‘Putting Racism Aside’: Dungeons & Dragons, Ancestry & Culture, and Race Discourse in the Homebrew Community

By Jess Wind

In spring 2020, amid the global COVID-19 pandemic and the reignited Black Lives Matter movement, institutions were being called on to respond to deeply ingrained structural racism. Media organizations drafted commitments towards building more equitable and inclusive spaces for both creators and audiences. Dungeons and Dragons (D&D)publisher Wizards of the Coast (WotC) issued their version of a commitment to anti-racism on June 17, 2020. The announcement, ‘Diversity in Dungeons and Dragons’[1] led to varied responses online, from praise and excitement for the coming changes[2], to warnings that WotC risks harming its product and alienating ‘true players’ to appease the current social conflict[3]. The responses illustrate a familiar tension within ‘geek culture’ and gaming communities, marred by racist gatekeeping, and yearning for an imagined past[4] where social and cultural diversity are conversations for ‘the real world’ and the fantasy worlds of games and play are for escape.[5]

Some players appealed to their agency to adapt and extend official rules (‘homebrew’) to create the fantasy worlds they want to play in, partly, as some have suggested, to distance themselves from the conversation regarding diversity in D&D[6]. Yet as well as the risk of foreclosing diversity, homebrew content can allow players to develop characters and worlds in ways not offered by D&D’s standard rules[7], an opportunity which for marginalized individuals allows for a kind of visibility and player agency still rarely seen in mainstream media, and going substantially further than the changes made by WotC so far. While some responses to WotC’s commitment to diversity suggest a player’s relationship to homebrew content insulates them from shifts towards more inclusive content, I argue the practice of developing homebrew content positions players as active participants in D&D’s political and cultural economy, and that they are therefore affected by similar tensions around diversity and inclusion that WotC has committed to addressing.

Roleplaying game scholarship has focused on the history of racism in D&D‘s commercial content and other RPG products[8] or on the experiences of players during gameplay[9]. In her examination of gamers with marginalized identities, Adrienne Shaw argues ‘representation is part of a process of meaning making, but textual analyses tend to focus on the finished product’[10] and proposes that more attention should be paid to representation within play practices. Tanner Higgin urges that research about racism in representation must turn its focus toward the industry that produces content rather than only documenting and evaluating practices of racial representation.[11] Antero Garcia similarly argues that games ‘cannot be studied as if [they] are isolated from the cultures that influence them or in which they are embedded.’[12] Yet there is a paucity of research that addresses the community of homebrew creators despite their crucial role in the development of D&D content and culture. 

I situate this research between well-developed feminist game studies scholarship which critiques the long-standing tradition of white cishetero patriarchy[13], and critical fan studies scholarship engaged with unpacking racism and marginalization in fan spaces and cultural production,[14], to examine the vast community of D&D players that tell stories based on rules in a book, extending those rules to create sprawling social cultural fantasy worlds.

I begin by framing the discussion within broader contexts of racism in the fantasy genre, and within D&D specifically, through the case study example of Arcanist Press’ Ancestry & Culture: An Alternative to Race in 5e (A&C). While A&C is by no means the only homebrew publication that responds to social issues in D&D in this way, it has been chosen as a relatively recent and popular example  — at the time of writing, it is listed fifth among the most popular titles on DriveThruRPG with the ‘Dungeons and Dragons’ tag. 

Homebrew is distinctly part of tabletop roleplaying games, and has long been an encouraged practice in D&D. Where video game modding and writing fanfiction have at times been clouded by conversations about authorial control and copyright infringement[15], homebrewing elements of your D&D game is part of creating new and different worlds to play and tell stories in. The Player’s Handbook and Dungeon Master’s Guide, official rulebooks published by WotC,both include caveats that the rules are guidelinesmeant to give your game a sense of structure and balance. With the release of the third edition, WotC went further, encouraging third-party publishers to create content based on D&D‘s ruleset using their Open Gaming License (OGL)[16]. This is distinctly different from players deciding among their friends at the table to adopt certain ‘house rules’ or abandon published rules that don’t fit with their home game. The System Reference Document offers D&D players foundations that they can develop into their own commercial D&D products. WotC makes space for the active homebrew community through their partnership with OneBookShelf on the homebrew marketplace Dungeon Masters Guild, and the Guild Adept program. Homebrew is not only encouraged as a legitimate way to engage with D&D products, but includes a significant proportion of the D&D player community. Therefore, while WotC’s diversity statement addresses the changes they’re making to their commercially available products, this only goes part of the way in addressing discourses of harm and marginalization in the D&D player community. By examining homebrew content as a legitimate extension of D&D’s transmediated franchise, and by positioning creators within the wider D&D labour economy, we are better able to examine discourses surrounding inclusion and diversity in the D&D player community.

