The role-playing game replaced “race” with “species” and divorced several character traits from biological identity. Some longtime players are upset (as is Elon Musk).
Wizards of the Coast, the publisher of Dungeons & Dragons, endorsed a trend throughout role-playing games in which players are empowered to halt the proceedings if they ever feel uncomfortable. Credit... Simon Simard for The New York Times
While solving quests in Dungeons & Dragons, the gamers who role-play as elves, orcs and halflings rely on the abilities and personalities of their custom-made characters, whose innate charisma and strength are as crucial to success as the rolls of 20-sided dice.
That is why the game’s first significant rule changes in a decade, which became official this fall 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 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 ever feel uncomfortable.