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{{Short description|Role-playing game terminology}} | {{Short description|Role-playing game terminology}} | ||
{{Multiple issues| | |||
] as inspired by ]. In ], races are often based on humanoid and/or intelligent creatures from ]s and ].]] | |||
{{Original research|date=December 2022}} | |||
{{Synthesis|article|date=December 2022}} | |||
}} | |||
{{RPG}} | |||
'''Character race''' is a descriptor used to describe the various sapient species and beings that make up the setting in modern ] and ]. In many ]s and ], players may choose to be one of these creatures when creating their ] (PC) or encounter them as a ] (NPC). "People" is to be taken in the broader sense, and may encompass ]s, ], ]{{efn|e.g. in '']''{{'}} ''Pirates of the Spanish Main'' or ''Weird War II''}} or ]s.{{efn|In ''] Oriental Companion'', “Common man” and “Noble” are two distinct human races, although Nobles are said to have some divine or elfic ancestors}} | |||
== Overview == | |||
In modern ] and ], '''race''' is a descriptor used to describe the various sapient species and beings that make up the setting. In ]s, players may choose to be one of these creatures when creating their ] (PC) or encounter them as a ] (NPC). "People" is to be taken in the broader sense, and may encompass ]s, ], ]<ref>e.g. in '']''{{'}} ''Pirates of the Spanish Main'' or ''Weird War II''</ref> or ]s.<ref>in ''] Oriental Companion'', “Common man” and “Noble” are two distinct human races, although Nobles are said to have some divine or elfic ancestors</ref> | |||
{{See also|Fantasy race}}] as inspired by ]. In ], races are often based on humanoid and/or intelligent creatures from ]s and ].|left]] | |||
{{blockquote|In this fantasy world, the word “race” means the same as and replaces “species”.|'']'' (1993) p.38<ref>{{cite book | |||
{{blockquote|In this fantasy world, the word "race" means the same as and replaces "species".|'']'' (1993) p.38<ref>{{cite book | |||
| last1 = Weisman | first1 = Jordan | author-link1 = Jordan Weisman | | last1 = Weisman | first1 = Jordan | author-link1 = Jordan Weisman | ||
| last2 = Gorden | first2 = Greg | author-link2 = Greg Gorden | | last2 = Gorden | first2 = Greg | author-link2 = Greg Gorden | ||
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}}</ref>}} | }}</ref>}} | ||
Many fantasy stories and worlds refer to their main ] ] creatures as races, rather than ] in order to distinguish them from non-sapient creatures.<ref>{{cite book |last=Tresca |first=Michael J. |url=https://books.google.com/books?id=8H8bzqj6S4sC&pg=PA30 |title=The Evolution of Fantasy Role-Playing Games |publisher=McFarland |year=2010 |isbn=978-0-7864-6009-0 |page=30}}</ref> ] popularized the usage of the term in this context in his ] (particularly '']''), and the use of races in the '']'' ] further spread the name.<ref>{{cite book |last=Livingstone |first=Ian |title=] |publisher=Routledge |year=1982 |isbn=0-7100-9466-3 |page=74}}</ref> Character race can refer to a fictitious species from a ], or a real people, especially in case of a history-based universe (even if it has a given level of ]{{efn|e.g. '']'' (]),<ref>{{cite book | first1 = Sandy | last1 = Petersen | author-link1 = Sandy Petersen| title = Call of Cthulhu | publisher = ] | year = 1981}}</ref> '']'' (])<ref>{{cite book | first1 = Brian | last1 = Blume | author-link1 = Brian Blume | first2 = Gary | last2 = Gygax |author-link2 = Gary Gygax | title = Boothill | publisher = ] | year = 1975}}</ref> or '']'' (]).<ref name="Bushido1979">{{cite book | first1 = Bob | last1 = Charrette | author-link1 = Robert N. Charrette | first2 = Paul R. | last2 = Hume | author-link2 = Paul R. Hume | title = Bushido | publisher = ] | year = 1979 | |||
It can be a fictitious ] from a ], or a real people, especially in case of a ] (even if it has a given level of ]), e.g. '']'' (]),<ref>{{cite book | |||
}}</ref>}}). The term "race" is even broader than the usual meaning, as it also includes creatures such as ], vegetal beings,{{efn|e.g. the Aldryami in ] (]),<ref name="RQ">{{cite book | first1 = Greg | last1 = Stafford | author-link1 = Greg Stafford (game designer) | title = RuneQuest | publisher = ] | year = 1978}}</ref> or the Sylvanians in '']'' (])<ref>{{cite book | first1 = Jon | last1 = Andersen | first2 = Alexander | last2 = Flagg | first3 = Scott | last3 = Gearin | first4 = Patrick | last4 = Kapera | first5 = Mark | last5 = Newman| title = Fantasy Craft | publisher = ] | year = 2010 | isbn = 978-0-9826843-0-6 }}</ref>}} and robots.{{efn|e.g. Artificials in ''Fantasy Craft'' or the Forgeborn/Dwarf-forged optional race in '']'' (]).<ref>{{cite book | first1 = Rob | last1 = Heinsoo | author-link1 = Rob Heinsoo | first2 = Jonathan | last2 = Tweet | author-link2 = Jonathan Tweet | title = 13th Age | publisher = ] | year = 2013 | isbn = 978-1-909834-04-0}}</ref>}}{{Original research inline|date=December 2022}} | |||
| first1 = Sandy | last1 = Petersen | author-link1 = Sandy Petersen | |||
| title = Call of Cthulhu | |||
| publisher = ] | |||
| year = 1981 | |||
}}</ref> '']'' (])<ref>{{cite book | |||
| first1 = Brian | last1 = Blume | author-link1 = Brian Blume | |||
| first2 = Gary | last2 = Gygax |author-link2 = Gary Gygax | |||
| title = Boothill | |||
| publisher = ] | |||
| year = 1975 | |||
}}</ref> or '']'' (]).<ref name="Bushido1979">{{cite book | |||
| first1 = Bob | last1 = Charrette | author-link1 = Robert N. Charrette | |||
| first2 = Paul R. | last2 = Hume | author-link2 = Paul R. Hume | |||
| title = Bushido | |||
| publisher = ] | |||
| year = 1979 | |||
}}</ref> The term “race” is even broader than the usual meaning, as it also includes ]; vegetal beings, e.g. the Aldryami in ] (]),<ref name="RQ">{{cite book | |||
| first1 = Greg | last1 = Stafford | author-link1 = Greg Stafford | |||
| title = RuneQuest | |||
| publisher = ] | |||
| year = 1978 | |||
}}</ref> or the Sylvanians in '']'' (]);<ref>{{cite book | |||
| first1 = Jon | last1 = Andersen | |||
| first2 = Alexander | last2 = Flagg | |||
| first3 = Scott | last3 = Gearin | |||
| first4 = Patrick | last4 = Kapera | |||
| first5 = Mark | last5 = Newman | |||
| title = Fantasy Craft | |||
| publisher = ] | |||
| year = 2010 | |||
| isbn = 978-0-9826843-0-6 | |||
}}</ref> and robots, e.g. Artificials in ''Fantasy Craft'' or the Forgeborn/Dwarf-forged optional race in '']'' (]).<ref>{{cite book | |||
| first1 = Rob | last1 = Heinsoo | author-link1 = Rob Heinsoo | |||
| first2 = Jonathan | last2 = Tweet | author-link2 = Jonathan Tweet | |||
| title = 13th Age | |||
| publisher = ] | |||
| year = 2013 | |||
| isbn = 978-1-909834-04-0 | |||
}}</ref> | |||
This notion began in fantasy or science-fiction works: novels, comics, video games (especially ]), ]s, ], etc. The ]lity is obvious in case of consistent universes, e.g. the ] or the ]. | This notion began in fantasy or science-fiction works: novels, comics, video games (especially ]), ]s, ], etc. The ]lity is obvious in case of consistent universes, e.g. the ] or the ].{{Citation needed|date=December 2022}} | ||
Not all works use the term "race": in '']'' 7th ed. (]),<ref>{{cite book | Not all works use the term "race": in '']'' 7th ed. (]),<ref>{{cite book | ||
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| year = 2005 | | year = 2005 | ||
| isbn = 1-894693-67-1 | | isbn = 1-894693-67-1 | ||
}}</ref> ] uses the term "]"; the term ''{{lang|de|Spezies}}'' (]) is used in '']'',<ref>{{cite book | }}</ref> ] uses the term "]"; the term ''{{lang|de|Spezies}}'' (]) is used in '']'',<ref>{{cite book | ||
| first1 = Tobias Rafael | last1 = Junge | | first1 = Tobias Rafael | last1 = Junge | ||
| first2 = Alex | last2 = Spohr | | first2 = Alex | last2 = Spohr | ||
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| first6 = Daniel Simon | last6 = Richter | | first6 = Daniel Simon | last6 = Richter | ||
| title = Beta Regelwerk für das Schwarze Auge, 5. Edition | | title = Beta Regelwerk für das Schwarze Auge, 5. Edition | ||
| series = ] | language = de | | series = ] | language = de | ||
| publisher = Ulisses Spiele | | publisher = Ulisses Spiele | ||
| year = 2014 | | year = 2014 | ||
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}}</ref> | }}</ref> | ||
In the ] games, in addition to humans, races are often |
In the ] games, in addition to humans, races are often humanoid and ] creatures of ]; such as ], ], ]s, ]s, immaterial being (spirits, ghosts), etc. Some fantasy or ] games also involve "artificial creatures" (alchemical ], ]s and mechanical creatures).{{Citation needed|date=December 2022}} In science-fiction games, especially ] and ], the races are humans, extraterrestrials, ], ]s, ], ]s, and ]s (AI).{{Citation needed|date=December 2022}} | ||
In some universes, it is possible to have ] characters which inherit traits from both parents. For example, in ''Dungeons & Dragons'', it is possible to play a ] (hybrid of a human and an elf) or a half-orc (hybrid of a human and an orc).{{Citation needed|date=December 2022}} | |||
In ] games, especially ] and ], the races are humans, ], ], ]s, ], ]s, and ]s (AI). | |||
