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.

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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
Huh? Either they're a myth or they really existed. We know they existed, therefore they weren't a myth. Or are you defining myth as something other than "an imaginary or fictitious thing or person. "?
sorry. When i said "Female gunslingers pretty much were a myth" i meant "female gunslingers were nearly a myth" which, due to their (actually quite starkly rare, if we only count combat with real humans who want to kill you) numbers is actually accurate.
 

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Oofta

Legend
When it comes to number of women in combat before the modern period, we simply don't know for certain. Unless you were famous or stood out somehow your gender was likely not noted in at least some cases.

There may have been female vikings for example, there are a few examples that make it a possibility. But even if we never had any direct evidence we only have physical remains for a tiny, tiny percentage of vikings.

In any case, the percentage of the population that are adventurers is also infinitesimally small in most campaigns so they're already the odd-balls.
 

Zardnaar

Legend
That's not what I'm talking about at all.

This is Tarantino's fictional Hollywood being different than the specific and real time, place, and people the movie is set in. Yes, there is a lot of real history in there, but there is also fiction.

Just as a fictional 1920s, even with real people in the story, can be completely different from how it actually was, because fiction.

Tarantino put a lot of craft and effort into being accurate but he also completely rewrote historical events.

Tarantino's not selling a historical/serious setting.

See Inglorious Bastards. Fairly sure Hitler didn't get assassinated.
 

Coroc

Hero
Oh, so she was a LazyLord?
...
@Son of the Serpent
yes. She was a lazylord.

I disagree.
Translated to the D&D rules she probably had aspect of a paladin mostly with skills of the warlord class (which i am not very familar). I would not consider it lazy, riding on the battlefield in front of an army, presenting a super target while basically being a teenage girl. Armed or not she took the same risk like al lthe soldiers if not more, because back then the one carrying the flag was a preferred target. At least thats very couragous.
She surely had some kind of body guards and probably the best armor available or so but still it is very impressive.
 

Zardnaar

Legend
Translated to the D&D rules she probably had aspect of a paladin mostly with skills of the warlord class (which i am not very familar). I would not consider it lazy, riding on the battlefield in front of an army, presenting a super target while basically being a teenage girl. Armed or not she took the same risk like al lthe soldiers if not more, because back then the one carrying the flag was a preferred target. At least thats very couragous.
She surely had some kind of body guards and probably the best armor available or so but still it is very impressive.

She was basically a figurehead with no real power.

Commoner with a half decent charisma score probably.

But even in the most severe historical setting women warriors existed. Rare but not impossible. Impossible came later with mass drafts in the war years, even then it varied by country. Even then some still inadvertently ended up on the front line.

One talked her way into visiting the front, got some of the men with her killed and got captured by the Germans on a sightseeing trip from Paris so not exactly glorious.

Women in the Eastern front served as medics, pilots, snipers, tank drivers, partisans and infantry.
 

Coroc

Hero
She was basically a figurehead with no real power.

Commoner with a half decent charisma score probably.
....

I also disagree, she was nothing like todays icon G.T. , there was no big organizations promoting her. If the legends are halfway true she surely was far more than a mascot, and her ideas were her own based on her spirituality.

I mean take another example, El Cid, according to the legend they put his dead body upright on a horse and lead the victorious charge. And he is always stated as an achetypical paladin. Is that also a figurehead then?
 
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Umbran

Mod Squad
Staff member
Supporter
Tarantino's not selling a historical/serious setting.

Most game writers aren't, either. Rare, indeed is the game that's intended to work as historical reality. Western games really aren't typically about the Old West - they are about Western genre movies and legends, rather than the reality.

There are exceptions. For example, Alex White (an EN Worlder emeritus) recently put out "A Cool and Lonely Courage" set in WWII. The game is intended to be highly historical.. but still focuses on women - specifically designed for telling stories of the women of the SOE (Special Operations Executive).
 

Zardnaar

Legend
Most game writers aren't, either. Rare, indeed is the game that's intended to work as historical reality. Western games really aren't typically about the Old West - they are about Western genre movies and legends, rather than the reality.

There are exceptions. For example, Alex White (an EN Worlder emeritus) recently put out "A Cool and Lonely Courage" set in WWII. The game is intended to be highly historical.. but still focuses on women - specifically designed for telling stories of the women of the SOE (Special Operations Executive).

Women were totally in the SOE though.

Most of the misconceptions date from the 19th century, before that it was social mires not laws. Women had more freedom b efire the 18th century at least in UK, records are a bit spotty before that in a lot of places.

The actual laws were mostly succession and religious based. Getting training would be difficult but even then exceptions existed often via her father training or paying someone.

There wasn't much in the way of weapon laws price was an issue. Won't find to many female archers in Western Europe (or male ones either). If you were rich you could get around norms, if you were poor no one cared to much what you did.


They had female gladiators in Rome but they banned them.
 

Undrave

Legend
Translated to the D&D rules she probably had aspect of a paladin mostly with skills of the warlord class (which i am not very familar). I would not consider it lazy, riding on the battlefield in front of an army, presenting a super target while basically being a teenage girl. Armed or not she took the same risk like al lthe soldiers if not more, because back then the one carrying the flag was a preferred target. At least thats very couragous.
She surely had some kind of body guards and probably the best armor available or so but still it is very impressive.

The 4e LazyLord build was a Warlord (usually of the Tactical INT focused variety) who specialized in granting attacks to their ally. The saying went "A Barbarian hits you with their axe, the Warlord hits you with their Barbarian".
 


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