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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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Oofta

Legend
I see this, and yet your participation in these threads speaks otherwise.

What are you hoping to get out of this discussion if you don't care what published materials do?

Express my opinion? Get an understanding of why people have an issue other than "it's bad because racism is bad"? Discuss gaming?

Why does anyone post to these threads and why do I have to justify having an opinion?
 

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G

Guest 6801328

Guest
I think the overall initiative from Wizards is extremely positive and woefully overdue. And I think "cultural consultants" are a good idea for companies that want to sell products in a multicultural, globalized world. And I think the D&D rule books should be made as inclusive and sensitive as they can possibly be, both because it's the right thing to do and because we want the hobby to be as culturally and demographically broad and inclusive as it can possibly be. (It needs to start with hiring: It can't just be cultural consultants to check the work of their white guys.)

That said, once you move beyond the rule books to things like campaign settings, I worry about it a little. I'm a HUGE fan of the HBO series Deadwood. I think it's a masterpiece. And I always try to imagine a "sensitivity reader" reading through its scripts. They'd probably have a stroke.

At least part of the writer part of me thinks creators should be left to do their art, realize their vision, and then take their lumps. If my setting (Midnight, for example) features spiritual essentialism (NOT "biological" essentialism), with orcs that have been corrupted and remade in the image of an evil deity, then I want to publish that setting without some sensitivity reader telling me I can't because someone might draw an association with some real-world ethnic group and rightfully be offended by it. I want to publish my setting with evil orcs and if I screw up the depiction, the community can let me, the creator, have it, and I can listen and maybe learn something, and we can talk about it, and maybe I gain some wisdom and we come to understand each other a little better.

To be clear, I don't think our main problem as a hobby has been excessive concern about inclusivity or cultural sensitivity -- far from it, I don't think it's on our list of problems. I think we have a long way to go before that becomes any kind of problem. But I can kind of see it from here, and that worries me a little. I hope we can talk about problematic elements of a whole swath of traditional fantasy without throwing it on the pyre and that creators will still feel able to take risks, do their best, and then take their licks if and when they screw it up. I think the input of sensitivity readers can be valuable and should be heard, but I also don't want sensitivity readers getting the final say on what art (or entertainment, if "art" is too pretentious) sees the light of day.

Well, is it a hobby, or an art, or a business?

It's not like government censors are implanting sensitivity readers at WotC. WotC wants their help, because in this case...finally...ethical considerations and business considerations overlap. They don't want to "take their lumps"; they want to sell books.

If the "artists" don't like it, they can self-publish or find an indy publisher.
 

Oofta

Legend
Yeah. But.. you're talking in a thread about the publisher's action. So, maybe this isn't the place for your grievance?

I was originally responding to what I perceived as an offensive post then got sucked into a different discussion.

I'll go back to ignoring it.
 


ZeshinX

Adventurer
The path is more People point out racist stereotype is insulting -> Nobody gives a fetid dingo's kidney for your feelings and refuse to change -> People get the idea they can get away without caring for your feelings -> racism.

It is the real world act of not caring about who they insult that supports racism. Because whether or not we take our cues for right and wrong from fantasy, we DO take cues from other people in our culture.

And who decides what feelings necessitate change, and how many have to have said feeling to justify it? Basically, who decides who gets to be the morality and feelings police? What body governs that? Do we, as a community, force change upon another community, because our community feels upset about that other community's practices/beliefs?

It's a tricky thing, no doubt...but to elevate one community over another based on feelings and/or thoughts...is inherently the core of racism, no? So that path seems like exactly the same thing to me, just from a perceived "more enlightened" perspective. Instead of race, it's about thought.

Racism is, unquestionably, abhorrent. Exploring options for D&D to avoid any hint of racist influence or suggestion is a good thing. I quite enjoy the idea of exploring the design element of detaching ability score bonuses from race (or whatever terms ends up representing race if the word 'race' is too loaded). I like the idea of playing whatever race (apologies, but until it is established, I will use the word 'race' to represent the varying options of ethnicity in the context of D&D) and class concept. Sure, always was an option (as written since 3e anyway), but attaching ability scores to race inevitably narrowed the field of options if you wanted to play a certain class as mechanically ideally as you could. I think a cultural predisposition to certain classes (like elves, as the culture, being interested and invested in arcane magic and it's wizard practioners therein in many settings) can be represented just as easily via descriptions of the culture itself, as opposed to mechanical ability bonuses attached directly to any particular race.
 

Charlaquin

Goblin Queen (She/Her/Hers)
A big part of the game is killing evil monsters. Change orcs to green, call them a different species instead of race and I see no issue. I see no logical reason we can have (effectively) always evil fiends, dragons and undead but we can't have an evil monster that happens to look sort-of human.
Galaxy-brain moment: what if we didn’t have always-evil fiends, dragons, and undead either?
 

Desrimal

Explorer
The Satanic panic was saying "this is inherently evil and it's a dangerous to everyone, don't play it."

The current moment (whatever it's termed in retrospect) is saying "there are people who are hurt by elements of the game, can we expand canon a bit so that the uncomfortable stuff isn't the only way things are described, let's all keep playing."

If you find making other people more comfortable causes you harm, that's on you, I'm afraid.
Please don't use a strawman like in your last sentence - you're better than that :)

I think it's the same thing. People in the 80's were also hurt by the fact, that d&d had demons and the game's focus on the occult in general. However, only a few of these actually played the game. I honestly don't think that many d&d players are truly hurt by the fact, that orcs and drow are evil in d&d.
 


JiffyPopTart

Bree-Yark
So, as a practical matter, do you need an entire race to accomplish this? Why not just telegraph to your PCs that the particular group they are up against is nasty, and let them hack away?
I don't know how many (or few) here ever watched The Orville, but they have a recurring subplot that perfectly represents how to tweak the stories of the always-evil creatures yet maintain continuity with everything that has come before.

I don't want to spoil the story...but I will just say there in The Orville universe there is an alien species that is ALMOST all male. Once in a generation a female is born, and it just so happens that one of the main characters ends up having a daughter. The plot progresses over the course of multiple episodes, but it turns out that the perceived rarity of females isn't the whole story, and there is a perfectly good reason why everyone things there is only one female born in a generation.

This same subplot could be applied to almost any always-evil group and explain it all in universe.
 

Whizbang Dustyboots

Gnometown Hero
I think it's the same thing. People in the 80's were also hurt by the fact, that d&d had demons and the game's focus on the occult in general. However, only a few of these actually played the game. I honestly don't think that many d&d players are truly hurt by the fact, that orcs and drow are evil in d&d.
We're on our second thread with more than 20 pages and RPG.net also has extensive threads on this issue.

What counter-evidence can you provide to suggest that people don't care?
 

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