== Game design == | |||
In some universes, it is possible to have ] characters which inherit traits from both parents. For example, in '']'', it is possible to play a ] (hybrid of a human and an elf) or a half-orc (hybrid of a human and an orc). | |||
{{See also|Character creation|Character class}}]''.]] | |||
The book ''Fundamentals of Game Design'' (2013) states: "in RPGs, race refers to groups of real and fantasy humanoids such as humans, dwarves, elves, giants, and so on. A better term would be ''species'', but ''race'' is the term established by convention".<ref>{{Cite book |last=Adams |first=Ernest |url=https://www.worldcat.org/oclc/460601644 |title=Fundamentals of Game Design |date=2010 |publisher=New Riders |isbn=978-0-321-64337-7 |edition=2nd |page=465 |oclc=460601644 |access-date=August 19, 2020 |archive-url=https://web.archive.org/web/20220904031941/https://www.worldcat.org/title/460601644 |archive-date=September 4, 2022 |url-status=live}}</ref><!--emphasis in original--> According to Coralie David,<ref>PhD in ] and ] at ], see the {{cite thesis |url=http://www.theses.fr/s32765 |language=fr |title=notice |website=These.fr (Agence bibliographique de l'enseignement supérieur) |date=11 April 2015 |type=These de doctorat |last1=David |first1=Coralie}}</ref> in role-playing games, the characters are defined by "bricks"; they are in fact "]s of fictional ]s".{{efn|{{langx|fr|syntagmes de paradigmes fictionnels}}}} This makes the immersion of the player easier, as anyone can build their own character in a way that is consistent with the fictional universe.<ref name="david2014">{{cite conference | |||
| url = https://www.youtube.com/watch?v=TX60OYukssI | |||
| title = Jeux de rôle et écriture fictionnelle | |||
| last1 = David | |||
| first1 = Coralie| date = 2014-09-24 | |||
| publisher = ] | |||
| book-title = La littérature de jeunesse dans le jeu des cultures matérielles et médiatiques : circulations, adaptations, mutations | |||
| trans-title= Role-playing game and fictional writing | |||
| language = fr | |||
| pages = section I ''Univers systématisé'' (5:04–5:29, 7:21–7:44) and section II ''Structuration paradigmatique des univers fictionnels dans les œuvres de jeunesse'' (7:44–8:53, 10:45–13:11) | |||
| quote = {{langx|fr| les auteurs de 'Donjons & Dragons' dégagent des paradigmes, les rouages et les briques qui les composent. Il est possible d'y incarner des hobbits, des elfes, des humains vont utiliser des briques pour construire leurs propres personnages, qui vont être en fait structurés comme un ensemble de pièces d'engrenage qui sont à la fois fictionnelles et ludiques.}} | |||
}}{{Whose translation|date=December 2022}}</ref>{{blockquote| the authors of ''Dungeons & Dragons'' draw paradigms, the gears and bricks that compose them. It is possible to play Hobbits, Elves, Humans will use bricks to build their own characters. The characters will be in fact structured like a set of ]s that are both fictional and ludic. | |||
|Coralie David| Role-playing game and fictional writing<ref name="david2014" />}} | |||
Thus, the race is one of these bricks, as it provides a set of predefined parameters (] paradigms) and of characteristics—in the broad sense: physical characteristics, cultural background, moral values and social relationships. The fictional world is built as a consistent system made of "exposed" bricks<ref>the process is called the "systematization of the fictional world" ({{langx|fr|systématisation du monde fictionnel}}) by Coralie David, ''op. cit.''</ref> that can be easily identified, and this promotes creativity and sharing; it also promotes the imaginary creation by the player (or reader).<ref name="david2014" /> The race itself can be made of "sub-bricks" the player can choose, e.g. in '']'' 2nd ed. (]),<ref>{{cite book | |||
| first1 = Erick | last1 = Wujcik | author-link1 = Erick Wujcik | |||
| title = After the Bomb | |||
| publisher = ] | |||
| year = 2001 | |||
| isbn = 978-0-916211-15-8 | |||
}}</ref> the player can build his own race by a combination of a basic animal race and mutations.{{Citation needed|date=December 2022}} Academic Kimberly Young highlighted the virtual societies of role-playing video games where character design choices can immerse players. Young wrote that "the player must decide a character's race, its species, history, heritage, and philosophy. The genres and themes vary depending on the game. Studies show that a character's identity seeps into the player—that is, as players spend hours living as this 'other person,' they begin to identify with the character that feels more real and less fictional the longer they play".<ref>{{Cite book |last=Young |first=Kimberly |url=https://www.worldcat.org/oclc/982958263 |title=The SAGE encyclopedia of abnormal and clinical psychology |date=2017 |others=Amy Wenzel |isbn=978-1-4833-6582-4 |location=Thousand Oaks, California |chapter=Internet Gaming Disorder |oclc=982958263}}</ref> | |||
Williams ] (2018), in the book ''Role-Playing Game Studies: Transmedia Foundations'', highlighted that in many role-playing games character races "are typically depicted and rule-modelled as biologically distinct species with different inherited traits . These biological differences go hand in hand with different ethnic backgrounds like language, culture, history, or geographic origin, and even moral character and cosmic destiny. In a sense, the races in RPGs embody outmoded racial thought of the 19th century and earlier that assumes 'race' as a biologically or even cosmically determined unity of physiological species, ethnic culture, and geographic place".<ref name=":0">{{Cite book |last1=Williams |first1=James Patrick |url=https://dr.ntu.edu.sg/bitstream/10220/50182/1/Williams%20et%20al%20-%20Sociology%20and%20Role-Playing%20Games.pdf |title=Role-Playing Game Studies: Transmedia Foundations |last2=Kirschner |first2=David |last3=Mizer |first3=Nicholas |last4=Deterding |first4=Sebastian |date=2018 |others=José Pablo Zagal, Sebastian Deterding |isbn=978-1-315-63753-2 |location=New York, NY |pages=227–244 |chapter=Chapter 12: Sociology and Role-playing Games |oclc=1019729171}}</ref> Linda Codega, for '']'' in 2022, commented that "there are some critical points of game design that would help remove inherent ] and move away from racial coding; the removal of prescriptive skill packages, the decoupling of traits from race, the elimination of bloodlines and blood quantum mechanics, better mixed-race mechanics, and elimination of racialized language".<ref name=":1">{{Cite web |date=2022-09-15 |title=Why Race Is Still A Problem In Dungeons & Dragons |url=https://gizmodo.com/one-dnd-racism-rpg-stereotypes-dungeons-dragons-wotc-1849531852 |access-date=2022-12-02 |website=Gizmodo |language=en}}</ref> | |||
== History == | == History == | ||
The first role-playing game, ] (1974),<ref name="OD&D">] and ], ], ]</ref> stems from the ] '']'' (]).<ref>] and ], ], ]</ref> ''Chainmail'' was especially designed to include fantasy races.{{Citation needed|date=December 2022}} Aaron Trammell, in the essay ''Representation and Discrimination in Role-Playing Games'', wrote "that races are then modeled as fixed statistical differences is arguably due to the game mechanics TRPGs inherited from wargames".<ref name=":3">{{Cite book |last=Trammell |first=Aaron |url=https://www.worldcat.org/oclc/1019729171 |title=Role-Playing Game Studies: Transmedia Foundations |date=2018 |others=José Pablo Zagal, Sebastian Deterding |isbn=978-1-315-63753-2 |location=New York, NY |pages=440–447 |chapter=Chapter 26: Representation and Discrimination in Role-Playing Games |oclc=1019729171}}</ref> The races in ''Dungeons & Dragons'' are strongly inspired by the fantasy literature of the 1930s-1960s.<ref name="fantasyliterature">The authors of ''Dungeons & Dragons'' give references to '']'' (], ]–]), the ] (], ]–]), the '']'' series (], ]–]), '']'' (], ]–]), and the '']'' series (], ]–])</ref> It thus includes the Tolkienian archetypes, but the game makes a difference between the races that can be played as player characters{{efn|Such as: humans, ], ], ], ]s (initially called ]s), ] and half-orcs}} and the "monsters",{{efn| Such as: ]s, ], ], ], ], ]s, etc.}} which can only be non-player characters, and which are by name opposed to the player characters.{{Citation needed|date=December 2022}} Trammell highlighted that ''Dungeons & Dragons'' game rules up through the 5th Edition (2014) "model race as a fixed biological species with fundamental bodily differences – some races are inherently stronger, smarter, more charming, etc. than others. This reproduces an essentialist understanding of race found in ] (Fisher 1918), which sought statistical evidence for inherited traits linked to race in humans. Although long disproven by research, this biologistic concept of human race is the primary way in which race has been modelled in TRPG rules, from ''D&D'' to many other influential and current games, such as '']'', '']'', or '']''".<ref name=":3" /> | |||
