It’s been a year for D&D. The year started strong, but rapidly devolved into scandal as their claims of diversity and inclusion came into question and began to collapse under serious scrutiny following the revelations of former marginalized employees. I even formally announced that my D&D related material was all on hold until there was concrete movement on the deep issues around race that the game had suffered from for decades. But there was a lifeline. Prior to the scandals breaking, Jeremy Crawford (D&D’s current principle rules designer) announced that they’d “heard” us, and that changes were coming later this year (2020) to address this long standing set of problems.  So how did that go down? Time to break the pause on D&D posts.
Tag Archives: Dungeons & Dragons
The introduced in and rapidly forgotten after 3e, Dragonkin are the original draconic humanoids of Toril and the Forgotten Realms. Their story is tragic, and their plight forgotten… Until now! Welcome to the Backgrounder for Dragonkin!
In the first part of this series, we looked at the world flower idea of world building for your home campaign. This time around, we’re looking at peopling your world flower. This process is a bit more involved, but can produce a much more vibrant and varied world than some of the more traditional methods of world building. So let’s get into it!
So, I was driving home and tossed in The Rat Pack Live at the Sands for the ride. I was muttering to myself about Dungeons & Dragons and other fantasy games and how they treat both POC and non-humans as being less dimensional and nuanced. This had been set off by reading through my shiny new pdf copy of Tiny Dungeon 2e, where I was simultaneously elated at the variety of player races and depressed by the stereotypes applied. So, mid-mutter, Sammy Davis Jr came into the set, and I heard his iconic line of “Integration! Integration!” So let’s talk decolonization and integration. And yes, I’m picking on D&D in this, because it set the pattern.
Old timers and grognards alike in the RPG hobby like to complain. “Things were better back in…”, “We didn’t have or need that when we played in…”, and so on and so forth. But one of the oddest complaints I hear is about how games today, and specifically, D&D, are too much like video games. So let’s take a look at a very interesting cycle of mutual influence, and see what we can learn from it. For ease of bracketing years, I’m going to use console generations for this.