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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Mercurius

Legend
I couldn't agree more. We've got a whole generation of D&D players who cut their teeth on games like World of Warcraft where orcs and trolls aren't automatically evil bastards. Garrosh Hellscream was an evil git, yes, but we've also got Thrall as well. And beyond other games, these younger people were influenced by media that wasn't available during my formative years. I wonder what impact Dragon Ball Z has had in the expectations of what heroes can do.

There are some changes that have been made to D&D over the last few years that I don't particularly care for. I did not care for the dungeon punk aesthetic of 3rd edition, I dislike allowing clerics to worship nebulous concepts like good (2nd edition?), and I very much dislike the removal of alignment restrictions from paladins. But I still like D&D and have a lot of fun playing it. There may come a point where I no longer care for it and hang up my DM hat, but I'll wave happily to the younger generation enjoying what is essentially the same thing I enjoyed for many years.

It probably helps that at some point I realized I was no longer the prime marketing demographic for many of the products I love. It's just one of the many changes one has to accept when they don't die.

Yes, very true. It is important for us old-timers to realize that no change to the game can kill us and take our stuff. We might not like specific changes, but we can all always play the game how we want to play.

What you say highlights one of my main points in the other mega-thread: that the task for WotC is to try to find a way to be inclusive and inviting of new players (of whatever demographic), but also preserve D&D heritage. I find it highly problematic when the discussion becomes a tug of war between both poles. There is a way to integrate both, imo, which is what happens in a healthy evolution.
 

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Cadence

Legend
Supporter
Gone with the Wind has been removed from HBO's public library.

It's coming back soon with a new introduction. I assume it will be similar to the one at the beginning of the Looney Tunes Collections and Tom & Jerry Collections. They're not doing the equivalent of burning the old copies, more like making sure the new printings have an introduction they think is appropriate.
 

Derren

Hero
Not a sensitivity reader, but a consultant - The Creation of Kaya, Magic: The Gathering’s First Black Woman Planeswalker

Neither planeswalkers nor the world Kaya comes from are real.

Which is why the idea of having a consultant is completely silly as there is no one who can consult about a completely fictional culture in some other dimension with some sort of blend between magic and technology. In this dimension she likely comes for a culture completely alien to the real world and being black might not even make her a minority. Who is qualified to consult about that?

No, what they hired is not a consultant, but a PR specialist to make this character especially attractive to their target demographic. They just call it consultant because it sounds better and less corporate.
 

Cadence

Legend
Supporter
Are you aware that WotC recently removes MtG cards from official play and even changed them in their online library because they were not PC (anymore)?

One of the cards was called Invoke Prejudice, the art depicted a group obviously supposed to be the KKK. The art was by a Neo-Nazi. It was (by chance) given the number 1488 in the data base. That one, in particular, was never appropriate, was it? (I mean, I remember a bunch of us in the mid-90s recognizing it was beyond some bounds.

For the others, there were two where part of the names showed up as slurs, or they were told they were slurs (apparently by folks they believed).

For the remainder, each had some combination of at least two of effect, or art on an early version, or name that they thought were problematic. For example, other cards had crusade in the name or cleanse in the name, some still giveing negative effects to black cards, but had extra things that made it clearly not real world or easily co-optable. It appears someone was drawing a line, and it won't result in tons of magic cards being removed.
 
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Sadras

Legend
I couldn't agree more. We've got a whole generation of D&D players who cut their teeth on games like World of Warcraft where orcs and trolls aren't automatically evil bastards. Garrosh Hellscream was an evil git, yes, but we've also got Thrall as well. And beyond other games, these younger people were influenced by media that wasn't available during my formative years. I wonder what impact Dragon Ball Z has had in the expectations of what heroes can do.

There are some changes that have been made to D&D over the last few years that I don't particularly care for. I did not care for the dungeon punk aesthetic of 3rd edition, I dislike allowing clerics to worship nebulous concepts like good (2nd edition?), and I very much dislike the removal of alignment restrictions from paladins. But I still like D&D and have a lot of fun playing it. There may come a point where I no longer care for it and hang up my DM hat, but I'll wave happily to the younger generation enjoying what is essentially the same thing I enjoyed for many years.

It probably helps that at some point I realized I was no longer the prime marketing demographic for many of the products I love. It's just one of the many changes one has to accept when they don't die.

This is true, but also sad.
 

Maxperson

Morkus from Orkus
The goal is to avoid promulgating negative tropes and stereotypes that have seeped into our consciousness without most of us being aware of their origins, or of the traumatic meaning they hold for some people. Again, the “fecundity” example is a good one.
Killing, theft, rape, murder, assault and battery, robbery, yelling, home invasions, war, fighting, and every other similar thing all hold traumatic meaning for some people. Shouldn't we also get rid of those those things from the game, too?
 

Ever heard the phrase “nothing new under the sun”? Creatives don’t invent new stuff out of thin air; it comes from the ideas in their heads. And we don’t always know where those ideas came from originally, or what connotations they might have among different groups.

I've heard that phrase. The book it comes from originally starts and ends with another phrase:

" 'Completely meaningless' says Qoheleth, 'Everything is meaningless' "

(It is generally translated more poetically as "Vanity of vanities, all is vanity" however this refers to 'vanity' in the ancient Latin sense meaning "emptyness" and "falsehood")
 
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Killing, theft, rape, murder, assault and battery, robbery, yelling, home invasions, war, fighting, and every other similar thing all hold traumatic meaning for some people. Shouldn't we also get rid of those those things from the game, too?

Accurate content labelling for some of the big topics help.

Knowing that an adventure is about, say, leading refugees away from an invasion, right from the start, helps a lot. Introducing my friend to a player's handbook where there are "races" that are described just like how his ancestors and relatives who immigrated to the US were villified, doesn't help. There's a specific difference between the adventure content and the player options before adventures even start.
 



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