The first role-playing game, ] (]),<ref name = "OD&D">] and ], ], ]</ref> stems from the ] '']'' (]).<ref>] and ], ], ]</ref> ''Chainmail'' was especially designed to include fantasy races. The race is therefore a core notion present at the very beginning of the role-playing games. | |||
The races in '']'' are strongly inspired by the fantasy literature of the 1930s-1960s.<ref name="fantasyliterature">The authors of ''Dungeons & Dragons'' give references to '']'' (], ]–]), the ] (], ]–]), the '']'' series (], ]–]), '']'' (], ]–]), and the '']'' series (], ]–])</ref> It thus includes the Tolkienian archetypes, but the game makes a difference between: | |||
* the races that can be played as player characters, the so-called “playable races”: humans, ], ], ], ]s (initially called ]s), ] and half-orcs; | |||
* “monsters”, which can only be non-player characters, and which are by name opposed to the player characters: ]s, ], ], ], ], ]s, etc. | |||
In the first science-fiction role-playing game, '']'' (]),<ref>], ], ]</ref> it is possible to play humans and ]. | In the first science-fiction role-playing game, '']'' (]),<ref>], ], ]</ref> it is possible to play humans and ].{{Citation needed|date=December 2022}} | ||
In ], '']''<ref>{{cite book | In ], '']''<ref>{{cite book | ||
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| year = 1975 | | year = 1975 | ||
| publisher = ] | | publisher = ] | ||
}}</ref> allows for the first time to play |
}}</ref> allows for the first time to play "monsters", i.e. a player character can be any race, including possibly a "monster", but the races are not described in this game; in the ] ] '']'',<ref>{{cite book | ||
| first1 = Ken | last1 = St. Andre | author-link1 = Ken St. Andre | | first1 = Ken | last1 = St. Andre | author-link1 = Ken St. Andre | ||
| title = ] | series = Pocket Adventures | | title = ] | series = Pocket Adventures | ||
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| publisher = ] | | publisher = ] | ||
| isbn = 0-916211-04-5 | | isbn = 0-916211-04-5 | ||
}}</ref> also allows "monsters" as PCs (e.g. goblin or a kobold), and these races are described in the same way as the |
}}</ref> also allows "monsters" as PCs (e.g. goblin or a kobold), and these races are described in the same way as the "non-monster" races.{{Citation needed|date=December 2022}} | ||
The first fantasy game that breaks with the ''D&D'' conventions is '']'':<ref name="RQ" /> the |
The first fantasy game that breaks with the ''D&D'' conventions is '']'':<ref name="RQ" /> the "elves" (Aldryami) are vegetal beings, it is possible to play a {{sic|]}}, but the game also takes into account the cult (] and system of beliefs such as ]) and the cultural background of the character's people: primitive, barbarian, nomadic or civilized. As opposed to ''Dungeons & Dragons'', the character is not totally defined by race and ], but by a list of ] (what the character can do); the cultural background defines the basic value of the skills, and the cult the access to magic. The race is thus less important in a functional point of view (how the character can interact with the fictional world), but more important in a mimetic point of view (]).{{Citation needed|date=December 2022}} | ||
The second edition of the ''Pathfinder Roleplaying Game'', released in 2019, moved away from the "race" terminology for characters and instead replaced it with a character's "heritage" and "ancestry".<ref name=":2">{{Cite web |last=Stewart |first=Brenton |date=2021-10-05 |title=D&D Desperately Needs a New Term for 'Race' - But What's the Alternative? |url=https://www.cbr.com/dnd-race-alternative-pathfinder/ |access-date=2022-12-02 |website=CBR |language=en-US}}</ref> '']'' highlighted that these new terms "invoke a sense of history and cultural importance that accompanies many player's choices behind their character design" and "help offer explanations for ''why'' those predispositions exist that do not imply disturbing real-world parallels, simultaneously offering more freedom in the variations from that norm players will necessarily make in creating their own characters".<ref name=":2" /> In 2022, the ''Dungeons & Dragons'' ] playtest also changed the terminology from "race" to "species", as the game moves away from ] associated with older fantasy settings.<ref name=":4" /> In 2023, Wizards of the Coast clarified that the playtest will include updated rules for characters with mixed heritage.<ref>{{Cite web |date=April 7, 2023 |title=Dungeons & Dragons Clarifies Plans for Half-Elves and Mixed Parentages in One D&D |url=https://comicbook.com/gaming/news/dungeons-dragons-half-elf-one-dnd-inherently-racist-plans/ |access-date=2023-04-10 |website=Comicbook.com |language=en}}</ref> | |||
=== Generic races === | === Generic races === | ||
The |
The "original" ''Dungeons & Dragons'' ''(OD&D)'', and the first '']'' manuals ''(AD&D)'', do not describe any particular universe. The universe is only described through the game rules (magic, gods, fantasy races), and it outlines a generic universe inspired by popular fantasy novels of the 1930s-1960s.<ref name="fantasyliterature" /> The race is essentially a list of capabilities—functional part—and a rather thin description that is often limited to the visual appearance, with an illustration, and some elements of customs.{{Citation needed|date=December 2022}} The way the race takes place in the fictional universe is described in optional books, the "] settings" or "world books". The race is thus mainly a "functional tool", a set of functions that the player can implement in the adventure: the elves can see in the dark, and in ''OD&D'' hobbits can only be fighting men.<ref name="Pehr1981">{{cite news | ||
| last1 = Pehr | first1 = Ronald Mark | | last1 = Pehr | first1 = Ronald Mark | ||
| title = Better Role-Playing: A Change of Hobbit | | title = Better Role-Playing: A Change of Hobbit | ||
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| issue = 11 | | issue = 11 | ||
| pages = 6–8 | | pages = 6–8 | ||
}}</ref> The '']''<ref name="PH1978">{{cite book | }}</ref> The '']'' (1978)<ref name="PH1978">{{cite book | ||
| first1 = Gary | last1 = Gygax | author-link1 = Gary Gygax | | first1 = Gary | last1 = Gygax | author-link1 = Gary Gygax | ||
| title = ] | | title = ] | ||
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| year = 1978 | | year = 1978 | ||
| isbn = 0-935696-01-6 | | isbn = 0-935696-01-6 | ||
}}</ref> also provide a table of |
}}</ref> also provide a table of "Racial preferences" and racial restrictions to the ]. | ||
{{blockquote|text=TSR Hobbies assumed anyone buying ''D&D'' knew what Hobbits are, there was no real description and the only reason they seemed to have been included was to reinforce the game's connection with Tolkien's stories.|sign=Ronald Mark Pehr|source=''A Change of Hobbit''<ref name="Pehr1981" />}} | {{blockquote|text=TSR Hobbies assumed anyone buying ''D&D'' knew what Hobbits are, there was no real description and the only reason they seemed to have been included was to reinforce the game's connection with Tolkien's stories.|sign=Ronald Mark Pehr|source=''A Change of Hobbit''<ref name="Pehr1981" />}} | ||
The player thus has to pick from |
The player thus has to pick from their own knowledge of other works, particularly in what is now called the "]"; according to Isabelle Périer, ] in ]:<ref>{{cite web | url = http://lpcm.hypotheses.org/5148 | title = Périer Isabelle (docteure en littérature comparée) | website = LPCM | language = fr}}</ref> | ||
{{blockquote|text=]<nowiki>]</nowiki> is a concision tool—it allows to quickly get into the middle of the action—and an opening towards variations—you can then play with the stereotypes.<br /> | |||
{{ |
{{blockquote|text=]<nowiki>]</nowiki> is a concision tool—it allows to quickly get into the middle of the action—and an opening towards variations—you can then play with the stereotypes.<br />|sign=Isabelle Périer|source=Role-playing games: another form of youth literature?<ref>{{cite conference | ||
| url = https://www.youtube.com/watch?v=_7fNHVYTPts | | url = https://www.youtube.com/watch?v=_7fNHVYTPts | ||
| title = Le jeu de rôle : une autre forme de littérature de jeunesse ? | | title = Le jeu de rôle : une autre forme de littérature de jeunesse ? | ||
| trans-title= Role-playing games: another form of youth literature? | |||
| last1 = Périer | | last1 = Périer | ||
| first1 = Isabelle | | first1 = Isabelle | ||
Line 158: | Line 148: | ||
| language = fr | | language = fr | ||
| pages = section III-3 ''Intertextualité et stéréotypie'' (25:22–32:10) | | pages = section III-3 ''Intertextualité et stéréotypie'' (25:22–32:10) | ||
| quote = est un outil de concision — ça permet d'aller au cœur de l'action très vite —, et une ouverture vers la variation — après on peut jouer avec les stéréotypes. | |||
}}</ref>}} | |||
}}{{Whose translation|date=December 2022}}</ref>}} | |||
=== Race-driven campaign === | === Race-driven campaign === | ||
In ], {{Interlanguage link multi|Jean-Luc Bizien|fr}} creates ''{{Interlanguage link multi|Hurlements|fr|3=Hurlements (jeu de rôle)}}'' |
