.
 

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Doug McCrae

Legend
The following quotations are from the 1e AD&D Monster Manual:

"The skin of bugbears is light yellow to yellow brown — typically dull yellow."
"Hill giants have tan to reddish brown skins, brown to black hair, and red-rimmed eyes."
"There is a great resemblance between gnolls and hyenas."
"Goblins range from yellow through dull orange to brick red in skin color."
"The hairy hides of hobgoblins range from dark reddish-brown to gray black. Their faces are bright red-orange to red."
"The hide of kobolds runs from very dark rusty brown to a rusty black."
"The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color."
"Orcs appear particularly disgusting because their coloration — brown or brownish green with a bluish sheen — highlights their pinkish snouts and ears."

"Elves are slim of build and pale complected."
"Dwarves are typically deep tan to light brown of skin, with ruddy cheeks and bright eyes (almost never blue)."
"Most gnomes are wood brown, a few range to gray brown, of skin. Their hair is medium to pure white, and their eyes are gray-blue to bright blue."

It can be seen that colours associated with real world non-white people are very common amongst evil humanoid races - yellow, red, brown, black. The least human-looking, the gnoll, resembles an African animal.

By contrast, elves are "pale", dwarves no darker than "light brown", and the "wood brown" gnomes have blue eyes.
 



InnocentPope

Explorer
Just had a look thru the 1989 2e PHB and I couldn't find any depictions of non-white people. There are some in the Monstrous Manual, such as the desert giant. I think the unfortunately named Ember in 3e must be the first in a PHB.

I'm sorry, forgive my ignorance, but how is the name Ember "unfortunate" exactly?
 


G

Guest 6801328

Guest
The presumed inability of players to distinguish between the fantasy world and the real world has been the justification for all of the moral crusades against the game.

Maybe the most dramatic example of totally misunderstanding the problem yet exhibited in this thread. And that's saying something.
 


Minigiant

Legend
Supporter
If combating creatures that are sentient ( = able to be a player character), then nonlethal combat can be the norm.

I'd argue that you need more that just sentience to qualify as a PC. Dogs are sentient.

You'd need
  1. Sentience- able to perceive or feel things for itself
  2. Sapience- able to reason and be wise for itself
  3. Personality- able to sense and create a consciousness for itself
to not be playing a robot.
 

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