Over email, the company declined to comment to WIRED on what next steps beyond Tasha’s Cauldron will look like. In D&D’s upcoming book Candlekeep Mysteries, Barber has a byline. The company has also begun updating older books. In two new books, they’re presenting orcs and Drow differently. Wizards of the Coast says they’re trying to hire more diverse talent and be more attentive to insights from sensitivity readers. It didn’t address the game’s deep-rooted racial essentialism. Lots of D&D groups were already offering the opportunity to be exceptional within a flawed system. Meanwhile, a whole bunch of stuff in the game remains.” Optional rules are optional, he says. It just made these minor, superficial changes. “If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character.” Mix and match.ĭays after the supplement was released, Barber penned a blog titled “Tasha’s Cauldron Of No Change.” “I think a lot of people were really disappointed with it because they were expecting something concrete,” says Barber. “That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype,” reads Tasha’s Cauldron. So traditionally, dwarves at base get two extra points in “constitution” because, in D&D-land, they’re sturdy. According to its rules, players can increase any of their characters’ ability scores-strength, constitution, dexterity, etc.-to better reflect their capabilities regardless of race.
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Wizards of the Coast did take one small step in mid-November, putting out a new sourcebook, Tasha’s Cauldron of Everything, that acknowledges these concerns.
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Exceptional in a world that remains the same. And even in the absence of such pressure, he would be falling into another trap: exceptionalism. “There was always pressure from the outside for me to make my characters conform to narrow boxes,” he says. When Barber chose to play race and class combinations that strayed from stereotypes, he was looked at askew. So friends role-played them as aggro, uncontained. Half-orcs, who get bonuses to strength and constitution, make great barbarians. So if players chose to play wizards, they’d often designate their race as “gnome” and role-play holier-than-thou attitudes. For example, gnomes get +2 to intelligence, priming them for a life in wizardry. When he began playing D&D, Barber noticed that this sort of lore-sanctioned stereotyping bled out into the game’s ruleset as hard-and-fast “racial bonuses,” but also in the way people role-played their characters. They’re portrayed “as being profoundly mentally disabled to the point of not really even having a language,” says Barber. He points to the Gully Dwarves, written as unintelligent sub-humanoids. Lately, rereading Dragonlance has been painful for him, and not just because of the depiction of biraciality. The animosity got from everywhere really sort of rubbed me the wrong way,” he says.
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“Half a man is a cripple.” Barber wasn’t a fan. “According to humans, half an elf is but part of a whole being,” Tanis said in one of the books. As a half-human, half-elf, Tanis felt perennially alone. One character bothered him: the underdog hero Tanis Half-Elven. It’s something Graeme Barber, who runs the POCGamer blog, noticed when he read through the Dragonlance novels, published initially by D&D’s first publisher, TSR.
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Tolkien, they are “squat, broad, flat-nosed, sallow-skinned, with wide mouths and slant eyes: in fact degraded and repulsive versions of the (to Europeans) least lovely Mongol-types.” More than half a century after Tolkien wrote that description in a letter, here is how Dungeons & Dragons describes the orc in the latest Monster Manual, where all such demi-humans are relegated: “Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces.” Half-orcs, which are half-human and therefore playable according to Player’s Handbook rules, are “not evil by nature, but evil does work within them.” Some venture into the human-dominated world to “prove their worth” among “other more civilized races.”ĭon't miss out on the latest installment of 2034, our new series chronicling a fictional future that feels all too real. As “kinda-sorta-people,” she writes, orcs are “fruit of the poison vine that is human fear of ‘the Other.’” The only way to respond to their existence is to control them or remove them.
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Jemisin, titan of modern fantasy and slayer of outdated genre tropes. “Orcs are human beings who can be slaughtered without conscience or apology.” This damning assessment of one of fantasy’s most ubiquitous villains comes from N.