In ], {{Interlanguage link multi|Jean-Luc Bizien|fr}} creates ''{{Interlanguage link multi|Hurlements|fr|3=Hurlements (jeu de rôle)}}''{{efn|French for "]"}} in which players characters are "errants", "wanderers", i.e. ] that form a ]. The race of were-animals, and their relationship with the humans, become the main subject of the adventures, and not only a functional element or a flavor to the universe. Other games were then published where the race of the player characters is itself the main topic of the adventures,{{Citation needed|date=December 2022}} such as '']'' (])<ref name="vampmasc">{{cite book | ||
| first1 = Graeme | last1 = Davis | author-link1 = Graeme Davis (game designer) | | first1 = Graeme | last1 = Davis | author-link1 = Graeme Davis (game designer) | ||
| first2 = Thomas A. | last2 = Dowd | author-link2 = Tom Dowd (game designer) | | first2 = Thomas A. | last2 = Dowd | author-link2 = Tom Dowd (game designer) | ||
Line 172: | Line 163: | ||
| year = 1991 | | year = 1991 | ||
| isbn = 0-9627790-6-7 | | isbn = 0-9627790-6-7 | ||
}}</ref> and '']'' (])<ref>{{cite book | }}</ref> and '']'' (]).<ref>{{cite book | ||
| first1 = Fabrice | last1 = Lamidey | | first1 = Fabrice | last1 = Lamidey | ||
| first2 = Frédéric | last2 = Weil | | first2 = Frédéric | last2 = Weil | ||
Line 181: | Line 172: | ||
| isbn = 2-909934-00-4 | | isbn = 2-909934-00-4 | ||
}}</ref> | }}</ref> | ||
== Reception == | |||
{{See also|Dungeons & Dragons controversies#Cultural representations and racism}}As aforementioned, some campaign settings are based on real world events, and thus depict real peoples. The way the people are described can be problematic and may sometimes be considered as offending.{{Citation needed|date=December 2022}} For example, French articles<ref>{{cite news | |||
== Depiction of real peoples == | |||
{{See also|Dungeons & Dragons controversies#Cultural representations and racism}}As aforementioned, some campaign settings are based on real world events and tat often means representing times when racism and social-economical biases were common (likewise race-based slavery and systematic killing of a race or culture). The way the people are described can be problematic and considered as offending to the most sensible people and to people that distaste roleplaying the more ugly faces of our history. For example, French articles<ref>{{cite news | |||
| first1 = Pierre | last1 = Rosenthal | | first1 = Pierre | last1 = Rosenthal | ||
| first2 = Duccio | last2 = Vitale | | first2 = Duccio | last2 = Vitale | ||
Line 202: | Line 192: | ||
| publisher = Les Tentacules associées | | publisher = Les Tentacules associées | ||
| issn = 0764-8197 | | issn = 0764-8197 | ||
}}</ref> |
}}</ref> criticized the way the ] were depicted in '']'' (]).<ref>{{cite book | ||
| first1 = Greg | last1 = Costikyan | author-link1 = Greg Costikyan | | first1 = Greg | last1 = Costikyan | author-link1 = Greg Costikyan | ||
| title = The Price of Freedom | | title = The Price of Freedom | ||
Line 210: | Line 200: | ||
}}</ref> | }}</ref> | ||
Williams ] (2018), in the book ''Role-Playing Game Studies: Transmedia Foundations'', commented that many tabletop role-playing games "essentialize race" and that "game rules regularly claim that there are objective, immutable, and strong differences between races. While RPG player demographics appear to move towards an equitable, post-racialized, post-gendered vision of 21st century pluralist societies, the fictional worlds of RPGs are still often highly stratified".<ref name=":0" /> | |||
The system of race in ] has been thrust further into the spotlight in recent years. Similar to the ways certain nationalities were depicted, some consider the races in Dungeons & Dragons particularly problematic, as it is believed that they stem from stereotypes surrounding real-world races. The D&D team at Wizards of the Coast created a blog post titled ''Diversity and Dungeons & Dragons'' where they address these issues, saying "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".<ref>{{cite web|title=Diversity and Dungeons & Dragons {{!}} Dungeons & Dragons|url=https://dnd.wizards.com/articles/features/diversity-and-dnd|access-date=2021-02-07|website=dnd.wizards.com}}</ref> | |||
In the rules supplement ''],'' some of these issues were directly addressed, but only for the characters controlled by the player. The book's first chapter introduces a suite of character customization options designed to overrule the standing guidelines on race by presenting players with options for ability score increases, languages, personalities, custom lineages, and a table for changing skill, weapon, armor, or tool proficiencies.<ref>{{Cite book|url=https://www.worldcat.org/oclc/1201683031|title=Tasha's cauldron of everything.|others=Wizards of the Coast, Inc.|date=17 November 2020|isbn=978-0-7869-6702-5|location=Renton, WA|oclc=1201683031}}</ref> | |||
Many believe that these changes, while welcome, were not enough. Since '']'' addresses the player characters specifically and not entire races, some feel that this only gives a player character the chance of being an exception to the rule and does not change the rule itself. As Bruce Boville writes, "Wizards saying, in essence, 'you can be one of the good ones'".<ref>{{cite web|date=2020-11-20|title=Tasha's Cauldron of Everything: Why I'm Disappointed|url=https://butwhythopodcast.com/2020/11/19/why-im-incredibly-disappointed-in-tashas-cauldron-of-everything/|access-date=2021-02-07|website=But Why Tho? A Geek Community|language=en-US}}</ref> | |||
== Game design == | |||
]''.]] | |||
According to Coralie David,<ref>PhD in ] and ] at ], see the {{cite thesis | url = http://www.theses.fr/s32765 | language = fr | title=notice | website = These.fr (Agence bibliographique de l'enseignement supérieur)| date = 11 April 2015 | type = These de doctorat | last1 = David | first1 = Coralie }}</ref> in role-playing games (as well as in ]), the characters are defined by “bricks”; they are in fact “]s of fictional ]s” ({{lang-fr|syntagmes de paradigmes fictionnels}}). This makes the immersion of the player (or reader) easier, as anyone can build his own character in a way that is consistent with the fictional universe.<ref name="david2014">{{cite conference | |||
| url = https://www.youtube.com/watch?v=TX60OYukssI | |||
| title = Jeux de rôle et écriture fictionnelle | |||
| last1 = David | |||
| first1 = Coralie| date = 2014-09-24 | |||
| publisher = ] | |||
| book-title = La littérature de jeunesse dans le jeu des cultures matérielles et médiatiques : circulations, adaptations, mutations | |||
| language = fr | |||
| pages = section I ''Univers systématisé'' (5:04–5:29, 7:21–7:44) and section II ''Structuration paradigmatique des univers fictionnels dans les œuvres de jeunesse'' (7:44–8:53, 10:45–13:11) | |||
}}</ref> | |||
{{blockquote| the authors of ''Dungeons & Dragons'' draw paradigms, the gears and bricks that compose them. It is possible to play Hobbits, Elves, Humans will use bricks to build their own characters. The characters will be in fact structured like a set of ]s that are both fictional and ludic. | |||
{{lang-fr| les auteurs de 'Donjons & Dragons' dégagent des paradigmes, les rouages et les briques qui les composent. Il est possible d'y incarner des hobbits, des elfes, des humains vont utiliser des briques pour construire leurs propres personnages, qui vont être en fait structurés comme un ensemble de pièces d'engrenage qui sont à la fois fictionnelles et ludiques.}} | |||
|Coralie David| Role-playing game and fictional writing ({{lang|fr|Jeux de rôle et écriture fictionnelle}})<ref name="david2014" />}} | |||
Thus, the race is one of these bricks, as it provides a set of predefined parameters (] paradigms) and of characteristics—in the broad sense: physical characteristics, cultural background, moral values and social relationships. The fictional world is built as a consistent system made of “exposed” bricks<ref>the process is called the “systematization of the fictional world” ({{lang-fr|systématisation du monde fictionnel}}) by Coralie David, ''op. cit.''</ref> that can be easily identified, and this promotes creativity and sharing; it also promotes the imaginary creation by the player (or reader).<ref name="david2014" /> | |||
The race itself can be made of “sub-bricks” the player can choose, e.g. in '']'' 2nd ed. (]),<ref>{{cite book | |||
| first1 = Erick | last1 = Wujcik | author-link1 = Erick Wujcik | |||
| title = After the Bomb | |||
| publisher = ] | |||
| year = 2001 | |||
| isbn = 978-0-916211-15-8 | |||
}}</ref> the player can build his own race by a combination of a basic animal race and mutations. | |||
=== Function, mimesis and roleplay === | |||
As aforementioned, a character is mainly defined by two things: | |||
* what he can do in the fictional world, his “functionalities”; | |||
* who he is as a fictional person: his social status, his look, his habits, his past, etc. which is called here his “mimetic part” | |||
{{see also|Mimesis}} | |||
