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.

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
Really don't care just want to play the game and leave the politics and what ever is going on in the real world out of it.

Fair. However, overall, players live and breathe and think in a context of the world they actually live in. And, really, if you want tot sell to a person, it really helps if they are represented in your materials, right?
 

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Politics pretty much creeps its way into all aspects of our lives. We're political creatures. And while I've never personally cared too much about representation in D&D I can certainly see why it's important. For someone who looks at the art and doesn't see anyone who looks like them or goes to a venue and none of the other customers look like them it's easy to see how they might come to the conclusion that that the game isn't for people who look like them.

I was almost 25 when 3E came out and I don't remember a lot of people complaining about the art being too diverse. But in general I see those kinds of complaints online but rarely run into anyone who makes them in real life. Personally, I don't care for the dungeon punk aesthetic of the armor worn by characters in 3E but it didn't exactly prevent me from purchasing all those books. But, hey, if there's some people who looked at the art and felt as though they could be part of the game that's just great. The more people coming into gaming as a whole the better.

And Redgar was the only iconic character's name I could actually remember. Without looking it up I guess the Wizard's name is Mialee or something like that?
 

Fair. However, overall, players live and breathe and think in a context of the world they actually live in. And, really, if you want tot sell to a person, it really helps if they are represented in your materials, right?

Many have done so without alienating those who don't agree with what ever is the social norm. You don't need a hammer to get the point across, i think Gene Roddenberry was one of those kind of people who knew how to do it in a way so as not to be a hammer. The changing the text was fine as to she or what ever but like i said forcing it into the game as a part of a race or rule system is not. There was a book that presented sex and D&D the Book of Erotic Fantasy and it did it very well without being too weird. But as it was a supplement it could be ignored or used.
 

Really don't care just want to play the game and leave the politics and what ever is going on in the real world out of it. We already kinda knew elves swing which ever way, and a few other races had their secrets as well but as far as i was concerned could care less let the player play how they want to. And leave the game as non specific as we can, no need to put rules and such for anything like that in the game as it is.
"Leaving politics out" is an inherently political move.
 



When looking at the art in 3E I never felt as though the editors were using a hammer to get their point across. If the artists had the goal of increasing a plethora of representation they did so in a fantastic manner. It didn't appear forced or artificial to me.
Agreed. I really like how 3e and 5e really pulledit off well.
 

As a non-caucasian gamer, I‘m glad we’re moving away from whitewashed art- remember the caucasian Egyptian gods?- and seeing more overall ethnic diversity without having to change species. And that we’ve seen a little ethnic diversity within the nonhumans as well.

For people like me, finding echoes of myself in the art in the 1970s was nigh impossible.

My cousin T. who is half my age has grown up with diverse art in gaming. Occasionally, he remarks on the older games in my library.




Next step: more diverse minis!*





* 98% of mine are grey ;)
 

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.
I don’t get this take. I actually really liked the Greyhawk take on the ethnicities. It included most of the breadth of real humanity without either just taking real world stereotypes as-is or just switching the name tags. Do I want those to carry into other settings? No, but I don’t want the ethnicities of any other setting transferring, either.
 


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