Hey @Wizards_DnD players, ๐๐ข๐ด๐ฉ๐ข'๐ด ๐๐ข๐ถ๐ญ๐ฅ๐ณ๐ฐ๐ฏ ๐ฐ๐ง ๐๐ท๐ฆ๐ณ๐บ๐ต๐ฉ๐ช๐ฏ๐จ is finally here, and with it the new rules about changing up ability score modifiers, languages, and skills that are connected with race in the core book. Let's chat!
(cw: bigotry)
(A thread)
1/
D&D rarely does extradiegetic text. Going back to 1st edition there are some places where Gygax writes essay-form analysis of what constitutes good play and gives advice about successful adventuring...
2/
... but by and large, the game rarely has text explaining "Here's WHY this rule exists" or "You may want to do X, instead of Y, depending on the goals for your game." (Monte Cook talked about this in an interview where he said their original goal was to...
3/
... make 3e work like ๐๐ข๐จ๐ช๐ค, so players felt smart for figuring things out on their own, which has other problems I won't get into here.)
So let's talk about why ๐๐ข๐ด๐ฉ๐ข'๐ด rules are important.
4/
First things first: If you're one of the bros (and it's almost always old white dudes) who thinks "HAH racism in D&D isn't a thing! That's just SJW pandering/virtue signalling/political correctness," you probably won't get anything out of this thread.
Ok! So ๐๐ข๐ด๐ฉ๐ข'๐ด new rules address a long-standing problem of D&D: Not only does the game use mythology of magic, gods, and monsters, but it also includes ๐ด๐ฐ๐ค๐ช๐ข๐ญ myths, like the myth of the unexplored wilderness, or the myth of "races" with distinct characteristics.
7/
"But orcs aren't real so racism against them isn't real!" comes the inevitable cry. The problem is that ๐ณ๐ข๐ค๐ช๐ด๐ต ๐ข๐ฏ๐ฅ ๐ฃ๐ช๐จ๐ฐ๐ต๐ฆ๐ฅ ๐ช๐ฅ๐ฆ๐ข๐ด ๐ข๐ณ๐ฆ ๐ณ๐ฆ๐ข๐ญ. Ideas that you use as a framework in a game reinforce and re-create ideas that reflect upon the real world.
8/
"Live long and prosper."
"May the Force be with you."
"Witness me!"
These lines come from stories that are fictional. They aren't real events. But they all have stories that talk about real ideas, and they give us real feelings.
9/
Almost everyone can think of a character or scene from a book or movie that stuck with them, that made them have strong feelings, that inspired them with an idea, or encouraged them to see the character as a role model. The same is true in RPGs.
10/
So when the game says "Here is a group of people who talk, think, live, and function among other people, but they are always tough, stupid, evil, and savage," the game is reinforcing these racist ideas. It's using these ideas to create those memorable moments.
11/
๐๐ข๐ด๐ฉ๐ข'๐ด takes a stab at removing this by saying "Maybe in your world this isn't true. Maybe in your world orcs are just a different kind of people, and they aren't always evil. Maybe they have different cultural values."
12/
Leaving aside whether this goes far enough in addressing D&D's long-standing problems, this is an attempt to acknowledge that saying "Hey, there are groups of people that we can lump into a 'race' and describe as inferior" is bad!
13/
Old-timers of the hobby will remember ๐๐ฉ๐ฆ ๐๐ฆ๐ฆ๐ฑ ๐ฐ๐ฏ ๐ต๐ฉ๐ฆ ๐๐ฐ๐ณ๐ฅ๐ฆ๐ณ๐ญ๐ข๐ฏ๐ฅ๐ด, the well-known module in which your team forges out from a small stronghold to smash the humanoids living in caves in the hills nearby. Why? Well, because they're evil!
14/
This is a recreation of settler mythology: The idea that past "civilization" is a "wilderness" that is open for the taking, that nobody is living out there, and if you encounter someone, well they're certainly evil savages and you can kill them without losing any sleep.
15/
So D&D is recreating ๐ด๐ฐ๐ค๐ช๐ข๐ญ ๐ฎ๐บ๐ต๐ฉ๐ด and wrapping them up in adventure fiction. This means that it's conflating your wonderful, daring, heroic experiences with ideas that descend from various problematic ideas in our own world.