Continue reading “‘Putting Racism Aside’: Dungeons & Dragons, Ancestry & Culture, and Race Discourse in the Homebrew Community”

Dancing Computers and Loom Libraries: Extrapolating Complex Information Delivery Systems from Historical Practices

By Eric Horwitz

Semiosis is second nature to us. The methods by which we transcribe and store information, the processes of creating and reading texts, are so baked into our everyday lives that we barely recognize them as inventions. People who we believe to be ‘ancient’ — civilizations who nevertheless succeeded many thousands of years of prehistory — believed writing to have been a miracle bestowed by heaven (Senner, 10-16). For our part, most of us seldom think about where writing comes from. If we do reflect on it, we might assume that writing is simply the best way (or the only way) to perform all of writing’s functions: our preoccupations are with the many hundreds of millions of bytes processed by a computer instead of the rote conventions of literacy. But that in the English-speaking world there should be some twenty-six visible orthographic marks and a handful of other numbers and symbols, that these should indicate English phonetics and be placed together to make words, that these words should be grouped into sentences with punctuation for clarification, that there should be this number of sentences on a page and that number of pages in a book, that a book should deliver information and move the heart within expectations of convention and genre, that there should be a library to organize these books, and that other languages though they use abjads, abugidas, or syllabaries, should be similar enough for translation — these are not inevitable developments. 

By looking at the early history of writing I hope to isolate key moments of its adoption and development into the primary medium of the literate world today. At the same time I hope to explore other methods of data collection and meaning transference, other systems of semiosis, and speculate on their potential to act as modes of literary communication as complex as the written word. In doing so I risk a Whiggish and deterministic approach to history, I flirt with clumsy teleology and notions of progress. I hope that these extrapolations are understood as not one-to-one equivalences on an imagined great path of history, as they would be in an inelegant alternate history. I don’t intend here to elevate writing above speech, song and dance; nor to imply that my inspirations are in any way lacking their own semiotic richness and complexity. Rather, I intend this article as a playful investigation into possibilities, and as a reminder of how speculative fiction often presents as ‘universal’ what are really just the technologies and practices of a handful of recent powerful empires.   

Continue reading “Dancing Computers and Loom Libraries: Extrapolating Complex Information Delivery Systems from Historical Practices”

Records mark the past, present, and future in Avatar: The Last Airbender

By  Samantha Solomon

Though Avatar: The Last Airbender’s (Nickelodeon, 2005-2008) final episode aired 14 years ago, the television show left an unforgettable mark on its young audience. When the show started streaming on Netflix in 2020, waves of viewers returned to watch, including myself. Perhaps people found comfort in the show during the pandemic, and many new eyes were opened to the incredible art, moving storylines, and powerful social criticism about war, industrialism, and oppression.  

For those who have not watched the show, some people in the world of Avatar are born with “bending” power, or the ability to manipulate one of the four elements (water, earth, fire, and air). Avatar follows the journey of Aang, the most recent reincarnation of the Avatar, the only person who can control all four elements. As the Avatar, Aang is connected to all his past selves and is the bridge between the mortal world and spirit world. In search of a way to defeat the tyrannical Fire Nation and restore balance to the world, Aang travels with water bender Katara and her brother Sokka. They are later joined by Toph, a blind earth bender who can sense motion and objects through the soles of her feet, and much later by Zuko, a reformed Fire Nation prince. 

“Water. Earth. Fire. Air. Long ago, the four nations lived together in harmony. Then everything changed when the Fire Nation attacked.”

