WotC’s PHB 2024: Hit or Miss on Disability & Diversity?

4 characters including one in a wheelchair. Caption reads: will find whole new ways to customize your characters you know

How exciting! Take a look at that screenshot from the preview video for the Dungeons & Dragons 2024 Players Handbook (PHB)! They’re showing a picture of a character in a wheelchair and talking about new ways to customize your character!

I told my family and friends. I said, when we launched Limitless Heroics, that this is a movement, that we’re showing the industry that people care about disability, neurodiversity, and mental illness representation. Wizards of the Coast (WotC) hired a fantastic consultant to talk to them about the importance of authentic representation. They showed us what was coming in that video. Even if our work wasn’t an impetus for this change, it’s a Divine Smite against ableism!

So I talked to some of my friends who got advance copies and asked them how the 2024 PHB handled disability inclusion! “There’s nothing there.” Is there maybe a wheelchair in the equipment section?! “No, nothing like that.”

Really?

Today, I looked for myself to see whether they missed something. I searched the D&D Beyond version for anything that might reveal an overlooked section. Nothing. That video was poorly planned at best and completely misleading at worst.

Roll for Racism

But it doesn’t stop there. Because WotC (admirably) wanted to remove terms like half-elf and half-orc due to problematic racist connotations, they removed all rules for creating any character of mixed ancestry. They could have included an adapted variation of the custom lineages from Tasha’s Cauldron of Everything as a paragraph or two instead, but they didn’t, so the 2024 core rules allow only pureblood people groups, effectively gamifying miscegenation laws.

Then, by refusing to follow the distinction between biology and culture as begun with the excellent Ancestry and Culture that nearly every 5e variant since has emulated, they doubled down on the bioessentialism that they attempted to avoid. Contrast that with PJ Coffey’s excellent Homebrew and Hacking: Crafting Heritages and Cultures, which not only offers an infinite variety while distinguishing between biology and culture but also offers a Creative Commons licensed SRD including a digital braille version for accessibility!

GM: “A Hadozee and Tanis Pureblood-Elven walk into the tavern….”

OK, but what about neurodivergence?

Neurodiversity gets even less authentic representation than physical disabilities in games and other media, but WotC showed their (one-time) commitment to this by introducing Asteria in the Book of Many Things, their first autistic character. But sadly, their ADHD representation wasn’t as accurate.

With ability scores, the PHB suggests, “Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and personality.” It includes suggestions for high and low scores, but the only remotely neurodivergent trait included, “Fidgety,” is listed under High Dexterity. I can tell you as a fidgety guy with ADHD, Dexterity is my dump stat. Clumsiness is a common trait for ADHD, so if that was an attempt at subtle inclusion, they did not hit the necessary DC for a success.

But not a critical fail

That said, they did make some improvements.

light-skinned elf with vitiligo wearing green and floral gardening outfit and blue boots, holding a blue and gold wand while colorful glowing capsules float in the air
Why can’t we see art like this in the PHB?
Artwork copyright Kii W – https://twitter.com/kiichan – used with permission.

The artwork includes a vast range of demographics, showing far more diversity than ever, although still no body differences like face differences, body proportion differences, or pigmentation varieties such as vitiligo. The inclusion of disabled characters in the artwork is commendable, even if it’s a picture that lacks 1000 words that should explain them.

Common Sign Language has been added to the common languages list.

The physical version has a larger font for better readability than before but still no braille, not even electronic braille, even though WotC promised this back in 2020.

The Best Improvement

But if I could get them to include one subtle change, one Limited Wish, it would be the inclusion of this sentence, which does appear in the 2024 PHB:

Many effects impose a condition, a temporary state that alters the recipient’s capabilities.

Conditions like Blinded, Deafened, and Paralyzed have often been used to represent the permanent experiences of blindness, deafness, and paralysis, but we have argued that conditions in 5e, in spite of the problematic images in the 2014 PHB (Thanks for removing those!), are designed to represent temporary circumstances, not the permanent disabilities we encounter and experience in the real world. WotC finally codified that.

