As noted in previous essays, Wizards of the Coast (WotC) created a stir when they posted an article on diversity and D&D. The company made some minor changes to the 2024 version of the game which generated some manufactured controversy. The company took the approach of “portraying all the peoples of D&D in relatable ways and making it clear that they are as free as humans to decide who they are and what they do.” They also decided to make a change that “offers a way for a player to customize their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D’s many other playable folk. This option emphasizes that each person in the game is an individual with capabilities all their own.”
While the AD&D Monster Manual allowed individual monsters to vary in alignment and Dungeon Masters have always broken racial stereotypes in their campaigns, there has also been a common practice to portray races and species in accord with established in-game stereotypes. Drow and orcs are traditionally monstrous and evil while elves and dwarves are usually friendly and good.
AD&D also established the idea that fantasy races have specific physical and mental traits. AD&D also set minimum and maximum scores for the game stats. For example, half-orcs have a maximum Intelligence score of 17, a Wisdom score limit of 14, and their highest possible Charisma is 12. The game also divided characters by sex; females of all the races could not be as strong as the males. A PC’s race also limited what class they could take and how far they could progress. Going back to half-orcs, they could not be druids, paladins, rangers, magic users, illusionists, or monks. They could be clerics, fighters or thieves, albeit with limits on their maximum level. They were, however, able to level without racial limits as assassins. This is why AD&D players are suspicious of half-orc PCs; they are probably evil assassins. As a side note, the only PCs I have killed as a player have been half-orc assassins who decided tried to assassinate me. Given that race has been such an important part of D&D, it is no wonder the changes upset some players.
While some assume all critics of the changes are racist, I will not make that mistake. There are good, non-racist arguments for not changing the game. The problem is that racists (or trolls using racism) also use the same arguments. A difference between the two, aside from the racism, is that honest critics are arguing in good faith while racists (and trolls using racism) are arguing in bad faith. The main distinction is in their goals: a good faith critic opposes the changes for reasons they give in public. Those arguing in bad faith conceal their true motives and goals.
Some claim the people making the bad faith arguments are probably just trolls and not racists. But this distinction does not matter. Consider the following analogy. Imagine Sally takes communion at church. The wine tastes odd and later someone Tweets at her “did u like the atheist piss in ur blood of Christ? Lol!” Consider these three options. First, the person does not have a real commitment to atheism and is just trolling Sally to get a reaction. Second, the person hates Sally personally and was out to get her. Third, the person is an atheist who hates religious people and went after Sally because she is religious.
On the one hand, the person’s motives do not really matter: Sally still drank their urine. That is, the harm done does not depend on why it is done. On the other hand, one can debate the relative badness of the motivations—but this does not seem to change the harm. Going back to racism, the person’s motivation does not matter in terms of the harm they cause by defending and advancing racism. Now, to the argument.
A good-faith argument can be made by claiming there is in-game value of having distinct character races, such as allowing people different experiences. Just as having only one character class would be dull, only having one basic race to play would also be dull. So, just as the classes should be meaningfully different, so too should the fictional races. While there are legitimate concerns about how racists can exploit the idea that races differ in abilities, it can also be argued that people understand the distinction between the mechanics of the fantasy world and reality. It can also be argued that we can stop the slippery slope slide from accepting fantasy races as different while not embracing real-world racism. One could even make a positive argument: people playing the game get accustomed to fictional diversity and recognize that PCs of different types bring different strengths to the party, something that extends analogically to the real world.
Unfortunately, this same sort of argument can be used in bad faith. One tactic is to use this argument but then slide into alleged differences between real people and then slide into actual racism. As a concrete example, I have seen people begin with what seems to be a reasonable discussion of D&D races that soon becomes corrupt. One common racist (or troll) tactic is to start by bringing up how D&D has subraces for many PC races. There are subraces of elves, dwarves, halflings and others that have different abilities. The clever racist (or troll) will suggest there should be human subraces in the game. On the face of it, this seems fine: they are following what is already established in the game. At this point, the person could still be a non-racist who likes the idea of fantasy subraces and thinks it would be cool to have different options when they play a human. But the racist will move on to make references to real-world ethnic groups, asking how one would stat whites, Asians, African-Americans and so on. The person can insist that they are just following the logic of the game and they seem to be right. After all, if the game has many sub-races with meaningful differences, then the same could apply to humans. And this is exactly how a racist can exploit this aspect of the game. A persuasive racist can convince people that they never moved from discussing D&D into racism and they can use the honest critics as cover. This shows why the change has merit, it could deny racists a tool.