The functionalities are often a set capabilities and impairments which the game designer try to keep balanced. In some games, the choice of a given race has a cost in ], to reflect the advantages a race can give. | |||
In race-driven campaigns, the functionalities can play a central role. For example, in ''Cats ! (La Mascarade)'' (]),<ref>{{cite book | |||
| first1 = Vincent | last1 = Mathieu | |||
| title = Cats ! (La Mascarade) | language = fr | |||
| publisher = Éditions Icare | |||
| year = 2010 | |||
| isbn = 978-2-917475-17-1 | |||
}}</ref> the PCs are cats, with the following consequences: | |||
{{blockquote| 4: The cats have powerful powers, but always in a feline point of view.<br /> 5: Cats can hardly understand the way humans understand things.<br /> 6: The domestic felines do not have an ]!<br /> 7: What is easy for a human is complicated for a cat. | |||
{{lang-fr|4 : Les pouvoirs des chats sont puissants, mais toujours rapportés à une optique féline.<br /> 5 : Les chats ont du mal à comprendre l’esprit humain.<br /> 6 : Pas de pouce préhenseur chez les félins domestiques !<br /> 7 : Ce qui est facile pour un humain est compliqué pour un chat.}} | |||
| Tlön Uqbar (Vincent Mathieu) | The Universe and the ] as sub-systems ({{lang|fr|L’univers et les scénarios comme sous-systèmes}})<ref>{{cite web | |||
| url = http://www.tartofrez.com/?p=4705 | |||
| archive-url = https://archive.today/20150423084452/http://www.tartofrez.com/?p=4705 | |||
| url-status = dead | |||
| archive-date = April 23, 2015 | |||
| title = L'univers et les scénarios comme sous-systèmes → Commentaires | |||
| date = March 11, 2015 | |||
| language = fr | |||
| website = Tartofrez | |||
}}</ref> | |||
}} | |||
This influences the decisions of the player, i.e. the ]. In some games, the race has an influence on the choices made by the player. The influence can be prescribed by descriptions of the cultural background: the “Racial preferences” in ''AD&D'' impels the character to behave in a given way with other characters, and each cult and culture in ''RuneQuest'' Glorantha describe the way the character sees the world. In some other games, the influence on choices is impelled, and sometimes enforced, by the rules. | |||
Some game designers consider that creating a rule to induce a role-playing choice is suitable: | |||
{{blockquote|In role-playing games, there is a balance between functionalism and mimesis, that is to say that at the beginning, a character is functional: he knows 1. How to fight or 2. How to chat up people What can I do at that game table? How can I interact with the world that surrounds me? All this is transcribed by a list of ] Furthermore, given mimetic wrapper: who I am, what my name is what my past life is There is a balance; the balance is found, in my opinion, when the mimetic part echoes to the functional part. For example in '']'', you have main traits of personality, called “Nature”, and when you play according to your Nature, you earn points of ''Willpower'' that allows you to make better dice rolls. | |||
{{lang-fr|Dans le jeu de rôle, on a un équilibre entre fonctionnalisme et mimétique, à savoir qu'un personnage de jeu de rôle, à l'origine, est fonctionnel : il sait 1. Se battre ou 2. Baratiner des gens Qu'est-ce que je vais faire autour de la table ? Comment est-ce que je vais agir sur le monde autour de moi ? Tout cela est retransmis par des listes de caractéristiques ou d'attributs Par ailleurs, une certaine enveloppe mimétique : qui je suis, comment je m'appelle quel est mon passé On est dans un équilibre, l'équilibre étant à mon avis trouvé lorsque le mimétisme renvoie à du fonctionnalisme. Par exemple dans 'Vampire', vous avez des traits de caractère principaux, qu'on appelle la « Nature », et quand vous jouez votre Nature, vous regagnez des points de 'Volonté' qui vous permettent de faire de meilleurs jets.}} | |||
| sign=Isabelle Périer|source=“Role-playing games: another form of ]?” ''({{lang|fr|Le jeu de rôle : une autre forme de littérature de jeunesse ?}})''<ref>{{cite conference | |||
| url = https://www.youtube.com/watch?v=_7fNHVYTPts | |||
| title = Le jeu de rôle : une autre forme de littérature de jeunesse ? | |||
| last1 = Périer | |||
| first1 = Isabelle | |||
| date = 2014-09-24 | |||
| publisher = ] | |||
| book-title = La littérature de jeunesse dans le jeu des cultures matérielles et médiatiques : circulations, adaptations, mutations | |||
| language = fr | |||
| pages = section III-2 ''Le personnage'' (20:42–22:10) | |||
}}</ref>}} | |||
Some other consider that such rules limit the freedom of choice of the player and impedes the immersion: | |||
{{blockquote | Typically, if you want to create game situations where the players don't know whether their characters are losing their minds, or whether this NPC is actually going to betray them, you shall make sure not to tell them. This means to make sure that what you envision for your game to be played is not that obvious, or that there is no explicit ] that will let them know for sure what is going to happen next. Indeed, some issues are much more well addressed through play if they are not explicit or if they emerge during the play without being felt as mandatory. | |||
{{lang-fr| Typiquement, dans un jeu où on veut créer une dynamique où les joueur se demandent si leurs personnages sont fous ou si tel ou tel PNJ vont les trahir ou pas, il serait bien malvenu de ne laisser aucun doute à ces sujets, que ce soit par une vision trop explicite ou une statistique trop évidente. De fait, certaines thématiques parlent d’autant plus fort en jeu qu’elles sont tues ou ne sont pas obligatoires.}} | |||
| Jérôme Larré| De la vision au jeu : 10 pièges<ref name="larre20140217">{{cite web | |||
| url = http://www.tartofrez.com/?p=3233 | |||
| title = De la vision au jeu : 10 pièges | |||
| language = fr | |||
| author = Jérôme Larré | |||
| date = February 17, 2014 | |||
| website = Tartofrez | |||
| access-date = May 5, 2015 | |||
| archive-url = https://web.archive.org/web/20140808053928/http://www.tartofrez.com/?p=3233 | |||
| archive-date = August 8, 2014 | |||
| url-status = dead | |||
}}, ''Piège #07 – Confondre parler d’une façon de jouer et jouer de cette façon (trop en dire)''</ref>}} | |||
For example, in many role-playing games based on ], the notion of ] is specific to the Japanese people (“race”); it is handled in different ways: | |||
* honour is represented by a statistic that varies according to the acts of the character: | |||
** the first dedicated role-playing game, '']'' (])<ref name="Bushido1979" /> uses a statistic called '']''; | |||
** in the first edition of ''AD&D'' '']'' (which takes place in ], ]),<ref>{{cite book | |||
| first1 = Gary | last1 = Gygax | author-link1 = Gary Gygax | |||
| first2 = François | last2 = Marcela-Froideval | author-link2 = François Marcela-Froideval | |||
| title = Oriental Adventures | |||
| edition = 1st | |||
| series = ] | |||
| publisher = ] | |||
| year = 1985 | isbn = 0-88038-099-3 | |||
}}</ref> the character has “Honor” points that influences some game parameters (e.g. the reaction rolls that tell if a NPC have a positive or negative reaction towards the PCs); | |||
** similarly, in the '']'' ] '']'' (]),<ref>{{cite book | |||
| author-link1 = Mark Smith (author) | first1 = Mark | last1 = Smith | |||
| author-link2 = Jamie Thomson (author) | first2 = Jamie | last2 = Thomson | |||
| title = Sword of the Samurai | series = ] | |||
| publisher = ] | |||
| year = 1986 | |||
| isbn = 0-14-032087-3 | |||
}}</ref> the character also has “Honour” points; the character commits '']'' if the Honour points drop to zero, and a given number of Honour points is required to activate some magical effects; | |||
** in '']'' (]),<ref>{{cite book | |||
| first1 = Bob | last1 = Charrette | author-link1 = Robert N. Charrette | |||
| first2 = Dave | last2 = Farnsworth | |||
| first3 = Sandy | last3 = Petersen | author-link3 = Sandy Petersen | |||
| first4 = Anders | last4 = Swenson | |||
| title = Land of Ninja | series = ] | |||
| publisher = ] | |||
| year = 1986 | |||
| isbn = 0-911605-33-9 | |||
}}</ref> some characters have an Honour characteristic (HON); a positive HON accounts as a bonus to social skills as the PC has a favourable reputation, and negative HON also acts as a bonus, by intimidation; | |||
** the ''] Ultimate Campaign'' system (])<ref>{{cite book | |||
| first1 = Jesse | last1 = Benner | |||
| first2 = Benjamin | last2 = Bruck | |||
| title = Ultimate Campaign | series = ] | |||
| publisher = ] | |||
| year = 2013 | |||
| isbn = 978-1-60125-498-6 | |||
}}</ref> proposes the use of a Honor Points that can be spent to have a favour or a gift from an ally NPC, or to have a bonus in social skill rolls;<ref>{{cite web | |||
| url = http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/honor.html | |||
| title = Honor | |||
| website = Pathfinder Reference Document | |||
}}</ref> | |||
* a player can choose to follow a code of honour that forces him to act in a given way in some situations, to get advantages in reward: | |||
** in '']'', the character may choose a ] to have additional character points; in the 1st ed. (]),<ref>{{cite book | |||
| first1 = Lee | last1 = Gold | author-link1 = Lee Gold | |||
