I don't think this is something one poster can really provide.
I was asking
your opinions.
I am offering a critique of something that has been happening in the hobby over the past several years. I've very actively posted any time we've had an orcs are racist, D&D is colonialist thread because I am concerned about the direction these take the hobby and their impact on things like gameability and free expression. Building up another set of assumptions is a whole other project (and part of my message is to be wary of over confidence in assumptions). But if you are asking how people advance something like diversity in a way I consider unflawed. Again, this isn't the job of a single poster, I have my own narrow view that could miss things, so take with the appropriate grain of salt:
1) Pursue diversity but don't make it part of your marketing. I think this has a toxic effect on the whole endeavor, and it raises a lot of doubts in the minds of both camps (people who support a company's efforts may have doubts about why people are being hired----i.e. is it just so they can market the game on twitter more easily?/ and people who think the company's efforts are misguided will naturally point to this as the reason for them doing so). I think do diversity for its own sake, not as part of a broader PR campaign or even part of the marketing. That will at least keep it free from being corrupted by online discourse the way it often is.
So basically, keep the minorities in the background so it doesn't lower the
property game's value.
See, when I realize a product is made by people who are different than me,
my first thought is, huh, OK. What I
don't think that it was a diversity hire made to fill out a quota or entice the "woke" crowd, and I don't automatically wonder if they're qualified or not to do their jobs well. What I
do assume is that, if it's a big company like WotC, or a smaller gaming company that produces good work in general, that whoever this person is, they must have done work good enough to get them this job.
IMO, if a person sees a creator who is different than they are and their first thought is that it was done to be more marketable or that the creator may not be qualified, then
that person needs to work on being less bigoted. And I honestly don't care if bigots don't get their gaming whims catered to.
2) Don't focus on fixing language or restricting creatives. You will not win people over by taking away things they enjoy in media. They may not say anything if they are concerned about online reaction to push back, but they will vote with their wallet, they will tune you out if you keep taking things from a game, not because it isn't working or isn't entertaining, but because by a certain system of logic it is non-inclusive
I
also vote with my wallet. If I see a game relying on evil slaver races because it can't be bothered to come up with more interesting motivations for the bad guys, or has sexism or racism in the name of "verisimilitude," or other junk like that, I don't buy it. I really don't care if those things were popular for a few decades. Lots of things were popular for long periods of time but still deserve to go die on a trash heap.
3) Focus on substantive diversity efforts. Instead of hiring sensitivity readers, hire those same people as designers and writers. You don't have to hire thirty. But hire people as actual designers (some companies are doing this, and I think it is a much better approach than having the official role of people who aren't white to be the vetters of rule books).
So above, you were saying that diversity hires should be kept quiet because people might not think they're qualified to writers and were just hired to be marketable.
Here you're saying that people who may qualified to be editors but may have no other experience should become game designers.
Uh-huh.
So which is it? Should non-white people be creators or not? Is it OK if non-white people are creators as long as nobody knows they're creators? Should we also go back to the days when women who wrote SF used initials so nobody would realize they had a feminine first name?
Also, gaming is still very homogenous. They are trying to bring in more people from different cultural backgrounds, ethnicities and races, but they are doing so in a way that still appeals to the same economic demographic: basically educated suburbs and college students. Maybe hire people without college degrees more.
So... I can't even begin to tell you why
this is ridiculous.
While I'm not going to say that everyone needs a college education, I
am going to say that what you're saying is
horribly bigoted: "if you want to get minorities to buy these books, get uneducated people to write them." I mean,
seriously?" While also saying that minority employees may cause readers to doubt they were hired for any reason other than marketability?
I lived for many years in a city that was quite diverse and not at all wealthy. I never saw a single game store. Nor did I see any gaming really as part of the culture. I think you have to go to these places and promote gaming where the people are, if you want to reach a more diverse audience (because while there is increasing diversity in the suburbs, there is a lot more in the inner city). There are also fewer resources there, so young people who might otherwise have an interest in RPGs, may not have the money to spend on books.
I'm not sure what the existence of game stores has to do with non-white/straight/male creators, unless you think TSR/WotC owns all the stores and only opens them in particular areas.
I mean, I live in literally one of the most diverse, heavily populated, and wealthiest counties in the US, in a
very diverse, populated, and wealthy state (even though I'm poor af), and there are
still barely any gaming stores here. Also, in this day and age, brick-and-mortar stores are not nearly as popular as buying online, and pdfs are cheaper than dead tree books. I can count the number of actual, physical books I've bought since the start of last year on one hand, but I've bought
tons of different pdfs--if you count the games I got as part of itchio charity bundles or humble bundle sales, well over a thousand, in fact.
Young people who have an interest in RPGs will almost certainly discover what sales are going on right now through gaming subreddits or facebook pages or discord channels.
4) Focus on charitable conversations, not conversations where we are always looking for bad guys. I think there is plenty of good that can come out of discussions about how to grow the hobby and how to reach a wider and more diverse audience. But the past five years have not been pleasant at all. And I think it is creating a lot more resentment than people realize. So I would say have these discussions, but if you are going to accuse someone of racism the moment they disagree with one of your ten points about social equity, or try to shame them otherwise or ostracize them, you aren't really going to have an impact. And I think we are seeing that because people are visibly burned out with this approach.
I literally have no idea what you mean about "charitable conversations" here.
Also, for the most part, people aren't accused of racism
just because they disagree with a particular thing. If they're accused of racism, it's nearly always because they've actually said or done something racist.
It's just that a lot of people have internalized racism or other forms of bigotry to the point where it's normal for them, so they see someone say something "normal" and get upset when it's pointed out that no, it's actually bigoted. And they get upset because to them, those thoughts are normal.
5) Don't write people out of gaming history to make a point about the gaming present. I think it is good that things are more diverse, but sometimes people act like there haven't been important women designers or designers from different minority groups. This doesn't always happen but you do see it and it is disheartening to see these folks being glossed over sometimes. I am not saying it was some golden age before. I am just saying there have been important designers of different races and genders. And it hasn't always been a straight line of progress (the early 2000s to me feel like a bit of a regression towards a more male and white audience---I could be wrong but that was my impression at the time).
I don't think any important women or minority designers have been glossed over.
But the fact that there were one or two such designers for every twenty or fifty white male designers simply isn't enough. You can't say "here's a woman, that means we're not sexist!" If you don't want to be bigoted then the number of woman, non-binary people, non-white people, gay people, transgender people, etc., who work in this field needs to increase until it's no longer noteworthy that they exist.
And before you get the wrong idea, I'm
definitely not saying "get rid of the white male designers." I'm saying "get more non-white, non-male designers."
6) Treat people like adults, not children. I think there is a very paternalistic streak in many of these efforts, to the point that sometimes the language used even feels like people are talking to children. I don't think that is helpful. We are mostly adults and I think while we should be sensitive we should also be reasonable and not make radical changes to games over every little complaint people make. There has to be some amount of debate. It can't just be an automatic thing where a complaint is registered so a change is made.
You keep saying that the games now are childish. I'd love a few examples. Games which are marketed to adults in which it's assumed you're playing as an adult, I mean, not settings like Strixhaven where you're assumed to be playing a teenager, I mean. Because that's one setting out of... a lot.
Could it just be that writing styles have changed all over and you just haven't gotten used to it? I like comics, but older comics were a heck of a lot wordier than modern comics are, which (rightly) let the art take some of the storytelling burden and don't assume the readers need to have everything spelled out.