Being an old school gamer, I do like the idea of distinct races in games. This is because of the variety they offer for making characters. While I do not want to yield this to the racists, I can see the need for a change to counter the racists. This would be yet another thing made worse by racists.
A second argument is a reductio ad absurdum argument. The idea is to assume that something is true and then derive an absurdity or contradiction from this assumption. This shows that assumption is false. In the case of races in D&D, some people have noted that the proposed approach would logically lead to all creatures in the game being the same. One person, I recall, asserted that the proposed changes entail that tigers and beholders would have the same stats. Another person joked (?) that this would also mean that gnolls would be “friendly puppers.” The idea was, of course, to show that assuming the changes should be accepted would lead to absurd results: no one wants monsters to all have the same stats and no one wants all the game creatures to be good.
While this could be a good faith argument, there are some concerns. One is that reducing the changes to absurdity in this manner seems to require using the slippery slope fallacy or at least hyperbole and the straw man fallacy. No one is seriously proposing to give all monsters the same statistics or that they will all be morally good. In terms of the slippery slope, no reason has been given that WotC would take the changes to these absurd extremes. At best these would be poor good faith arguments. Depending on where a person goes with them, they could also be bad faith arguments; after all, they do mirror the real-world racist arguments that claim it is absurd to think everyone is perfectly equal and then argue for racism.
I obviously do not think that all monsters should have identical stats nor that all monsters should be good. But this is consistent with the changes and one can easily adopt them and avoid the slippery slope slide into absurdity. In closing, whatever changes WotC makes to D&D, they have no control over what people can do in their own campaigns.

When the culture war opened a gaming front, I began to see racist posts in gaming groups on Facebook and other social media. Seeing these posts, I wondered whether they are made by gamers who are racists, racists who game or merely trolls (internet, not D&D).
A few years ago the owners of D&D, Wizards of the Coast,
A few years ago, Wizards of the Coast(WotC), who own Dungeons & Dragons,
The appeal to tradition assumes a key part of what makes a belief or practice true or correct is its age; that is, it is old enough to be a tradition. If defenders of tradition accepted as correct the oldest beliefs and practices they could find, there would be no need to sort out which traditions to accept beyond determining which are the oldest.
The previous essay discussed the family of fallacies that include the appeal to tradition. In this essay I will discuss the test of time and the origin problem. As noted in the previous essay, the gist of the appeal to tradition is that it involves fallaciously inferring that something is correct or true simply because it is a tradition. While concluding that something is correct or true merely because it has been done or believed a long time is an obvious error, those making an appeal to tradition often try to invoke the notion of the test of time. In some cases, the appeal to the test of time is implied while in others it is explicitly made. The appeal to the test of time can be presented as the following argument:
The appeal to tradition is a popular and traditional fallacy. During the last debate over same-sex marriage, this fallacy was one of the core “arguments” used by those defending “traditional” marriage. It is still commonly used to defend “traditional” gender roles and “traditional” religious values. The most obvious problem with this approach to argumentation is that it involves a fallacy, a bad argument in which the premise(s) fail to logically support the conclusion. As to why people would use a fallacy, some reasons include not realizing it is a fallacy, not having any good arguments to use, or knowing that a fallacy can be far more persuasive than a logically good argument.
During the COVID-19 Pandemic, Leon County in my adopted state of Florida mandated the wearing of
In the previous essay I discussed guilt by association. Not surprisingly, there is an equal but opposite temptation: to refuse to acknowledge bad elements in groups one likes. Giving in to this temptation can result in committing a version of the purity fallacy which could be called the Denial of Association.
It is tempting to define a group you do not like by the worst people associated with it, but this can lead to committing the fallacy of guilt by association. To illustrate, conservative protests sometimes include people openly displaying racist symbols and this can lead leftists to conclude that all the protestors are racists. As another example, protests against Israel’s actions sometimes include people who make antisemitic statements, and this leads some people to categorize the protests as antisemitic. While this is often done in bad faith, people can sincerely make unwarranted inferences about protests from the worst people present.