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

Tony Vargas

Legend
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.
Yeah, it is. A lot of languages have gender built in very pervasively, English actually has very little of it, by comparison. But, if you are talking about a single specific person, the English pronoun is gendered. Maybe it stands out because there's not a whole lot of it elsewhere? More than one person, the gender is gone. Not a person, the gender is gone. Not a specific person, or a person who's gender isn't certain based on context, the gender is gone - but the word happens to be the same as for the male gender, 'he.' That's hardly unusual, English is lousy with words that have multiple meanings.

But around the time it became fashionable to remove -man as an ending for the names of professions, that technically gender-neutral pronoun became problematic....

I've only ever seen one solution in an RPG that I actually liked. That defused the issue, was grammatically correct, and improved the presentation of the game...

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. ... 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.
… little stroke of genius, that was.
 

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cbwjm

Seb-wejem
I remember reading something somewhere that the team's dislike for Redgar being included lead to him constantly being killed or beaten up in the artwork of 3e.

I will confess that I did not realize Hennet was Asian until now.
I was thinking the same thing although not quite as shocking as the revelation that Van Halen is a band, until a few days ago I thought it was just one person.
 

I was looking through my copy of the new Eberron book with an eye toward how inviting the art might be to a person of a non-European ethnic background. There were a number of depictions of people with sub-Saharan features, even among the nonhuman hero races. Unfortunately, the same can't be said of people with east-Asian features. I'm not asking for a quota, but it would have been nice if the only person with distinctly east-Asian features wasn't in the monster section. :confused:
 

According to Monte Cook:

"Regdar intruded his way into 3E, empowered by marketing and sales people. At the last minute, in a matter of just those few short weeks, the old TSR standard reared its ugly head. Not only was Regdar on the scene, he was in the spotlight. This was the character that would be on the cardboard standees and other promotional items, and would usually take center stage in the covers. I was caught entirely off-guard and was far too late to even comment on him. Now, to his credit, the initial Regdar artist, Todd Lockwood, made Regdar's ethnicity kind of vague. (Regdar had shown up in Todd's earlier sketches when he designed the look of 3E armor.) It's only in later artwork that Regdar seems to be pretty clearly the white male fighter we tried to avoid. And to the credit of a number of people--artists, art directors, designers and editors alike--our disdain for Regdar made its way into a lot of art. If you look closely, Regdar is getting thrashed on most of the early pieces he shows up in. (Look for his ignominious fate on the original DM's Screen, for example.)"

Heck, he was still getting killed in 4e:

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I remember reading something somewhere that the team's dislike for Redgar being included lead to him constantly being killed or beaten up in the artwork of 3e.
 

Sacrosanct

Legend
It’s a challenging rope to walk sometimes. Balancing the inclusion of cultures and minorities while avoiding accusations of cultural appropriation. My advice to any designer that wants to be inclusive (which should be everyone), is to put in the extra work and reach out to diverse cultures and get their feedback. There a great FB group called Writers for Diversity that is a good resource for this
 

ad_hoc

(they/them)
It’s a challenging rope to walk sometimes. Balancing the inclusion of cultures and minorities while avoiding accusations of cultural appropriation. My advice to any designer that wants to be inclusive (which should be everyone), is to put in the extra work and reach out to diverse cultures and get their feedback. There a great FB group called Writers for Diversity that is a good resource for this

Yeah, the best thing to do is just to hire them/consult with them in the first place. Having representation in the book is not the same as having representation behind the book.

I recently created my list for top ten movies of the 2010s and was a bit surprised to see 5 of them were women-led.

Of course, 0 were directed by women. I should look up the writers too, I bet few of them had women contributing to the writing too.

Things are getting better in Hollywood but that doesn't mean they don't have far to go.
 

doctorbadwolf

Heretic of The Seventh Circle
Yeah, it is. A lot of languages have gender built in very pervasively, English actually has very little of it, by comparison. But, if you are talking about a single specific person, the English pronoun is gendered. Maybe it stands out because there's not a whole lot of it elsewhere? More than one person, the gender is gone. Not a person, the gender is gone. Not a specific person, or a person who's gender isn't certain based on context, the gender is gone - but the word happens to be the same as for the male gender, 'he.' That's hardly unusual, English is lousy with words that have multiple meanings.

But around the time it became fashionable to remove -man as an ending for the names of professions, that technically gender-neutral pronoun became problematic....

I've only ever seen one solution in an RPG that I actually liked. That defused the issue, was grammatically correct, and improved the presentation of the game...

… little stroke of genius, that was.
Singular they isn’t new, and has become accepted as correct by at least one of the two main style guides, (Don’t recall which, but I don really care about style guides) and by most dictionaries (which means it’s usage is common enough to meet their standards.

So, objectively, singular they is a correct usage.
 

Retreater

Legend
I like inclusion in the game - in the writing, the art, and the table.

Speaking just from the art perspective, I've recently watched the documentary "Eye of the Beholder: The Art of Dungeons & Dragons" on Amazon Prime (which I definitely recommend) and also have been thumbing through Art & Arcana. I really miss some of the classic art from the late 1st edition - 2nd edition periods: Jeff Easley, Larry Elmore, et al. It's pure nostalgia for me, as that's when I came to the game.

I loved the depiction of a variety of worlds in the core books, which wasn't really present in the unified art design of 3.x and 4e. Every DM is different, so the art should reflect the different worlds and settings. Greco/Roman, Arabian, African, traditional European fantasy, Dark Sun, etc. - I love seeing all of these (and more) depicted in the art of the core rules. The "dungeon punk" aesthetic of 3.x and 4e just hampered the feeling that "this game can be anything."
 



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