| title = ] | series = ] | |||
| publisher = ] | |||
| year = 1988 | |||
| isbn = 1-55634-109-1 | |||
| page = 29 | |||
| edition = 1st | |||
}}</ref> a disadvantage called “Sense of Duty” obliges the PC towards a given NPC or organisation; the 2nd ed. (])<ref>{{cite book | |||
| first1 = Lee | last1 = Gold | author-link1 = Lee Gold | |||
| first2 = Hunter | last2 = Johnson | author-link2 = J. Hunter Johnson | |||
| title = ] | series = ] | |||
| publisher = ] | |||
| year = 1999 | |||
| isbn = 1-55634-388-4 | |||
| page = 67 | |||
| edition = 2nd | |||
}}</ref> provides an additional disadvantage, “Code of Honor”, that constrains the PC to act according to a moral code; | |||
** in the 3rd edition of ''D&D'' ''Oriental Adventures'' (in ], ]),<ref>{{cite book | |||
| first1 = James Wilson | last1 = Wyatt | |||
| title = ] | series = ] | |||
| publisher = ] | |||
| year = 2001 | |||
| isbn = 0-7869-2015-7 | |||
}}</ref> there is no longer honour gauge, honour is handled in the same way as an ] with possibly bonus to honourable characters (at ]'s discretion); it is even proposed to replace the alignment system by an honour system, with the same consequences (e.g. honour oriented ]); | |||
** in '']'' 2nd ed. (]),<ref>Sanguine Productions, ], pp. 71-72</ref> “Honor” is a “Gift”: if the character follows the code of honour, he gets some special features such as negating the feature of an opponent or get a bonus die; | |||
* on the contrary, other games do not implement a game mechanism to handle the honour, such as ''] Oriental Companion'' (]),<ref>{{cite book | |||
| first1 = Alex | last1 = Bund | |||
| title = Oriental Companion | series = ] | |||
| publisher = ] | |||
| year = 1992 | |||
| isbn = 1-55806-175-4 | |||
}}</ref> ''{{Interlanguage link multi|Tenga (role-playing game)|fr|3=Tenga (jeu de rôle)|lt=Tenga}}'' (])<ref>{{cite book | |||
| language = fr | |||
| first1 = Jérôme | |||
| last1 = Larré | |||
| title = Tenga | |||
| publisher = John Doe | |||
| year = 2011 | |||
| url = http://tengajdr.com/ | |||
}}</ref> or ''Les Errants d'Ukyo'' (]).<ref>{{cite book | |||
| first1 = Vivien | |||
| last1 = Feasson | |||
| title = Les Errants d'Ukiyo | |||
| language = fr | |||
| publisher = Éditions Icare | |||
| year = 2012 | |||
| isbn = 978-2-917475-79-9 | |||
| url = http://www.editions-icare.com/index.php/nos-jeux-de-roles/errants-d-ukiyo | |||
| access-date = 2015-05-11 | |||
| archive-url = https://web.archive.org/web/20150208115524/http://editions-icare.com/index.php/nos-jeux-de-roles/errants-d-ukiyo | |||
| archive-date = 2015-02-08 | |||
| url-status = dead | |||
}}</ref> | |||
== See also == | |||
* ] | |||
* ] | |||
The system of race in ''Dungeons & Dragons'' has been thrust further into the spotlight in recent years. Similar to the ways certain nationalities were depicted, some consider the races in ''Dungeons & Dragons'' particularly problematic, as it is believed that they stem from stereotypes surrounding real-world races.<ref name=":17">{{Cite web |last=Limbong |first=Andrew |date=June 29, 2020 |title='Dungeons & Dragons' Tries To Banish Racist Stereotypes |url=https://www.npr.org/sections/live-updates-protests-for-racial-justice/2020/06/29/884824236/dungeons-dragons-tries-to-banish-racist-stereotypes |url-status=live |archive-url=https://web.archive.org/web/20200730061246/https://www.npr.org/sections/live-updates-protests-for-racial-justice/2020/06/29/884824236/dungeons-dragons-tries-to-banish-racist-stereotypes |archive-date=July 30, 2020 |access-date=2020-07-25 |website=] |language=en}}</ref><ref name=":18">{{Cite web |last=Parrish |first=Ash |date=June 23, 2020 |title=Wizards Of The Coast Will Finally Address Racist Stereotypes In Dungeons And Dragons |url=https://kotaku.com/wizards-of-the-coast-will-finally-address-racist-stereo-1844133956 |url-status=live |archive-url=https://web.archive.org/web/20200806005513/https://kotaku.com/wizards-of-the-coast-will-finally-address-racist-stereo-1844133956 |archive-date=August 6, 2020 |access-date=2020-07-26 |website=Kotaku |language=en-us}}</ref><ref>{{Cite news |last=Modak |first=Sebastian |date=July 24, 2020 |title=Amid a pandemic and a racial reckoning, 'D&D' finds itself at an inflection point |language=en |newspaper=] |url=https://www.washingtonpost.com/video-games/2020/07/24/amid-pandemic-racial-reckoning-dd-finds-itself-an-inflection-point/ |url-status=live |access-date=2020-07-25 |archive-url=https://web.archive.org/web/20200730213415/https://www.washingtonpost.com/video-games/2020/07/24/amid-pandemic-racial-reckoning-dd-finds-itself-an-inflection-point/ |archive-date=July 30, 2020}}</ref> '']'' highlighted that "racial bioessentialism is a core design crutch for ''Dungeons & Dragons''".<ref name=":1" /> In July 2020, Wizards of the Coast released a statement – titled ''Diversity and Dungeons & Dragons'' – where they address these issues, saying "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".<ref>{{cite web|title=Diversity and Dungeons & Dragons|url=https://dnd.wizards.com/articles/features/diversity-and-dnd|archive-url=https://archive.today/20200618033721/https://dnd.wizards.com/articles/features/diversity-and-dnd|url-status=dead|archive-date=June 18, 2020|access-date=2021-02-07|website=]}}</ref> In December 2022, Wizards of the Coast announced that the word "race" would no longer be used to refer to a character's biological traits and instead would be replaced with the word "species"; this change went into effect with the December '']'' playtest release.<ref name=":4">{{Cite web |last=Good |first=Owen S. |date=2022-12-01 |title=D&D rule change replaces 'race' with 'species' |url=https://www.polygon.com/23488097/dungeons-dragons-race-species-rule-change-announcement-wotc-unearthed-arcana |access-date=2022-12-01 |website=Polygon |language=en-US}}</ref><ref>{{Cite web |date=December 1, 2022 |title=Dungeons & Dragons Replaces Race in Rules, Will Use Species Instead |url=https://comicbook.com/gaming/news/dungeons-dragons-race-species-dropping/ |access-date=2022-12-01 |website=ComicBook.com |language=en}}</ref><ref>{{Cite web |last=Abbott |first=Benjamin |date=December 1, 2022 |title=D&D won't be using 'race' anymore thanks to it being "a problematic term" |url=https://www.gamesradar.com/dandd-wont-be-using-race-anymore-thanks-to-it-being-a-problematic-term/ |access-date=2022-12-01 |website=Gamesradar+ |language=en}}</ref> The press release stated that "'race' is a problematic term that has had prejudiced links between real world people and the fantasy peoples of D&D worlds" and that terminology change was made with the consultation of "multiple outside cultural consultants".<ref>{{Cite web |date=December 1, 2022 |title=Moving On From 'Race' in One D&D |url=http://www.dndbeyond.com/posts/1393-moving-on-from-race-in-one-d-d |url-status=live |archive-url=https://web.archive.org/web/20221201182344/https://www.dndbeyond.com/posts/1393-moving-on-from-race-in-one-d-d |archive-date=December 1, 2022 |access-date=December 1, 2022 |website=D&D Beyond |language=en-us |type=Press release}}</ref> | |||
== Notes == | |||
{{notelist}} | |||
== References == | == References == | ||
{{Reflist |
{{Reflist}} | ||
] | ] |
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Character race is a descriptor used to describe the various sapient species and beings that make up the setting in modern fantasy and science fiction. In many tabletop role-playing games and video games, players may choose to be one of these creatures when creating their player character (PC) or encounter them as a non-player character (NPC). "People" is to be taken in the broader sense, and may encompass ethnic groups, species, nationality or social groups.
Overview
See also: Fantasy raceIn this fantasy world, the word "race" means the same as and replaces "species".
— Earthdawn (1993) p.38
Many fantasy stories and worlds refer to their main sapient humanoid creatures as races, rather than species in order to distinguish them from non-sapient creatures. J. R. R. Tolkien popularized the usage of the term in this context in his legendarium (particularly The Lord of the Rings), and the use of races in the Dungeons & Dragons role-playing games further spread the name. Character race can refer to a fictitious species from a fictional universe, or a real people, especially in case of a history-based universe (even if it has a given level of fantasy). The term "race" is even broader than the usual meaning, as it also includes creatures such as extraterrestrial beings, vegetal beings, and robots.
This notion began in fantasy or science-fiction works: novels, comics, video games (especially role-playing video game), board games, LARP, etc. The transmediality is obvious in case of consistent universes, e.g. the Middle Earth or the Star Wars universe.
Not all works use the term "race": in Tunnels and Trolls 7th ed. (2005), Ken St. Andre uses the term "kinship"; the term Spezies (species) is used in Das Schwarze Auge, and éthnie (ethnicity) is used in EW-System 2.0.
