D&D General WotC’s Official Announcement About Diversity, Races, and D&D

Following up on recent discussions on social media, WotC has made an official announcement about diversity and the treatment of ‘race’ in D&D.

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Following up on recent discussions on social media, WotC has made an official announcement about diversity and the treatment of ‘race’ in D&D. Notably, the word ‘race’ is not used; in its place are the words ‘people’ and 'folk'.

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 PRESS RELEASE


Dungeons & Dragons teaches that diversity is strength, for only a diverse group of adventurers can overcome the many challenges a D&D story presents. In that spirit, making D&D as welcoming and inclusive as possible has moved to the forefront of our priorities over the last six years. We’d like to share with you what we’ve been doing, and what we plan to do in the future to address legacy D&D content that does not reflect who we are today. We recognize that doing this isn’t about getting to a place where we can rest on our laurels but continuing to head in the right direction. We feel that being transparent about it is the best way to let our community help us to continue to calibrate our efforts.

One of the explicit design goals of 5th edition D&D is to depict humanity in all its beautiful diversity by depicting characters who represent an array of ethnicities, gender identities, sexual orientations, and beliefs. We want everyone to feel at home around the game table and to see positive reflections of themselves within our products. “Human” in D&D means everyone, not just fantasy versions of northern Europeans, and the D&D community is now more diverse than it’s ever been.

Throughout the 50-year history of D&D, some of the peoples in the game—orcs and drow being two of the prime examples—have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated. That’s just not right, and it’s not something we believe in. Despite our conscious efforts to the contrary, we have allowed some of those old descriptions to reappear in the game. We recognize that to live our values, we have to do an even better job in handling these issues. If we make mistakes, our priority is to make things right.

Here’s what we’re doing to improve:
  • We present orcs and drow in a new light in two of our most recent books, Eberron: Rising from the Last War and Explorer's Guide to Wildemount. In those books, orcs and drow are just as morally and culturally complex as other peoples. We will continue that approach in future books, portraying all the peoples of D&D in relatable ways and making it clear that they are as free as humans to decide who they are and what they do.
  • When every D&D book is reprinted, we have an opportunity to correct errors that we or the broader D&D community discovered in that book. Each year, we use those opportunities to fix a variety of things, including errors in judgment. In recent reprintings of Tomb of Annihilation and Curse of Strahd, for example, we changed text that was racially insensitive. Those reprints have already been printed and will be available in the months ahead. We will continue this process, reviewing each book as it comes up for a reprint and fixing such errors where they are present.
  • Later this year, we will release a product (not yet announced) that offers a way for a player to customize their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D's many other playable folk. This option emphasizes that each person in the game is an individual with capabilities all their own.
  • Curse of Strahd included a people known as the Vistani and featured the Vistani heroine Ezmerelda. Regrettably, their depiction echoes some stereotypes associated with the Romani people in the real world. To rectify that, we’ve not only made changes to Curse of Strahd, but in two upcoming books, we will also show—working with a Romani consultant—the Vistani in a way that doesn’t rely on reductive tropes.
  • We've received valuable insights from sensitivity readers on two of our recent books. We are incorporating sensitivity readers into our creative process, and we will continue to reach out to experts in various fields to help us identify our blind spots.
  • We're proactively seeking new, diverse talent to join our staff and our pool of freelance writers and artists. We’ve brought in contributors who reflect the beautiful diversity of the D&D community to work on books coming out in 2021. We're going to invest even more in this approach and add a broad range of new voices to join the chorus of D&D storytelling.
And we will continue to listen to you all. We created 5th edition in conversation with the D&D community. It's a conversation that continues to this day. That's at the heart of our work—listening to the community, learning what brings you joy, and doing everything we can to provide it in every one of our books.

This part of our work will never end. We know that every day someone finds the courage to voice their truth, and we’re here to listen. We are eternally grateful for the ongoing dialog with the D&D community, and we look forward to continuing to improve D&D for generations to come.
 

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Nickolaidas

Explorer
Ok, but if you feel this way, the response should be to also add more moral complexity to illithid, not to throw up your hands and say “guess that makes it ok for orcs to be universally evil.”
Oh for sure!