16/
Imagine for a moment (you're a roleplayer, shouldn't be hard) that you're, say, a Black person living in America. Every day you face racism in both overt and subtle ways, whether it's security guards following you around the store or people saying "You're so well-spoken!"
17/
You come home after a long day and you just wanna play a game with friends and the game says "By the way, there's a whole group of people who are subhuman, monstrous, evil by nature, really strong so they can do lots of hard work, but not very smart. Malicious savages."
18/
That's the exact same way that white supremacists describe Black people. It's the same myth that was used by slave-kidnappers to "justify" ownership of Black humans. You can't even get away from this crap in your entertainment!
19/
D&D also has a long tradition of sharing the fantasy art trope of the "hapless princess" or "seductive demoness," both of which lean into sexismโthe characters exist just to satisfy men who consume the mediaโand homophobia, because it's always about what hetero men want.
20/
๐๐ข๐ด๐ฉ๐ข'๐ด is a small step in saying "These ideas are bad, and we shouldn't encourage them." Whether you agree with their implementation, this is a step toward making D&D games less troubled.
21/
Discussion of the game systems behind this is a topic for another time. For now, just chew on the fact that D&D has a long legacy of ideas cribbed from racism, sexism, and homophobia. We ought to do better, because everyone deserves a chance to just enjoy the game.
~Fin~
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If you want to be a better game designer, destroy your ego.
(A thread.)
You will make mistakes. You will make cringeworthy material. You will design something that is clunky, or ineffective, or a perverse incentive, or insensitive, or a mechanic that threatens the entire game's integrity.
These are moments to learn from, and people who talk about them are giving you feedback to absorb.
Taste is subjective. People who rail on your material because of differences in taste are expressing opinions, which means you can decide how much weight to give them.
Recently designer @justice_arman wrote a bit about D&D effects that take players out of play - spells like ๐ฉ๐ฐ๐ญ๐ฅ ๐ฑ๐ฆ๐ณ๐ด๐ฐ๐ฏ and ๐ฎ๐ข๐ป๐ฆ, which (if the dice don't favor you) just take you out of the game for some amount of time. (thread) #dnd
1/
Of course this has a long pedigree in D&D. Spells like this go back to the early editions. Not to mention that much of D&D's game mechanics are built on a "roll well or you just lost your turn" system - attack and miss? Failed your skill check? Often similar to doin' nuthin'.
2/
In early early early editions of D&D, characters had few options, meaning that taking your turn was fast. That meant that combat was quick. Swing, miss! Next! Swing, hit! Next! ๐๐ข๐จ๐ช๐ค ๐ฎ๐ช๐ด๐ด๐ช๐ญ๐ฆ and you've used your one spell! Next!
3/
Why the Internet and Social Media is a Minefield for Game Devs: A Thread. 1/
Fans of @trekonlinegame may recall @VengeanceGOD's oft-repeated refrain of "we don't talk about upcoming content!" This is for several reasons, typically learned through hard experience. 2/
First, when you announce an upcoming feature, there's always the possibility of something beyond your control happening and delaying or cancelling it. The further away the release date, the bigger the chance that something could change. 3/
Through the lens of space travel we explored our own challenges as people, and confronted our own problems - sometimes metaphorically, sometimes directly.
Today, that tradition carries on with the various Star Trek shows, movies, books, and games.
We imagine a bright future for everyone - one in which we try to solve issues with science and diplomacy first. One in which we can meet the material and emotional needs of people and give everyone equal footing in our society.
I'm sure we all see from time to time the repeated refrain to creators that they shouldn't talk politics, that they should just stick to making games or writing books or acting or whatever it is that they do, that nobody wants their political opinions. 1/
Usually this is someone who wants to support the status quo, who wants to unthinkingly consume media without being challenged about The Way Things Are or How Some Things Are Problematic. Just let me watch my movie and get my video game points and stop Forcing A Message, eh? 2/
Thing is, movies and games and books and theater are all part of our culture. Art is a reflection of our culture. And our culture, as a dear friend and anthropologist once told me, is shared. Culture is negotiated. Culture is a fluid space where people intersect. 3/