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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Umbran

Mod Squad
Staff member
Supporter
If they're created by seperate gods than they're definitely different species because they don't share a common origin

If they are created by gods, the rules for their interbreeding are arbitrary choices by these gods, not following any rules that speak to physical differences. If it doesn't come from an evolutionary origin, the modern real-world concept of "species" does not apply.
 

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But holy hell. Is sword and sorcery simply off the table?

It depends on whom the table belongs to, does it not.

Sword and Sorcery themes are at best amoral, and at worst immoral.

Conan, Kills whom he wants, Takes what he wants, and Conan does not care about the consequences.

Conan also did not rank people as good or bad, based off the textual depiction of his thoughts (REH as the narrator is a different matter), Conan just thought of people as “Foe”, or “Mark”, and sometimes a vague sense of “Friend”.

So even in a Conan story, not all Stygian people are bad, and Kill on Sight. Conan’s foes are his foes not because of being evil, but through dint of being obstacles to Conan’s desires.

So Sword and Sorcery is still a great vessel, in my view, for creating great NPC with complex motivations and interactions.

Much richer then, all Orcs are evil, because they are Orcs.

Superimposing a moral narrative on Sword and Sorcery, just misses the point of the genre, to me at least.

Restraint and Compassion, exercised by society members, allow free societies to function.
Oppression and Coercion, can keep the gears running for a time.

Sword and Sorcery as a genre typically does not center around themes of Restraint and Compassion.

This is not a normative criticism, but an observation.

Now if you feel some humanoids must be monolithically evil, to distract yourself from the wanton destruction you are shared/pretending/acting.....then philosophically I have some issues with that, personally.

To paraphrase William Burroughs, I believe in Naked Lunches, where the true cost of the ingredients is calculated....a free lunch, that ignores the cost of production is not free.

Conan, as a fictional person is beyond Good and Evil.....most of us, alive today are not.

I mean, one would not want one’s babysitter having the behaviors or mindset of Conan, by Crom!
 

Nickolaidas

Explorer
Again, the core customers of WotC arent graying, white, males who started playing 40 years ago. Those are 1) a minority, 2) on their way out. The new customers from the last few years are far more numerous than the old guard.

You can find their demographic survey results that were posted a month or so ago.
I'd really appreciate a link!
 



Umbran

Mod Squad
Staff member
Supporter
Wishing to expand your customer base is always good for business, unless said business plans to alienate or neglect the core customer base in the process. That's never a good thing.


By their numbers, at this time 40% of WotC's current market appear to be 24 years old or younger. You may take your guess as to how many of them think, "Gee, we really have to keep these old tropes in the game!"
 



Doug McCrae

Legend
The way I'd subvert Keep on the Borderlands would be to make most of the inhabitants ordinary everyday monsterfolk going about their lives. They probably have a hunter-gatherer way of life and the caves are a temporary residence, or they are there to celebrate a religious festival. The captain of the keep lies to the PCs, telling them that the humanoids are raiders. The priests of Chaos are evil*, and probably in cahoots with the captain.

This changes almost none of the actual content in the original module, and yet changes everything.

EDIT: *Make sure there's at least one good religious person somewhere in the adventure though so there isn't a wholly anticlerical message.
 
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