I have no problem with good orcs and good mind flayers if the lore says so and work with them towards a better future.

Just as I have no problem with all-evil orcs and all-evil mind flayers where each and every one has to be put on the sword.

In the end, they're just narrative tools to tell a story.
 

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doctorbadwolf

Heretic of The Seventh Circle
Okay, since Mind Flayers were brought up, lets talk about Mind Flayers. Let's show their views on humans:
  • Inferior in technology and societal structure
  • Stupid
  • They have too many emotions and gods that cloud their judgements and make them act rashly
  • Focus too much on strength of arm and not enough on strength of mind
  • Barbaric
  • They're dangerous
And from this they conclude that they're free to do as they wish to humans, because of their inferiority.

Now let's compare that to how humans view orcs:
  • Inferior in technology and societal structure
  • Stupid
  • Their emotions and devotion to gods cloud their judgement.
  • They focus too much on muscle, and not on tactics.
  • They're barbaric
  • They're dangerous.
And, they come to the same conclusion about orcs that mind flayers conclude about humans. The other race is weaker and a hazard, and is therefore it is okay to view them as inferior, and slay them as you wish.

Does this clear anything up, @Nickolaidas?
Yes! The game puts the PCs in the position of thinking about other sapient people in a way directly analogous to how European colonizers and nazis thought of and described other "races". That's not great.
 


G

Guest 6801328

Guest
But, for what feels like the millionth time, the race being evil isn't actually the main problem. The problem is that orcs and drow and vistani are described using language that has also been used for hundreds of years to dehumanize real peoples and justify crimes against them, and that oppression continues today, with white supremacists still using much the same rhetoric.

I just don't understand what is so hard to understand, here. How is it not getting through to some folks that this isn't "orcs are fantasy Black people and that's racist", but "orcs are described as innately stupid, boorish, violent, rapacious, and only relatively safe when 'domesticated' by being removed from their culture and raised by 'good sorts of people', and that is word for word the same rhetoric used against Black people for the last several hundred years, up to and including right now in the countries where DnD is most played."

How on Earth or any other world does it not compute for y'all that those are different things!?

Good post and needs to be quoted.
 

Nickolaidas

Explorer
Okay, since Mind Flayers were brought up, lets talk about Mind Flayers. Let's show their views on humans:
  • Inferior in technology and societal structure
  • Stupid
  • They have too many emotions and gods that cloud their judgements and make them act rashly
  • Focus too much on strength of arm and not enough on strength of mind
  • Barbaric
  • They're dangerous
And from this they conclude that they're free to do as they wish to humans, because of their inferiority.

Now let's compare that to how humans view orcs:
  • Inferior in technology and societal structure
  • Stupid
  • Their emotions and devotion to gods cloud their judgement.
  • They focus too much on muscle, and not on tactics.
  • They're barbaric
  • They're dangerous.
And, they come to the same conclusion about orcs that mind flayers conclude about humans. The other race is weaker and a hazard, and is therefore it is okay to view them as inferior, and slay them as you wish.

Does this clear anything up, @Nickolaidas?
smiles
A very good trap you're laying there, good sir! I salute you!

You're saying that by acting all genocidal towards the orcs, the PCs are no better than the Mind Flayers, and this is something we - as gamers - must avoid.

But I was under the impression this thread was about not having ideas and philosophies in D&D which support or represent 'white supremacy'.

If I misunderstood, and the point is that people don't want the PCs ONLY to show and have ideas of white supremacy (while the evil monster antagonists clearly can), then we're good to go.

What happens, however, if the 5th Edition makes Mind Flayers playable in the Psionics Handbook?
 
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Charlaquin

Goblin Queen (She/Her/Hers)
Okay, since Mind Flayers were brought up, lets talk about Mind Flayers. Let's show their views on humans:
  • Inferior in technology and societal structure
  • Stupid
  • They have too many emotions and gods that cloud their judgements and make them act rashly
  • Focus too much on strength of arm and not enough on strength of mind
  • Barbaric
  • They're dangerous
And from this they conclude that they're free to do as they wish to humans, because of their inferiority.

