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

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Umbran

Mod Squad
Staff member
Supporter
There really are some things that shouldn't been seen as particularly political, that nevertheless get intensely politicized...

This is at the crux of the matter.

When people have the privilege of having their own identity catered to, they don't like that being diluted by widening the identities catered to.

Yes. Unfortunately, when you are used to being in a superior position, equality feels like oppression.

As I see it, everyone's got to get over that.

The period of transition to greater equality isn't comfortable for anyone, but it leads to a better world, overall.

Certainly, but it's also using a game as a break from the relentless drumbeat.

I am sure that some folks would like a break from the relentless drumbeat. On the other hand, other folks have a valid desire for a game that gives them an escape from the real world, in which they feel marginalized.
 

Tony Vargas

Legend
Or a big stroke of centrism, depending on your perspective.
The thing I liked about it was that it removed an apolitical factor from consideration. If you objected to "A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook," you weren't doing so on the grounds of standard usage, because 'a wizard,' in 3e, was, by default, the iconic wizard, Mialee, a female elf - 'her' was grammatically correct. So, it removed a fig-leaf from such an objection to inclusion.
 

Jay Verkuilen

Grand Master of Artificial Flowers
The Gazetteer was widely available in game stores and the Living Greyhawk campaign ran at conventions all over the US and many internationally as well. So, yeah, available to the general public.
Might have been. I don't recall seeing the Gazeteer but I'm sure it wasn't impossible to get.

Did you miss the end of that paragraph in which he mentioned the Touv had a penalty to Int? Dark skinned ethnic group with a lower Intelligence? I can see avoiding even touching on a hint of that.
Yeah, that's one I wouldn't want to touch either.

However, I do think that was not particularly common in Greyhawk more broadly. Most human cultures weren't statistically differentiated as I recall, but I don't have my old Greyhawk material to check.

Regardless, I still find it weird that the default gods in the main rulebook were from a setting that WotC chose largely to abandon.
 

Vael

Legend
One more time, for those in the back. Why is this true? Because it reinforces the entrenchment of the current standard, and often that standard is to the benefit of those in power while excluding those who aren't.

Also, I'd posit that representing diversity isn't political at all. Or it shouldn't be. It's just representation of factual people.

Liking this post feels insufficient, so let's repeat it for emphasis. Supporting the status quo is as inherently political as is supporting an increase in diverse representation.

Also, I'd point out that in this space, tabletop RPGs, because so much of our content is self-generated, it's easier than other forms of art with a narrative driven by writers and corporations. 5e achieved most of what they need by having diverse art and a few paragraphs here and there. That's not to minimize their effort, it's just an acknowledgement of how much we, the gamers of DnD, have control over our own games.
 


Umbran

Mod Squad
Staff member
Supporter
Liking this post feels insufficient, so let's repeat it for emphasis. Supporting the status quo is as inherently political as is supporting an increase in diverse representation.

This rather reaches into a very general point - a decision to not engage on a given topic is still a decision.

And, this is what brings the point down out of politics, into the level of our gaming tables. Just, on a personal level - if you decide not to stress representation, then there's real people who are going to look at that game, and say, "Hey, I'm not included here." Grand scale politics aside, that still means something for the individual.
 

Man, these threads are always so depressingly identical.
Just outta curiosity, can you add a Like option that’s both laughing and sadness, so that I can respond appropriately to your observation? I’m struggling to impart the correct emotion while I agree with you.
 

generic

On that metempsychosis tweak
Certainly a game can offer a haven from relentless partisanship bickering. I don't think anybody would argue that's a bad thing, particularly when you're able to game with people who hold a variety of political views. That's diversity of a particular type... so what's the hang-up over other types of diversity?

There really are some things that shouldn't been seen as particularly political, that nevertheless get intensely politicized (typically by opposition). The issue of inclusion and diversity strikes me as something that should be utterly apolitical. If a game company wants to make their product more attractive to more markets rather than cisgendered, heterosexual, white males by including more diverse representations of genders, sexualities, or ethnic groups, how exactly is that political? Why should it be more political than a car manufacturer wanting to increase the appeal of their cars by offering more color and upholstery options?

The reality is increasing diversity is political because identity is intensely political because it has constantly been used as a political weapon to divide people and distribute privilege. When people have the privilege of having their own identity catered to, they don't like that being diluted by widening the identities catered to.

As I see it, everyone's got to get over that.
So... what you're saying is that people are equivalent to different types of upholstery in a car?

It's always the car metaphors that cause trouble. 🙃
 

doctorbadwolf

Heretic of The Seventh Circle
I didn't mention singular 'they,' but I remember when it started picking up currency. I feel kinda young compared to the English Language, itself, but I guess 'new' is relative.
No, you don’t, unless you’re hundreds of years old.

What you remember is a reemergence if it’s popularity.

So unless thou propose to erase singular “you” from the modern lexicon, thy point is somewhat silly.
 

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