Every episode is introduced this way, reminding the audience that despite endearing storylines about love and friendship, the show exists always in the context of war, genocide, and diaspora. That context allowed Avatar: The Last Airbender to explore deeply complicated themes using a speculative world inspired by many cultures, including Japanese, Chinese, Tibetan, and Inuit.

While there are several ways to analyze how that complicated world is rendered across each episode, I will focus on records, record-keeping, and documentation or “information-as-thing.” Information-as-thing applies to all kinds of tangible objects that embody knowledge. Documents are not the only records that contain essential information because “objects that are not documents in the normal sense of being texts can nevertheless be information resources, information-as-thing” (Buckland, 1991). A record can be a book. It can arguably be a fish (Ginsburg, Ruth B., Yates v. United States). Information-as-thing is usually manifested in something material, and people can read, see, interpret, misunderstand, understand, control, and destroy it. 

Finding other forms of resources outside of paper is also important in Avatar. Posters, maps, and scrolls often guide the main characters to an insight, refuge, or even triumph – but these documents are corruptible, easily changed or destroyed. The authoritarian regime of Earth Kingdom city Ba Sing Se disposes of posters and pamphlets that counter the government’s messaging in ‘City of Walls and Secrets’ (2.14). The totalitarian Fire Nation has re-written its history books to better suit its narrative of conquest in ‘The Headband’ (3.2). If these tactics sound familiar from our own world, it’s because they are meant to. And much like in our world, the fragility of paper documents, erasures of history, and domination of information exchange often require the past to be reconstructed through cultural objects, ancient architecture, and other artifacts. Even in a world of earth bending, where someone could use her power to shatter stone carvings and sacred temples, there are many intact structures and objects scattered across the four nations. 

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Just Make-Believe: Assumed Neutrality, Archetypical Exceptionalism, and Performative Progressivism in Dungeons and Dragons

By Kelsey Paige Mason

In a shareholder ‘fireside chat’ with Hasbro CEO Chris Cocks (former president of Wizards of the Coast from 2016-2022), and Cynthia Williams, the current CEO and president of WotC, both parties outlined Wizards’ four-quadrant strategy for investment growth with D&D: offering blockbuster entertainment, AAA high-end gaming, products for tabletop gamers, and products for the more casual fan.[1] Williams begins her response about Dungeons and Dragons by saying, ‘D&D has never been more popular, and we have really great fans and incredible engagement, but the first thing I saw with it is the brand is really under monetized.’[2] From their new acquisition of D&D Beyond giving them market insights into personal games,[3] to creating an environment which encourages ‘recurrent spending,’ much like paid DLCs and pay-to-play models of digital games,[4] Wizards is working towards taking advantage of D&D’s 50-year legacy but also its position as ‘a cultural phenomenon right now.’[5] By ‘engaging and surrounding the consumer’[6] with game products, entertainment media, and personal accessories and collectables, Wizards is building a unified lifestyle brand, under the codename One D&D. Wizards has already seen the success of D&D becoming a ‘generic trademark,’ where Dungeons and Dragons has colloquially become the shorthand or stand-in for the genre of tabletop roleplaying games. With more brand recognition than their most profitable property, Magic: The Gathering,[7] Wizards is working to expand beyond manufacturing simply TTRPG ‘products,’ and instead capitalize on fandom in all its forms – from film and video games to actual play performances[8] and lifestyle accessories.

While the shareholder seminar focused on how to increase spending opportunities for consumers to increase profits, WotC’s outward facing PR has instead – since at least 2014 – marketed the D&D lifestyle as a community, one which sees Wizards’ products as secondary to fostering a community of players and game masters (GMs). In the opening pages of the 5th Edition Player’s Handbook, Mike Mearls writes, ‘Above all else, D&D is yours.’[9] After the recent controversy with proposed replacement of the Open Gaming License (OGL), Kyle Brink echoed a more sheepish form of this sentiment, saying, regardless of whether the community trusts Wizards again or not, “either way, play your game with your friends. You don’t need to have [Wizards] at the table if you don’t want to. You know, your game is for you. We’ll make stuff for it, and if you want it, we’ll be over here making it. You can come get it. But, honestly, we should not be messing up your game. You should be playing your game.’[10] Statements put out by Wizards, Dungeons and Dragons, and D&D Beyond often invoke the community, while often simultaneously diminishing their own role in shaping that community. Wizards of the Coast (WotC) is actively and aggressively working towards, not just strengthening Dungeons and Dragons as a brand, but more importantly, pushing towards greater monetization of Dungeons and Dragons as a lifestyle. The first part of my work in this chapter is an analysis of published game materials, public statements, and recent events since Wizards of the Coast’s commitment to diversity in 2020.

