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

Panda-s1

Scruffy and Determined
Haircuts are another thing though - how much art depicting medieval fantasy actually uses hairstyles from the historical era? None, because we think it makes the characters look like dorks (pageboy haircuts), bikers (long saxon or germanic hair) or some sort of weird punk subculture (hello Norman "lets shave the back of our head and leave the rest au-naturale)
1_normanhairstyle.gif
man don't say "none". now someone's gonna bust out their one 2nd ed. AD&D module where some rando npc has a haircut like that. same thing with boats, I'm pretty sure someone out there made a supplement or game that takes these things into consideration.
 

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man don't say "none". now someone's gonna bust out their one 2nd ed. AD&D module where some rando npc has a haircut like that. same thing with boats, I'm pretty sure someone out there made a supplement or game that takes these things into consideration.
If any D&D has featured this haircut I will gladly admit I'm wrong. And laugh uproariously.
 

Zardnaar

Legend
It is very interesting to me what people twig on when it comes to what they find "out of place" in fantasy art.

I've always been a bit of a buff about sailing ships. Just really like them. And then, I started actually looking at the ships that were actually being depicted in fantasy RPG's. And, for the most part, they were 100% dead wrong. Like, "Columbus flying in a Spitfire" kind of wrong. Multidecked, multi-masted, ships of the line complete with gun ports sailing into Waterdeep. :erm: Things that would not have looked out of place during the 19th century (and quite possibly into the early 20th century) being sailed by orcs. That sort of thing.

Drives me straight up the wall. It really does because it's quite obvious that the artist has done zero research and basically drawn whatever the heck he felt like and plunked it into the RPG book. Grrr.

OTOH, seeing women soldiers (Boudica anyone?) or various ethnicities ( a Black Samurai perhaps?) do not phase me in the slightest. Mostly because I can fine examples of these kinds of exceptions. Which, if I can find examples, means they probably weren't as rare as one might think.

But a schooner? Yeah, if you have that level of technology that lets you build that ship, you're not in the Middle Ages anymore.

Valkurs clergy can get such ships, they have access to anachronistic ships. Blessing of the god.
 

Zardnaar

Legend
On the topic of women warriors we probably also have to remember is that most people, male or female, in history actually didn't want to go and fight, not unless they vastly outclassed their opponents. Pre antibiotics any injury was potentially faithful. Want to know why so many became priests, monks or nuns? Education and basically the chance to opt out of war and childbirth, the two most dangerous activities for either sex. Sure, life might be hard in service of the church, but your chances of living to a ripe old age was much higher.

So, sure, there were a few women warriors. But not a lot. But we should ask why would we expect there would be a lot? Who would choose that life?

Church was a path to power for second sons, becoming a bride of Christ was also an option to avoid arranged marriages.

It's not like you had to be celibate in the church. Commoner could become a bishop or cardinal. Church land wasn't taxed at least to the crown, some Kings had to beg for church money. Social welfare as such was done by the church.

Early on you had fighting aristocracy, hell jousting was war games for the rich. Fighting was also social advancement as nobility could be granted for service.

Inheritence laws though encouraged younger sons to join the church. Rich commoners joining the church also moved up the social ladder. France codified it with the estates.

Younger sons could also marry a rich only daughter and inherit her father's land, or marry down and marry a rich commoners and her dad would pay him or they would inherit her father's wealth.

Becoming a noble often granted you tax privileges, no income tax. Peasants paid the local Lord who paid a % further up the ladder.
 
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Sacrosanct

Legend
Haircuts are another thing though - how much art depicting medieval fantasy actually uses hairstyles from the historical era? None, because we think it makes the characters look like dorks (pageboy haircuts), bikers (long saxon or germanic hair) or some sort of weird punk subculture (hello Norman "lets shave the back of our head and leave the rest au-naturale)
1_normanhairstyle.gif
man don't say "none". now someone's gonna bust out their one 2nd ed. AD&D module where some rando npc has a haircut like that. same thing with boats, I'm pretty sure someone out there made a supplement or game that takes these things into consideration.


Ask and ye shall receive lol. One of AD&D’s most prolific artists, Jim Holloway, had a style that was much more realistic and less heroic. Most of his characters were regular looking dudes with period correct attire and fashion

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jasper

Rotten DM
Ask and ye shall receive lol. One of AD&D’s most prolific artists, Jim Holloway, had a style that was much more realistic and less heroic. Most of his characters were regular looking dudes with period correct attire and fashion

View attachment 116721
He never got his name on bubble gum cards, or his posters sold at cons so he not really important. OK JOKE. But I forgot about him.
 



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