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.

dnd-party.jpg

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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Umbran

Mod Squad
Staff member
Supporter
Mod Note:

Folks, I have just had to delete a post that was vastly inappropriate. If you see such a thing again, please report it and ignore it. Do not react to the trolls. Thank you
 

sigh

I could feel this was the direction this thread was headed. For the record, I support diversity because I think it makes for better products and for a broader player base. I have less than zero interest in leftwing politics.
 


Coroc

Hero
..
It's because Clerics originally entered D&D specifically to deal with a PC (!!!) whose class was Vampire, way back in the day, and were based on Bishop Odo, who apocraphyal information suggested was forbidden from using edged weapons: Odo of Bayeux - Wikipedia

Was not Odo alone, i saw an intersting history docu on TV yesterday, Up to14xx or so i miight remember wrong part of the practical medical namely surgery was also carried out by monks in cloisters.
Then came some papal edict that the clergy is absolutely forbidden to shed blood, so the monks had to leave this field of medicine to charlatans and other people.

also @Umbran
 

Coroc

Hero
...
. It has been suggested that his clerical status forbade him from using a sword, though this is doubtful: the club was a common weapon and used often by leadership..."
The papal edict which forbade blood shedding by the clergy, preventing momks from working as surgeons back then was later, but i do not recal lthe exact year, so this might be some retcon to make the point even clearer, like check out Odo back then he already did it right or so.
also @Ruin Explorer
 

Tony Vargas

Legend
To center in on the relevant quote:

"The Bayeux Tapestry, probably commissioned by him to adorn his own cathedral, appears to labour the point that he did not actually fight, that is to say shed blood, at Hastings, but rather encouraged the troops from the rear. The Latin annotation embroidered onto the Tapestry above his image reads: "Hic Odo Eps [Episcopus] Baculu[m] Tenens Confortat Pueros", in English "Here Odo the Bishop holding a club strengthens the boys". It has been suggested that his clerical status forbade him from using a sword, though this is doubtful: the club was a common weapon and used often by leadership..."
Second time that's come up, lately. I'd long since gotten used to example inspirations for the fighter actually fitting warlord better, but here's a nominal cleric that's better modeled as a 'LazyLord.'

....also, they're saying 'club,' but I wonder if the connotation of rod or scepter wouldn't fit, symbol of authority as much as weapon?
 

Celebrim

Legend
....also, they're saying 'club,' but I wonder if the connotation of rod or scepter wouldn't fit, symbol of authority as much as weapon?

I suspect it is the reverse - the rod or scepter is derived from the club as a traditional symbol of authority. Certainly cities and universities have maces - clubs - as symbols of their authority, and I suspect that if you go back far enough the right to have that mace was something granted to them in recognition of their authority or to vest them with authority.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
The heart of the problem is that straight white male is considered the default and some people believe any divergence from that should have a reason. That's the problem. There shouldn't be a 'default'. There shouldn't need to be a reason. Just let it happen.
The problem goes deeper though. This assertion itself reflects a colonialist way of thinking. We need a default to communicate, and more so, to see ourselves reflected in. My stories all depict default people, but they aren't white people, because -as a non-American- my default isn't white people. When I was little, I had no problem seeing myself reflected on pretty much any media on any character that wasn't explicitly coded as particularly a certain race/sexuality/identity etc. Every character was like me until proven otherwise. Or it used to be, because now, by getting rid of the uncoded default people, now no character is ever me, I'll never ever see myself on the screen because of it. (Ok, it has never been perfect, I still loathed the idea that there very few female characters.)
 

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