That is why the game's first significant rule changes in a decade, which became official in autumn 2024 as it celebrated its 50th anniversary, reverberated through the Dungeons & Dragons community and beyond. They prompted praise and disdain at game tables everywhere, along with YouTube harangues and irritated social media posts from Mr Elon Musk.
"Races" are now "species." Some character traits have been divorced from biological identity; a mountain dwarf is no longer inherently brawny and durable, a high elf no longer intelligent and dexterous by definition. And Wizards of the Coast, the Dungeons & Dragons publisher owned by Hasbro, has endorsed a trend throughout role-playing games in which players are empowered to halt the proceedings if they feel uncomfortable.
"What they're trying to do here is put up a signal flare, to not only current players but also potential future players, that this game is a safe, inclusive, thoughtful and sensitive approach to fantasy storytelling," said Mr Ryan Lessard, a writer and frequent Dungeons & Dragons dungeon master.
PLAYERS DIVIDED OVER CHANGES
The changes have exposed a rift among the game's players, a group as passionate as its pursuit is esoteric, becoming part of the broader cultural debate about how to balance principles like inclusivity and accessibility with history and tradition.
Mr Robert Kuntz—an award-winning game designer who frequently collaborated with Mr Gary Gygax, a co-creator of Dungeons & Dragons—disliked Wizards of the Coast's efforts to legislate from above rather than provide room for dungeon masters, the game's ringleaders and referees, to tailor their individual campaigns.
"It's an unnecessary thing," he said. "It attempts to play into something that I'm not sure is even worthy of addressing, as if the word 'race' is bad."
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