In the heroic fantasy games, in addition to humans, races are often humanoid and fey creatures of myth; such as elves, dwarves, orcs, goblins, immaterial being (spirits, ghosts), etc. Some fantasy or steampunk games also involve "artificial creatures" (alchemical homunculus, golems and mechanical creatures). In science-fiction games, especially space opera and cyberpunk, the races are humans, extraterrestrials, mutants, cyborgs, transhumans, robots, and artificial intelligences (AI).
In some universes, it is possible to have hybrid characters which inherit traits from both parents. For example, in Dungeons & Dragons, it is possible to play a half-elf (hybrid of a human and an elf) or a half-orc (hybrid of a human and an orc).
Game design
See also: Character creation and Character classThe book Fundamentals of Game Design (2013) states: "in RPGs, race refers to groups of real and fantasy humanoids such as humans, dwarves, elves, giants, and so on. A better term would be species, but race is the term established by convention". According to Coralie David, in role-playing games, the characters are defined by "bricks"; they are in fact "syntagms of fictional paradigms". This makes the immersion of the player easier, as anyone can build their own character in a way that is consistent with the fictional universe.
the authors of Dungeons & Dragons draw paradigms, the gears and bricks that compose them. It is possible to play Hobbits, Elves, Humans will use bricks to build their own characters. The characters will be in fact structured like a set of gears that are both fictional and ludic.
— Coralie David, Role-playing game and fictional writing
Thus, the race is one of these bricks, as it provides a set of predefined parameters (diegetic paradigms) and of characteristics—in the broad sense: physical characteristics, cultural background, moral values and social relationships. The fictional world is built as a consistent system made of "exposed" bricks that can be easily identified, and this promotes creativity and sharing; it also promotes the imaginary creation by the player (or reader). The race itself can be made of "sub-bricks" the player can choose, e.g. in After the Bomb 2nd ed. (2001), the player can build his own race by a combination of a basic animal race and mutations. Academic Kimberly Young highlighted the virtual societies of role-playing video games where character design choices can immerse players. Young wrote that "the player must decide a character's race, its species, history, heritage, and philosophy. The genres and themes vary depending on the game. Studies show that a character's identity seeps into the player—that is, as players spend hours living as this 'other person,' they begin to identify with the character that feels more real and less fictional the longer they play".
Williams et al. (2018), in the book Role-Playing Game Studies: Transmedia Foundations, highlighted that in many role-playing games character races "are typically depicted and rule-modelled as biologically distinct species with different inherited traits . These biological differences go hand in hand with different ethnic backgrounds like language, culture, history, or geographic origin, and even moral character and cosmic destiny. In a sense, the races in RPGs embody outmoded racial thought of the 19th century and earlier that assumes 'race' as a biologically or even cosmically determined unity of physiological species, ethnic culture, and geographic place". Linda Codega, for Gizmodo in 2022, commented that "there are some critical points of game design that would help remove inherent bioessentialism and move away from racial coding; the removal of prescriptive skill packages, the decoupling of traits from race, the elimination of bloodlines and blood quantum mechanics, better mixed-race mechanics, and elimination of racialized language".
History
The first role-playing game, "original" Dungeons & Dragons (1974), stems from the wargame Chainmail (1971). Chainmail was especially designed to include fantasy races. Aaron Trammell, in the essay Representation and Discrimination in Role-Playing Games, wrote "that races are then modeled as fixed statistical differences is arguably due to the game mechanics TRPGs inherited from wargames". The races in Dungeons & Dragons are strongly inspired by the fantasy literature of the 1930s-1960s. It thus includes the Tolkienian archetypes, but the game makes a difference between the races that can be played as player characters and the "monsters", which can only be non-player characters, and which are by name opposed to the player characters. Trammell highlighted that Dungeons & Dragons game rules up through the 5th Edition (2014) "model race as a fixed biological species with fundamental bodily differences – some races are inherently stronger, smarter, more charming, etc. than others. This reproduces an essentialist understanding of race found in eugenics (Fisher 1918), which sought statistical evidence for inherited traits linked to race in humans. Although long disproven by research, this biologistic concept of human race is the primary way in which race has been modelled in TRPG rules, from D&D to many other influential and current games, such as Empire of the Petal Throne, GURPS, or Pathfinder".
In the first science-fiction role-playing game, Metamorphosis Alpha (1976), it is possible to play humans and mutated creatures.
In 1975, Tunnels & Trolls allows for the first time to play "monsters", i.e. a player character can be any race, including possibly a "monster", but the races are not described in this game; in the 1979 solo adventure Goblin Lake, the player character is a goblin. The 1983 game Palladium Fantasy Role-Playing Game also allows "monsters" as PCs (e.g. goblin or a kobold), and these races are described in the same way as the "non-monster" races.
The first fantasy game that breaks with the D&D conventions is RuneQuest: the "elves" (Aldryami) are vegetal beings, it is possible to play a duck [sic], but the game also takes into account the cult (pantheon and system of beliefs such as animism) and the cultural background of the character's people: primitive, barbarian, nomadic or civilized. As opposed to Dungeons & Dragons, the character is not totally defined by race and class, but by a list of skills (what the character can do); the cultural background defines the basic value of the skills, and the cult the access to magic. The race is thus less important in a functional point of view (how the character can interact with the fictional world), but more important in a mimetic point of view (roleplay).
The second edition of the Pathfinder Roleplaying Game, released in 2019, moved away from the "race" terminology for characters and instead replaced it with a character's "heritage" and "ancestry". CBR highlighted that these new terms "invoke a sense of history and cultural importance that accompanies many player's choices behind their character design" and "help offer explanations for why those predispositions exist that do not imply disturbing real-world parallels, simultaneously offering more freedom in the variations from that norm players will necessarily make in creating their own characters". In 2022, the Dungeons & Dragons One D&D playtest also changed the terminology from "race" to "species", as the game moves away from racial stereotypes associated with older fantasy settings. In 2023, Wizards of the Coast clarified that the playtest will include updated rules for characters with mixed heritage.
Generic races
The "original" Dungeons & Dragons (OD&D), and the first Advanced Dungeons & Dragons manuals (AD&D), do not describe any particular universe. The universe is only described through the game rules (magic, gods, fantasy races), and it outlines a generic universe inspired by popular fantasy novels of the 1930s-1960s. The race is essentially a list of capabilities—functional part—and a rather thin description that is often limited to the visual appearance, with an illustration, and some elements of customs. The way the race takes place in the fictional universe is described in optional books, the "campaign settings" or "world books". The race is thus mainly a "functional tool", a set of functions that the player can implement in the adventure: the elves can see in the dark, and in OD&D hobbits can only be fighting men. The Player's Handbook (1978) also provide a table of "Racial preferences" and racial restrictions to the alignment.
TSR Hobbies assumed anyone buying D&D knew what Hobbits are, there was no real description and the only reason they seemed to have been included was to reinforce the game's connection with Tolkien's stories.
— Ronald Mark Pehr, A Change of Hobbit
The player thus has to pick from their own knowledge of other works, particularly in what is now called the "geek culture"; according to Isabelle Périer, PhD in comparative literature:
is a concision tool—it allows to quickly get into the middle of the action—and an opening towards variations—you can then play with the stereotypes.
— Isabelle Périer, Role-playing games: another form of youth literature?
Race-driven campaign
In 1989, Jean-Luc Bizien [fr] creates Hurlements [fr] in which players characters are "errants", "wanderers", i.e. were-animals that form a caravan. The race of were-animals, and their relationship with the humans, become the main subject of the adventures, and not only a functional element or a flavor to the universe. Other games were then published where the race of the player characters is itself the main topic of the adventures, such as Vampire: The Masquerade (1991) and Nephilim (1992).
Reception
See also: Dungeons & Dragons controversies § Cultural representations and racismAs aforementioned, some campaign settings are based on real world events, and thus depict real peoples. The way the people are described can be problematic and may sometimes be considered as offending. For example, French articles criticized the way the Soviets were depicted in The Price of Freedom (1986).
Williams et al. (2018), in the book Role-Playing Game Studies: Transmedia Foundations, commented that many tabletop role-playing games "essentialize race" and that "game rules regularly claim that there are objective, immutable, and strong differences between races. While RPG player demographics appear to move towards an equitable, post-racialized, post-gendered vision of 21st century pluralist societies, the fictional worlds of RPGs are still often highly stratified".
The system of race in Dungeons & Dragons has been thrust further into the spotlight in recent years. Similar to the ways certain nationalities were depicted, some consider the races in Dungeons & Dragons particularly problematic, as it is believed that they stem from stereotypes surrounding real-world races. Gizmodo highlighted that "racial bioessentialism is a core design crutch for Dungeons & Dragons". In July 2020, Wizards of the Coast released a statement – titled Diversity and Dungeons & Dragons – where they address these issues, saying "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". In December 2022, Wizards of the Coast announced that the word "race" would no longer be used to refer to a character's biological traits and instead would be replaced with the word "species"; this change went into effect with the December One D&D playtest release. The press release stated that "'race' is a problematic term that has had prejudiced links between real world people and the fantasy peoples of D&D worlds" and that terminology change was made with the consultation of "multiple outside cultural consultants".
Notes
- e.g. in Savage Worlds' Pirates of the Spanish Main or Weird War II
- In Rolemaster Oriental Companion, “Common man” and “Noble” are two distinct human races, although Nobles are said to have some divine or elfic ancestors
- e.g. Call of Cthulhu (1981), Boot Hill (1975) or Bushido (1979).