Now let's compare that to how humans view orcs:
  • Inferior in technology and societal structure
  • Stupid
  • Their emotions and devotion to gods cloud their judgement.
  • They focus too much on muscle, and not on tactics.
  • They're barbaric
  • They're dangerous.
And, they come to the same conclusion about orcs that mind flayers conclude about humans. The other race is weaker and a hazard, and is therefore it is okay to view them as inferior, and slay them as you wish.

Does this clear anything up, @Nickolaidas?
But the player isn’t being asked to take up the role of an illithid and going out of its way to justify the illithid worldview so the players don’t have to think critically about doing so. Also, if these things make illithid evil for treating humans this way, what does that say about humans who treat orcs that way?
 

doctorbadwolf

Heretic of The Seventh Circle
Oh, Pelor, no! My bad, I definitely did not mean to come off that way at all.
No worries! I figured not, but, man, life has taught me that even the people you think are good can sometimes have that one blindspot where they're just...not great.

But yeah, I can't believe we have a whole sub-discussion about whether or not Muslims can play dnd.

Folks...there are devout Muslims that play TTRPGS in general, and DnD in particular. Most Muslims don't view playing a game that has magic to be haram.
Because TSR/WotC designed this game to be narratively 'simple', in order to be easily approached by people of all ages. Talking out of my ass now, but they probably didn't want the game to be morally complex 'by default', so that people wouldn't find it daunting to role-play.

Game: "Orcs bad. Go kill, be hero."
12-13 year old kids: "YAY!!"
I don't have much respect for Gygax, or for traditionalism, so don't expect an appeal to tradition wrt the intent of the original designers to matter at all to me.

Also, IME, kids love being a hero by saving people much more than they enjoy killing a village full of people that the game also says they could have played as one of.
I don't often defend Max, but he's not even remotely saying that.

He is saying that board members of publicly traded companies are obligated by law to make decisions in the best fiduciary interest of the shareholders. Morality is not supposed to factor into it, and in fact it is illegal to prioritize morality above profit. (There's still wiggle room, of course, for example if you can argue that the moral choice is in the best long-term financial interest of the company.)
Which speaks to the whole discussion we can't have in specific about how systems can be immoral by promoting immoral actions, like prioritising the short term benefit of a few already very....benefited...people over the safety of a large number of people, or whatever else is at stake in any given example.
 

And that is the problem there. Orcs aren't "creatures", they're people. They're a people. They have civilizations, culture, religion, free will, and can be good.
Sure, you should be able to kill "creatures" that are bad, but labeling orcs as creatures is not "ok".

Back when I was your age (I think you said you are 18?), I was cool with just killing all the "evil" monsters and races without a second thought, even though I always played Good-aligned characters. But in the decades since then, I have grown and matured and long ago stopped enjoying adventures with mass killing like that. I think playing many years of the White Wolf World of Darkness games helped me in that maturing from my AD&D upbringing.

Anyway, the core game should set the default in the most lenient and open-minded way and leave any difference specifics to the actual settings, which I think is what they are going for with this. So if Orcs and other goblinoid races in Forgotten Realms can be the way you described, maybe in Greyhawk they are still the irredeemable evil of the older editions of the game.

But regardless, I have developed just one rule that, to me, makes an entire race default to being evil. And that is if other sentient races are a part of their regular diet. Eating another sentient being should never qualify you as anything other than evil.

Oh and there is nothing wrong with using "creatures" as a descriptor. Humans are creatures too. Don't you know that saying "creature of habit"?
 

Charlaquin

Goblin Queen (She/Her/Hers)
Because TSR/WotC designed this game to be narratively 'simple', in order to be easily approached by people of all ages. Talking out of my ass now, but they probably didn't want the game to be morally complex 'by default', so that people wouldn't find it daunting to role-play.

Game: "Orcs bad. Go kill, be hero."
12-13 year old kids: "YAY!!"
That’s really, really not a narrative I would want my kids engaging with for fun (if I had kids). What a terrible message to send to children.
 

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