This is a critical inclusion. This clarifies that disabilities are more complex than rolling with disadvantage. It hints that disabilities are nonbinary spectrums. It removes the insinuation that people can’t learn to adapt to their disabilities and even thrive with them.

Yeah, I’m probably reading too much into that, but we’ll take our victories where we can get them and use them to ascend yet another step in an inaccessible world.

We are still in Initiative, and it’s our turn.




Limited Time DnD 5E Campaign Expansion Pack

Extraordinary Journeys: 6 titles from 6 publishers. Big city floating in clouds

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Download at DriveThruRPG



Is D&D a Secret Architect of Global Culture? | Gaining Advantage 038

Dale, Premeet, and José. Book cover in back background. "The Other D&D History"

This episode explores the cultural significance and far-reaching influence of Dungeons & Dragons (D&D) through an insightful interview with Premeet Sidhu and José Zagal, editors of the book “50 Years of Dungeons & Dragons.” It offers insights into how the iconic tabletop RPG has influenced various aspects of global culture, from gaming and entertainment to education and beyond.

The discussion covers D&D’s historical roots, examining its evolution from a niche hobby to a mainstream phenomenon. Sidhu and Zagal shed light on the game’s unexpected crossovers with diverse fields, such as interactive storytelling, solo journaling, and educational applications.

Key points covered include:

  • The book’s approach to celebrating D&D from a scholarly yet accessible perspective
  • Surprising insights into the game’s evolution, such as the progression of combat systems
  • D&D’s influence on other media and how it has been influenced by culture in turn
  • The game’s potential in education and fostering critical thinking
  • Speculative discussions on D&D’s future, including the role of AI and emergence as a mainstream entertainment genre

Links

0:00 Introduction

0:19 Wyrmworks Publishing Updates

03:18 Interview with Premeet Sidhu and José Zagal

06:12 “50 Years of Dungeons & Dragons” Book Overview

10:41 Insights and Revelations

15:58 D&D’s Cultural Influence

18:33 Future of D&D

36:01 Upcoming Projects

43:57 Patreon Showcase & Closing

Manually captioned. Transcript available at our website.

Please leave us a rating and review on your podcast platform of choice!




Toxic Masculinity & TTRPG Culture | Gaining Advantage 037

faces of Steven Dashiell and Dale Critchley with red D&D Ampersand with Mars (male) symbol arrow: A masculinity crisis in D&D?

We explore the connections between language, masculinity, and tabletop roleplaying game (TTRPG) experiences with sociologist Dr. Steven Dashiell. He studies language in male-dominated spaces like gaming conventions.

We discuss how language use, rules lawyering, gamesplaining, and off-topic conversations (metadiscourse) at gaming tables can create barriers. These reinforce masculine norms and potentially alienate players from underrepresented groups. Dr. Dashiell shares research on gendered speech patterns, the historical invisibility of women TTRPG players, and the challenges that women face asserting themselves without seeming overly aggressive.

The conversation also covers the benefits of increased gender diversity in TTRPGs. Dr. Dashiell explains how bringing your authentic self enriches the gaming experience for all. He offers insights for designers to create more welcoming, inclusive spaces.

Whether new or experienced with TTRPGs, this episode provides a valuable perspective on building a more equitable gaming culture.

Links:

Show Outline:

00:00 Welcome and intro
00:21 Accessible character sheet for print & reading disabilities
00:56 Ready-to-Roll: Fairweather Friends D&D adventure Kickstarter
01:29 Interview with Dr. Steven Dashiell sociology of language
04:57 Gender representation in TTRPG spaces
06:24 Metadiscourse and inside references
07:21 Masculine language and behavior in gaming
08:18 Rules lawyering and excluding players
12:14 Gamesplaining
14:51 Historical gender erasure of women gamers
16:12 Benefits of diversity in tabletop RPGs
18:26 Murderhobo
25:08 Charisma in D&D and its effect on inclusion
28:36 Male dominance in D&D
31:33 Bringing your authentic self to gaming table
41:40 Designing more inclusive TTRPGs
50:32 Gendered guilt when missing game sessions
52:01 Jerks and toxic behavior study
57:31 Support Inclusive Gaming