- e.g. the Aldryami in Glorantha (1978), or the Sylvanians in Fantasy Craft (2010)
- e.g. Artificials in Fantasy Craft or the Forgeborn/Dwarf-forged optional race in 13th Age (2013).
- French: syntagmes de paradigmes fictionnels
- Such as: humans, elves, dwarves, gnomes, halflings (initially called hobbits), half-elves and half-orcs
- Such as: orcs, goblins, kobolds, trolls, ogres, gnolls, etc.
- French for "howls"
References
- Weisman, Jordan; Gorden, Greg; Kubasik, Christopher; et al. (1993). Earthdawn. Fasa Corp. ISBN 1-55560-213-4.
- Tresca, Michael J. (2010). The Evolution of Fantasy Role-Playing Games. McFarland. p. 30. ISBN 978-0-7864-6009-0.
- Livingstone, Ian (1982). Dicing with Dragons. Routledge. p. 74. ISBN 0-7100-9466-3.
- Petersen, Sandy (1981). Call of Cthulhu. Chaosium.
- Blume, Brian; Gygax, Gary (1975). Boothill. TSR, Inc.
- Charrette, Bob; Hume, Paul R. (1979). Bushido. Tyr Games.
- ^ Stafford, Greg (1978). RuneQuest. Chaosium.
- Andersen, Jon; Flagg, Alexander; Gearin, Scott; Kapera, Patrick; Newman, Mark (2010). Fantasy Craft. Crafty Games. ISBN 978-0-9826843-0-6.
- Heinsoo, Rob; Tweet, Jonathan (2013). 13th Age. Pelgrane Press. ISBN 978-1-909834-04-0.
- St. Andre, Ken (2005). Tunnels & Trolls (7th ed.). Fiery Dragon Productions. ISBN 1-894693-67-1.
- Junge, Tobias Rafael; Spohr, Alex; Ullrich, Jens; Demirtel, Eevie; Mönkemeyer, Marie; Richter, Daniel Simon (2014). Beta Regelwerk für das Schwarze Auge, 5. Edition. Das Schwarze Auge (in German). Ulisses Spiele. ISBN 978-3-95752-071-5.
- Davoust, Lionel; Grussi, Christian; Merkling, Sidney; Cuidet, Arnaud (2004). EW-System Core Rules 2.0 (PDF) (in French). Extraordinary Worlds Studio.
- Adams, Ernest (2010). Fundamentals of Game Design (2nd ed.). New Riders. p. 465. ISBN 978-0-321-64337-7. OCLC 460601644. Archived from the original on September 4, 2022. Retrieved August 19, 2020.
- PhD in comparative literature and civilizations at Paris 13 University, see the David, Coralie (11 April 2015). notice. These.fr (Agence bibliographique de l'enseignement supérieur) (These de doctorat) (in French).
- ^ David, Coralie (2014-09-24). "Jeux de rôle et écriture fictionnelle" [Role-playing game and fictional writing]. La littérature de jeunesse dans le jeu des cultures matérielles et médiatiques : circulations, adaptations, mutations (in French). Paris 13 University. pp. section I Univers systématisé (5:04–5:29, 7:21–7:44) and section II Structuration paradigmatique des univers fictionnels dans les œuvres de jeunesse (7:44–8:53, 10:45–13:11).
French: les auteurs de 'Donjons & Dragons' dégagent des paradigmes, les rouages et les briques qui les composent. Il est possible d'y incarner des hobbits, des elfes, des humains vont utiliser des briques pour construire leurs propres personnages, qui vont être en fait structurés comme un ensemble de pièces d'engrenage qui sont à la fois fictionnelles et ludiques.
- the process is called the "systematization of the fictional world" (French: systématisation du monde fictionnel) by Coralie David, op. cit.
- Wujcik, Erick (2001). After the Bomb. Palladium Books. ISBN 978-0-916211-15-8.
- Young, Kimberly (2017). "Internet Gaming Disorder". The SAGE encyclopedia of abnormal and clinical psychology. Amy Wenzel. Thousand Oaks, California. ISBN 978-1-4833-6582-4. OCLC 982958263.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ Williams, James Patrick; Kirschner, David; Mizer, Nicholas; Deterding, Sebastian (2018). "Chapter 12: Sociology and Role-playing Games". Role-Playing Game Studies: Transmedia Foundations (PDF). José Pablo Zagal, Sebastian Deterding. New York, NY. pp. 227–244. ISBN 978-1-315-63753-2. OCLC 1019729171.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ "Why Race Is Still A Problem In Dungeons & Dragons". Gizmodo. 2022-09-15. Retrieved 2022-12-02.
- Gary Gygax and Dave Arneson, TSR, Inc., 1974
- Gary Gygax and Jeff Perren, Guidon Game, 1971
- ^ Trammell, Aaron (2018). "Chapter 26: Representation and Discrimination in Role-Playing Games". Role-Playing Game Studies: Transmedia Foundations. José Pablo Zagal, Sebastian Deterding. New York, NY. pp. 440–447. ISBN 978-1-315-63753-2. OCLC 1019729171.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ The authors of Dungeons & Dragons give references to Conan the Barbarian (Robert E. Howard, 1932–1936), the Sword series (Fritz Leiber, 1939–1988), the Dying Earth series (Jack Vance, 1950–1984), The Lord of the Rings (J.R.R. Tolkien, 1954–1955), and the Elric of Melniboné series (Michael Moorcock, 1961–2005)
- James M. Ward, TSR, Inc., 1976
- St. Andre, Ken (1975). Tunnels & Trolls. Flying Buffalo.
- St. Andre, Ken (1979). Goblin Lake. Pocket Adventures. Flying Buffalo.
- Siembieda, Kevin; Wujcik, Erick (1983). Palladium Fantasy Role-Playing Game. Palladium Books. ISBN 0-916211-04-5.
- ^ Stewart, Brenton (2021-10-05). "D&D Desperately Needs a New Term for 'Race' - But What's the Alternative?". CBR. Retrieved 2022-12-02.
- ^ Good, Owen S. (2022-12-01). "D&D rule change replaces 'race' with 'species'". Polygon. Retrieved 2022-12-01.
- "Dungeons & Dragons Clarifies Plans for Half-Elves and Mixed Parentages in One D&D". Comicbook.com. April 7, 2023. Retrieved 2023-04-10.
- ^ Pehr, Ronald Mark (February 1981). "Better Role-Playing: A Change of Hobbit". Different Worlds. No. 11. Albany, CA: Chaosium. pp. 6–8.
- Gygax, Gary (1978). Player's Handbook. Advanced Dungeons & Dragons. TSR, Inc. ISBN 0-935696-01-6.
- "Périer Isabelle (docteure en littérature comparée)". LPCM (in French).
- Périer, Isabelle (2014-09-24). "Le jeu de rôle : une autre forme de littérature de jeunesse ?" [Role-playing games: another form of youth literature?]. La littérature de jeunesse dans le jeu des cultures matérielles et médiatiques : circulations, adaptations, mutations (in French). Paris 13 University. pp. section III-3 Intertextualité et stéréotypie (25:22–32:10).
est un outil de concision — ça permet d'aller au cœur de l'action très vite —, et une ouverture vers la variation — après on peut jouer avec les stéréotypes.
- Davis, Graeme; Dowd, Thomas A.; Rein•Hagen, Mark; Stevens, Lisa; Wieck, Stewart (1991). Vampire: The Masquerade. White Wolf. ISBN 0-9627790-6-7.
- Lamidey, Fabrice; Weil, Frédéric (1992). Néphilim (1st ed.). Multisim. ISBN 2-909934-00-4.
- Rosenthal, Pierre; Vitale, Duccio (April 1987). "Price of Freedom". Casus Belli (in French). Excelsior. p. 28.
- "Vitrine : Price of Freedom". Chroniques d'outre-monde (in French). No. 7. Les Tentacules associées. May 1987. pp. 7–8. ISSN 0764-8197.
- Costikyan, Greg (1986). The Price of Freedom. WEG. ISBN 0-87431-053-9.
- Limbong, Andrew (June 29, 2020). "'Dungeons & Dragons' Tries To Banish Racist Stereotypes". NPR. Archived from the original on July 30, 2020. Retrieved 2020-07-25.
- Parrish, Ash (June 23, 2020). "Wizards Of The Coast Will Finally Address Racist Stereotypes In Dungeons And Dragons". Kotaku. Archived from the original on August 6, 2020. Retrieved 2020-07-26.
- Modak, Sebastian (July 24, 2020). "Amid a pandemic and a racial reckoning, 'D&D' finds itself at an inflection point". The Washington Post. Archived from the original on July 30, 2020. Retrieved 2020-07-25.
- "Diversity and Dungeons & Dragons". Wizards of the Coast. Archived from the original on June 18, 2020. Retrieved 2021-02-07.
- "Dungeons & Dragons Replaces Race in Rules, Will Use Species Instead". ComicBook.com. December 1, 2022. Retrieved 2022-12-01.
- Abbott, Benjamin (December 1, 2022). "D&D won't be using 'race' anymore thanks to it being "a problematic term"". Gamesradar+. Retrieved 2022-12-01.
- "Moving On From 'Race' in One D&D". D&D Beyond (Press release). December 1, 2022. Archived from the original on December 1, 2022. Retrieved December 1, 2022.