Ultimately, this work aims to uncover what benefits are afforded to Wizards as a result of their push towards diversity and inclusion as part of rebranding and how this commitment allows greater control over reconciling D&D’s problematic history with monetization plans for the future. This reconciliation, tied with a unification and tightening of the ‘community’ of D&D fans, works more towards the security of D&D’s brand than as a platform for political progressivism. While there should not be any expectation for social change emerging out of a multi-million dollar corporation, the importance of my chapter’s intervention is to demonstrate how Wizards has used the language of social justice and progressivism to create an appearance of a utopian D&D community. My focus in analyzing WotC and D&D is not whether WotC’s revisions of game materials to move away from their racist, sexist, and ableist origins are beneficial to the brand. Rather, I investigate whether these utopian moves are demonstrably present in D&D products, in WotC as a workplace, and in the types of social relationships the game promotes.

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Rejigging the Algorithm

How Jennifer Walshe is Reinventing the Music of the Past and Reclaiming the Music of the Future

By Paul March-Russell

One of the highlights of the 2022 Proms season was the London premiere of The Site of an Investigation (2018) by the Irish avant-garde composer Jennifer Walshe. This thirty-three minute piece in twenty-six sections offered a synopsis of Walshe’s preoccupations. Walshe herself, sounding like a cross between Laurie Anderson and Diamanda Galas, took the role of soloist, offering an elegiac commentary upon such topics as the race to Mars, the threat to the oceans and the prospect of digital immortality. The orchestra, largely acting as the symphonic backdrop to Walshe’s fragmented monologue, were further inveigled into the proceedings by waving party streamers, building and demolishing a tower of bricks, and wrapping a four-foot high giraffe in crinkly paper. Both the absurdity and incoherence of the piece, culled from an array of internet sources, recalled ‘the blip culture bombardment’ of the mediascape in Don DeLillo’s White Noise (1985).[1]

Jennifer Walshe/Arditti Quartet, EVERYTHING IS IMPORTANT (2019). Credit: IMD 2016/Daniel Pufe

Exactly a hundred years since the first composition of Kurt Schwitters’s sound poem Ursonate (1922-32), a text that Walshe cites as an inspiration,[2] such anti-art performances can still drive audiences either to delight or despair. In Walshe’s case, however, The Site of an Investigation is only an adjunct to her two main projects in recent years. The first, Aisteach, archives an alternate history of an Irish musical avant-garde that never existed, presenting original sound recordings and learned academic discussion. The second, The Text Score Dataset 1.0, involves the compilation of over 3000 text scores with which to retrain machine learning algorithms so that new scores can be generated by AI. This article offers an introduction to these two projects from the perspective of Walshe’s acknowledged debts to science fiction. The final section presents a speculative synthesis since, at the time of writing, Walshe has not linked the two projects together. But what if Aisteach was included as part of the dataset? What kind of future music emerges from an invented set of past sounds? How might we reclaim the future as well as the past? Could we obviate that ‘slow cancellation of the future’ as described by Mark Fisher and others?[3]

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We Will Never Escape Utopia: Gender, Queer, Pragmatic, and Hopeful Utopia in The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon

By Grace A.T. Worm

The Treasure

Long game title, white text on red

In the tabletop roleplaying game The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon (hereafter The Treasure), players enter the game’s imagined world, a dungeon, knowing that the ‘treasure’ they seek by playing the game is impossible to acquire. The game cannot be won, only perhaps eventually abandoned. It may seem counterintuitive to discuss utopia in a game that announces from the beginning that its systems and structures are permanent, and that any attempt to escape them is ultimately futile. However, it is through this surrender to the process that players learn the lessons of continued hope, perseverance, and community that serve as a foundation for much of contemporary utopian thinking. For these reasons, in this chapter I describe The Treasure as a utopia, while also recognising that it may appear dystopian.

