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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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Chaderick

Explorer
THIS is what matters the most. You can pat yourself on the back for not offending cultures X, Y, and Z all you want in a fantasy setting by mildly changing the text in a handful of books in a world where you murder dragons based on the color of their scales and obliterate other sentient humanoids for a cash reward. None of it matters unless you're actually doing something in the real world.

D&D is a fantasy world. It isn't real. Odds are, you're going to offend anyone who associates in the slightest with orcs (violent cultures that perhaps are misunderstood because orcs just need a hug), goblins (slightly less violent cultures with trickster features who also need a hug to switch to good), beholders (intellectual but malevolent cultures who need a hug), evil dragons (I'm colored red so I'm evil but dammit, if I had a hug I'd be not evil), mind flayers (intellectual but malevolent cultures who need a hug but probably will still eat your brains), cultists (of all kinds and pseudo-religions and who are you to tell me my religion is wrong), drow (I was born evil but I'm choosing to be awesome like Drizz't, and if you just gave me a hug), duergar (we don't have a literary hero yet like Drow, but essentially we're like Drizz't, and F-U for not giving little people their due with a literary anti-hero like Drizz't you racist bastards), demons (I've repented my ways, don't I get a second chance you unforgiving bastards), devils (same thing), and pretty much anything because D&D is going to offend some culture. Fantasy is built upon stereotypes of what good and evil act like.

I'd rather WOTC bring in fresh perspectives to adventures and diversify its settings than try to solve real-world racism in-game by opting to change your ability scores. Haven't we had enough discussions started over solving matters in-table rather than off-table?

You are aware that the things we see in our entertainment have a direct effect on the way we see the world...right?

By changing the things our children grow up playing, and by changing the things our adults repeat nightly/weekly/monthly over the table or internet with friends, WoTC IS making a real-world change.
 

Lwaxy

Cute but dangerous
Hmm...does that cover gender? My initial reaction to "sensitivity consultant" was also a bit negative, but really this is just good business as well as being the decent thing to do. This isn't government censorship, it is just a company trying to sure they don't have tin ears. Ultimately you are trying to be sensitive to language and artistic depictions that may offend or turn off certain cultures, races, genders, and even economic classes. More importantly, and more positively, you want to find way to appeal to a broader audience. So, ultimately, "sensitivity" is the correct word. It more broadly covers a what is likely a wide range of consultants you may consult for various products.

Yeah definitely. Companies also need to be aware that it is not necessarily true that the same person who is good at spotting hidden gender related issues will also be good at spotting culturalism/cultural misappropriation etc. Or cover them from all angles. So someone might catch a veiled reference to old "Indian" stereotypes, but miss out on people portrayed in Lederhosen and similar clothing might offend German speaking cultures. And someone watching out for fair representation of women might miss veiled sexism when it comes to men.
 

Mirtek

Hero
To be fair, D&D has been moving away from the classical depiction of Medieval Europe for a long time now. Not that it was ever all that accurate to begin with, but the dress, politics, technology and culture in default D&D is more 16th century than 12th.

Of course, D&D is hardly alone in this, fantasy in general has taken a more modernistic look and tone. Compare the Robin Hood movies that came out just a few years ago to the ones in the 90s or 50s for a good example of what I mean.
And to be fully fair D&D never depicted medieval europe but "popculture" idea of medieval europe which was nothing but a bunch of stereotypes from many different countries thrown together.

So the complaint "the asia supplement is mixing together stereotypes from Korea Japan and China accross several periods into one fantasy land" always felt hollow to me since that is merely the exact same formula how D&D was building it's europeanish fantasy lands
 


Sadras

Legend
And to be fully fair D&D never depicted medieval europe but "popculture" idea of medieval europe which was nothing but a bunch of stereotypes from many different countries thrown together.

So the complaint "the asia supplement is mixing together stereotypes from Korea Japan and China accross several periods into one fantasy land" always felt hollow to me since that is merely the exact same formula how D&D was building it's europeanish fantasy lands

It is funny when we have so many bashing proponents of realism in gaming, and yet the same bashers demand realism in their orcs. :rolleyes:
 

JPL

Adventurer
Sounds like there's still going to be room in the game for both purely inherently evil beings (demons, devils, gnolls) and other beings who are free-willed but maybe default to "evil" cultures in the default settings.

Just the recent effort to dig in on the psychology and cultures of hobgoblins, orcs, goblins, kobolds, etc., has been a big step in the right direction --- by getting a clearer grasp on what exactly is "evil" about each group, we maybe see how a remarkable individual could come out of those groups and be something better. A hobgoblin could embrace a more honorable warrior's ethos, or even start to see better alternatives to constant war. A goblin could just make the big leap in deciding that slavery is not the natural order of things. An orc could start following a god of craftsmanship or agriculture, and reject a culture based on raiding and pillaging.

And any new take on drow is welcome, because I have never been able to wrap my head around these massive cities where everyone is hardcore Chaotic Evil all day long.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
That's really disappointing for me, as an old school grognard. Things change and evolve as we learn new things and become more socially aware.

Getting all upset and offended by these changes to me seems exactly like when people get all offended and demand that female PCs should be capped at a max strength score because that's how it was originally. How does that position look now?

That is exactly how I see it. I'm still a young-ish D&D player, and when I see these old players getting all Gran Torino because of a game I'm like: ''are these players living under a rock? Do they think they still have some kind of moral high ground? Do they really think that what they want out of that game is common in the modern times?''.

I mean, I see so much people crying '' I want my game to be escapism, I dont want politic in my game!'' ; is a world of sexist, racist, black & white morality and easy violence is the world you want to fantasize about after an hard day's work?

When I create world for a game, I make it so that escaping there is actually better than the one we leave behind for a night.

'' Be DM the change you want to see in the world'' and all that.
 


Lwaxy

Cute but dangerous
What attributes do you want to assign to a people or folk? It seems like ability score bonuses are not a good idea. What about things tied to the size of a people or folk, like the goliath's advantage on athletics checks, a speed reduction from small people, etc... Vision? Is the idea that a human variant gets a feat inherently giving them a superiority over other folk or people?

Ability score boni are totally fine. GMs can always allow changes. Advantages/traits are also good, best when players have several choices.
 

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