The Treasure can be understood as a process for utopia that, through play, invites the players to build their own counternarratives about what is valuable in the world they enter into, and also work together to change that world, even knowing that practically they will never ‘win’ the game. It is necessary to adapt an in-flux knowledge of utopia through a queer and feminist understanding of a future that will never reconcile the painful past. If the players cannot escape the dungeon, then the focus shifts to developing their characters’ relationships through roleplaying. The absurdity of the players’ situation, the cycle of endless dungeon rooms, and the descriptions of characters and rooms, encourage a sense of camaraderie and community. In this sense, the game reflects the structure of utopian hope. For the players, the importance lies in fighting the cycle even when the outcome may never change for, as the game states in the world description, ‘We will never escape this dungeon. We will always try to escape this dungeon.’[1] It is possible to work towards utopia while being pragmatic in the knowledge that a perfect future does not exist. In the rest of this chapter, I examine the function of archetypal characters, the utopian dimensions of the players’ roleplaying, and how the game mobilises themes of pragmatism in relation to its feminist and queer utopian ideals.

Utopia is a complex term, and how different pieces of media create and present utopia varies wildly. For this chapter, I approach utopia as a practice stemming from discontent that arises from problems in the present, and exploration of possible futures where these problems are solved or nonexistent. Later in this chapter, I will explore how this vision of utopia shifts into focus through a queer and feminist lens. As suggested by Lucy Sargisson’s Fool’s Gold?: Utopianism in the Twenty-First Century (2012)and Erin McKenna’s The Task of Utopia: A Pragmatist and Feminist Perspective (2001), utopia can present visions of a future in which deeply entrenched social, economic and political problems are resolved or transformed. Sargisson writes that utopia is working towards ‘identifying core problems with today […] and placing them in a new imaginary context. They thus imagine how the world might be if the core “wrongs” identified by the author were transformed.’[2] McKenna explores utopia in relation to the philosophical tradition of pragmatism, and also emphasizes the centrality of hope in interacting with utopian ideals: ‘Utopian visions are visions of hope that can challenge us to explore a range of possible human conditions.’[3]

Utopia is ostensibly where problems are fixed. The creation of a completely separate and carefully integrated fantasy world has often been central to utopian thinking; and not just that it is separate, but that it is totalising. Fredric Jameson describes the movement away from causal utopias as either obsolete due to an inability to solve any and all social disintegration or due to the unparalleled global wealth and technology; however he argues using utopia as an idea to examine politics is still useful.[4] Thomas Moylan in Demand the Impossible similarly describes this developing idea of utopia as imperfect and rejects utopia as blueprint, he describes utopia as ‘[f]igures of hope’ through opposition where utopia is ‘produced through the fantasizing powers of the imagination, utopia opposes the affirmative culture maintained by dominant ideology’.[5] The completely separate utopian world — with readily available solutions for all the problems it seeks to overcome — has fallen out of favor. As Sargisson writes, ‘Most contemporary utopias tend not to offer visions of complete worlds. And most contemporary utopias avoid depicting a single solution; they decline to offer one complete and finished vision of the good life.’[6] In contemporary society, where political, religious, social, and environmental issues have remained at least as divisive as they have been historically, the idea of a perfect utopia that solves all the major conflicts of our current society seems impractical. The Treasure is fundamentally focused on creation and exploration, while providing enough character descriptions to spurn new identity formation without homogenising identity experiences. For example, there is no perfect solution to climate change, and scientific consensus on its causes has not translated to broad political and public agreement, but this does not preclude the struggle for environmental justice. So progress must be made in a more improvisatory, patchwork way. Similarly, contemporary utopias usually don’t try to articulate one single vision of society that is so compelling nobody could refuse it.

Continue reading “We Will Never Escape Utopia: Gender, Queer, Pragmatic, and Hopeful Utopia in The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon