Fantasy TTRPGs often tie racial traits to fixed biological and cultural stereotypes. While this adds flavor to gameplay, it can unintentionally reinforce harmful ideas, such as biological determinism and monolithic portrayals of fictional races. Key issues include:
- Fixed Ability Score Increases (ASIs): Linking abilities to race limits player creativity and mirrors outdated real-world biases.
- Stereotypes: Treating entire races as uniform groups oversimplifies diversity and reduces individuality.
- Harmful depictions: Traits like "evil dark-skinned races" or "savage orcs" echo real-world prejudices.
Solutions: Modern TTRPGs focus on flexible systems:
- Separate traits from biology and tie them to culture or personal backstory.
- Allow players to customize traits through point-buy systems or modular options.
- Remove penalties, forced alignments, and outdated terminology like "race."
Games like Ironsworn and Coyote & Crow lead the way with inclusive, story-driven mechanics. The future of TTRPG design lies in giving players more freedom to create unique characters without relying on harmful tropes.
Improving Racial Representation in TTRPG with Aaron Trammell | Gaining Advantage 031
Common Problems in Racial Trait Design
The way racial traits have traditionally been handled in tabletop role-playing games (TTRPGs) has led to several systemic issues. These designs often restrict creativity and unintentionally reinforce harmful stereotypes. By treating fantasy races as uniform groups with set characteristics rather than as diverse populations, these systems limit players' ability to craft unique characters.
Fixed Biology Determines Everything
One of the core problems lies in tying ability score increases (ASIs) to specific races. This approach not only limits player choices but also implies that biology dictates a character’s potential. Players often feel pressured to select race-class combinations that align with these bonuses to create "optimal" builds.
Take Dungeons & Dragons as an example: halflings gain Dexterity bonuses, making them ideal rogues; dwarves get Constitution boosts, steering them toward fighter roles; and elves, with bonuses to Intelligence or Charisma, are naturally funneled into spellcasting classes.
"Racial ASIs have always been terrible. They have always served to funnel characters into an optimal build, rather than allowing players to create a unique, interesting character", explains Liana MacKenzie, Game Designer and TTRPG Publisher.
This rigid system of linking abilities to race mirrors real-world racist ideologies that falsely claim biological differences determine worth or capability.
"One of the problems of having people choose their race first in D&D is that it becomes a defining trait within their world, regardless of intention... Making race a core tenet of your character can be really uncomfortable, especially as a person of color", notes Rue V. Dickey, Game Designer and Activist.
This approach not only limits creativity but also sets the stage for broader issues in how cultural diversity is represented.
One-Size-Fits-All Stereotypes
Another major issue is the tendency to assign uniform traits to entire races. This method reduces rich, varied cultures to oversimplified stereotypes. Instead of emphasizing individuality, these systems suggest that all members of a race share the same characteristics.
"Race and class are premade buckets that you fill... By focusing on who your characters are, it gives players more control", explains Monte Cook, owner of Monte Cook Games and former Dungeons & Dragons designer.
This essentialist approach becomes especially problematic when it reflects real-world biases. Aaron Trammell, an assistant professor of informatics at UC Irvine, has pointed out how these systems can perpetuate "white supremacist tropes." By treating entire races as monolithic, these games risk alienating players from marginalized groups, making fantasy spaces feel less inclusive and imaginative.
Harmful Looks and Morality Links
The problems extend beyond mechanics into how races are visually and morally portrayed. Associating physical traits with moral or intellectual qualities reinforces damaging stereotypes and echoes real-world prejudices.
A recurring example is the association of darkness with evil. When dark-skinned fantasy races are depicted as inherently wicked or less intelligent, it reinforces societal biases. Earlier versions of Dungeons & Dragons exemplify this issue: orcs were designed with lower intelligence scores and higher strength, while their descriptions often included features reminiscent of offensive historical depictions of non-European ethnicities.
Similarly, the portrayal of drow as inherently evil dark elves draws unsettling parallels to real-world racism. These design choices perpetuate the idea that physical appearance determines moral worth, a concept rooted in historical racist ideologies.
Even the terminology used in these games poses challenges. The word "race", often used to mean "species", carries unavoidable real-world baggage.
"Using the word 'race' in the game where they really mean something more like 'species' promotes racist ideas", argues Paul B. Sturtevant, Medievalist.
Alexander Augunas sums it up starkly:
"It doesn't matter that games are trying to come up with a 'fantasy' way to say the word 'species.' It doesn't matter that race as we know it doesn't exist in these games - the word itself is poison. It's a venom that reminds people who've suffered its existence of the pain they've endured, of the othering that affects them and their families every day."
These long-standing design choices have led many TTRPG designers to call for sweeping changes. Connie Chang, a Tabletop RPG Designer, puts it bluntly:
"Dungeons & Dragons will continue to fail unless - or until - they fundamentally change their approach to race... Which I don't think they're going to do".
Real Examples of Poor Design Choices
To understand how racial trait design can go off course, let’s look at specific instances where popular tabletop role-playing game (TTRPG) systems have drawn criticism. These examples highlight broader issues and set the stage for more thoughtful design approaches.
The Orc Problem in Dungeons & Dragons
In Dungeons & Dragons (D&D), orcs are often portrayed as inherently savage, with high strength and low intelligence, reducing them to brutish stereotypes. Critics argue that these depictions mirror real-world prejudices against non-European peoples, reinforcing harmful ideas.
"Orcs are human beings who can be slaughtered without conscience or apology…. Creatures that look like people, but aren't really. Kinda-sorta-people, who aren't worthy of even the most basic moral considerations, like the right to exist. Only way to deal with them is to control them utterly a la slavery, or wipe them all out. Huh. Sounds familiar…. The whole concept of orcs is irredeemable. Orcs are fruit of the poison vine that is human fear of 'the Other.' In games like Dungeons & Dragons, orcs are a 'fun' way to bring faceless savage dark hordes into a fantasy setting and then gleefully go genocidal on them…. They're an amalgamation of stereotypes. And to me, that's no fun at all."
Wizards of the Coast, the publisher of D&D, has acknowledged these concerns. They’ve stated that the game’s long history of portraying orcs and Drow as inherently monstrous and evil is "painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated. That's just not right, and it's not something we believe in".
The Drow and Gender-Based Evil Stereotypes
Drow, another prominent race in D&D, also reflect problematic design elements. Traditionally, drow are depicted as inherently evil, living in a harsh matriarchal society ruled by a malevolent spider goddess. This portrayal blends racial and gender stereotypes.
Critics like Strzelczyk have pointed out that drow society is often shown as cruel and power-hungry, with a rigid matriarchal structure where females dominate and clerical roles are exclusively reserved for them. This depiction reinforces misogyny by playing on societal fears of powerful women while tying inherent evil to racial traits.
The issue becomes more pronounced with characters like Drizzt Do’Urden, a rare "good" drow who rejects his society’s corruption. While Drizzt is celebrated as a heroic figure, his story unintentionally reinforces the idea that drow society is fundamentally corrupt and that goodness among drow is an exception rather than the rule.
Pathfinder's Grippli and Primitive Traits
The grippli in Pathfinder provide another example of how racial traits can unintentionally pigeonhole a group. These small, frog-like humanoids are typically portrayed as primitive hunter-gatherers, living in treetop villages and subsisting on insects and fish.
Mechanically, grippli are assigned traits such as +2 Dexterity, +2 Wisdom, and –2 Strength. They also gain bonuses on Stealth checks in marshes and proficiency with nets. While these traits align with their swamp-dwelling, hunter archetype, they leave little room for individuality or alternative character development. The negative Strength modifier, in particular, suggests that all grippli are inherently weaker, reinforcing a narrow and limiting stereotype.
These examples demonstrate how traditional racial designs can stifle creativity and perpetuate harmful real-world associations, highlighting the need for more thoughtful and inclusive design choices.
Better Ways to Design Racial Traits
Game designers and publishers are finding smarter ways to preserve the magic of fantasy worlds while moving away from harmful stereotypes. The focus is shifting toward player choice, cultural diversity, and flexible mechanics, rather than relying on outdated ideas like biological determinism.
Separating Traits from Biology
One big step forward involves breaking the link between a character's abilities and their genetics. Instead, traits are tied to cultural background and personal experiences. This means a character's skills and talents reflect their upbringing and training, not their biology.
For example, instead of saying "all elves are naturally graceful", traits could be framed around cultural practices: "characters raised in elven communities often develop keen senses through traditional meditation." This approach keeps the unique flavor of different ancestries without implying that biology determines personality or abilities.
It also opens the door for more diverse character roles. An elf raised by dwarven miners might be skilled in mining techniques, while another elf from a forest commune could excel in herbalism. Similarly, a half-orc pursuing scholarly studies shouldn’t face mechanical penalties just because of their heritage.
"Focus on what a typical member of the ancestral group does daily, rather than making monolithic statements".
The goal is to remove all but the most biological ancestry traits and instead highlight what different cultures value. This creates room for diversity within every culture, while still keeping the mechanics interesting and varied.
Mix-and-Match Trait Options
Systems like point-buy mechanics and modular trait selection give players more freedom to customize their characters. Instead of locking every member of a race into the same set of stats, these systems allow players to shape their traits based on their unique character concept.
For instance, Tasha's Cauldron of Everything introduced floating racial ability score modifiers, letting players assign bonuses where they make sense for their specific character, rather than following racial stereotypes. This change made previously awkward race-class combinations much more viable and encouraged creative character designs.
Players can also swap traits to better fit their character’s story. A scholarly character might trade martial weapon training for proficiency with artisan’s tools or a musical instrument. These options make characters feel more personal and aligned with their backstory.
Removing fixed drawbacks is another way to empower players and encourage more imaginative roleplay.
Removing Negative Penalties
One of the most impactful changes in modern racial design is eliminating negative ability score penalties. These penalties often discouraged players from exploring creative character ideas, pushing them toward mechanical optimization instead of meaningful roleplay.
Aron Christensen, Author and Storyteller for The RPGuide, captures the importance of this shift:
"Anything that whittles the PCs down so they can't freely interact with the story got cut pretty quickly from my games. We didn't get together to role-play on the weekend for our characters to lay on the ground groaning - we're here to save the world".
Another outdated concept that should go is forced alignments. No ancestry should be mechanically tied to being good, evil, or any specific moral outlook. Removing these restrictions allows players to fully explore their character’s personality without feeling constrained by their stats or race.
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Modern Games with Better Trait Systems
Today’s tabletop role-playing games (TTRPGs) are moving beyond traditional racial trait systems, offering fresh ways to design characters with more focus on choice and individuality. These systems shift away from outdated notions of biological determinism, instead emphasizing player-driven development and inclusive storytelling. They’re a step forward, not just critiquing old stereotypes but actively building better alternatives.
Background-First Methods
Some games now prioritize a character's background and life experiences over their species or race. This approach encourages players to think deeply about their character’s upbringing, community, and personal journey. Traits become a reflection of these experiences, making them feel more meaningful and unique.
For instance, a character might have the outward appearance of a classic "orc" but possess the knowledge and demeanor of a scholar due to a life spent in libraries. Alternatively, they could exhibit survival skills honed in harsh, unforgiving environments. This method shifts the focus from what a character is by nature to who they’ve become through their story, opening up richer storytelling possibilities.
Story-Based Trait Earning
Another exciting development allows characters to gain traits organically as the narrative unfolds, rather than locking them in during creation. This approach aligns with efforts to separate traits from inherent racial attributes, as mentioned earlier. In these systems, characters might acquire new abilities by overcoming challenges, learning from mentors, or experiencing pivotal moments in their journey. The result is a dynamic and rewarding sense of growth.
A standout example of this is Ironsworn, which prioritizes player-driven storytelling and uses inclusive language to create a flexible system. Rooted in FATE mechanics, it allows players to shape their characters’ evolution in ways that feel natural and impactful.
TTRPG Games Directory as a Resource
For those looking to explore these modern design methods, the TTRPG Games Directory is an invaluable tool. This resource provides detailed descriptions of games that embrace inclusive and innovative character creation systems. It’s perfect for players and game masters seeking titles that move beyond the traditional fantasy RPG tropes.
Whether you’re drawn to background-first systems, story-driven trait progression, or other creative approaches, the directory offers a wealth of options. It’s a gateway to games that prioritize thoughtful, engaging experiences while embracing more inclusive design principles.
Conclusion: Moving Forward in TTRPG Design
The tabletop role-playing game (TTRPG) industry is undergoing a transformative period. The long-standing reliance on traditional racial trait systems in character creation is being replaced by approaches that emphasize player agency and richer storytelling. This isn’t about ticking boxes - it’s about creating games that feel inviting and meaningful to a broader audience.
The numbers tell part of the story. Between 2019 and 2021, sales in the tabletop gaming industry climbed from $1.6 billion to over $2.6 billion, with a 31% spike in TTRPG sales during 2020 alone. This growth reflects a demand for games that are not only entertaining but also inclusive.
Community feedback has emerged as a powerful catalyst for change. For example, when Wizards of the Coast faced criticism in 2020, they pledged to ensure that "everyone feels at home around the game table and sees positive reflections of themselves within our products." This commitment included reducing racial stereotypes in Dungeons & Dragons. Meanwhile, projects like Coyote & Crow have shown how much players value authentic representation. Created by Connor Alexander, this Indigenous-focused TTRPG raised over $1 million on Kickstarter, breaking away from Anglo-European fantasy norms. As Alexander explained:
"The more I wanted to create a setting that didn't have colonialism as part of its structure at all, the more I realized the only way to strip that out of the setting was to create an alternate future where colonization never even happened."
Aaron Trammell, an assistant professor of informatics at UC Irvine, highlights the deeper issue:
"The problem never was that race was a concept in fantasy worlds; instead it has been that fantasy worlds are the product of any number of white supremacist tropes that mirror those in our own."
To move forward, game design needs to shift away from essentialism. Steven Dashiell, a postdoctoral fellow at American University, explains:
"The issue was never really 'race' but essentialism... And essentialism is baked into the system of D&D - it's in its DNA."
Breaking away from these entrenched ideas involves rethinking how traits are tied to biology, offering more customizable options, and eliminating mechanics that punish players for their choices. Monte Cook advocates for letting players create characters that reflect their individuality rather than forcing them into predefined molds:
"We want everyone to feel welcome, to feel seen."
Resources like the TTRPG Games Directory are becoming indispensable for players seeking games that embrace these evolving design principles. This directory highlights games with inclusive mechanics, giving players alternatives to traditional systems.
It’s also essential to recognize that progress doesn’t require perfection. As Aabria Iyengar wisely points out:
"A thing does not have to be perfect to be good... As a Black woman, and queer, if I had to throw away every piece of fiction that did any of my identities dirty, I would have nothing to do but sit quietly in a room."
The future of TTRPGs lies in prioritizing story-driven gameplay, background-first character creation, and inclusive world-building. By challenging outdated systems, the industry can craft games that are not only more welcoming but also more engaging and imaginative for everyone at the table.
FAQs
How are modern TTRPGs tackling racial traits to avoid harmful stereotypes?
Modern TTRPGs: Shifting the Narrative on Racial Traits
Tabletop role-playing games (TTRPGs) are breaking free from outdated stereotypes by reimagining how racial traits are portrayed. Instead of assigning specific traits or moral alignments to entire races, many games now focus on individuality, personal backstories, and nuanced cultural details.
Take, for instance, games that let players shape their characters' abilities and motivations based on upbringing or life experiences rather than race. This approach not only makes game worlds more inclusive but also adds depth to storytelling by treating characters as multi-dimensional individuals rather than flat archetypes. Moving away from harmful tropes - like labeling certain species as inherently evil - opens the door to richer narratives, greater creativity, and more meaningful role-playing opportunities.
Which TTRPGs offer flexible and inclusive character creation systems?
Some tabletop role-playing games (TTRPGs) stand out for their ability to offer open-ended and inclusive character creation systems. Take Monsterhearts, for instance. This game dives into the drama-filled lives of teenage monsters, using narrative-focused mechanics to explore a wide range of identities and relationships. It’s particularly celebrated for its focus on LGBT+ themes, encouraging deeply personal and meaningful storytelling.
Another notable example is Bluebeard’s Bride, which reimagines the classic fairy tale through a feminist lens. This game invites players to delve into themes of feminine horror and power dynamics, working together to unravel the protagonist’s inner struggles and experiences.
Similarly, many games in the Powered by the Apocalypse (PbtA) system offer diverse settings and character archetypes, giving players the tools to create characters that reflect their own stories and perspectives.
These games highlight how intentional game design can promote representation and empower players to create characters that truly connect with their identities and narratives.
Why should racial traits in TTRPGs be separated from biology, and how does this enhance gameplay and storytelling?
Rethinking Racial Traits in Tabletop Role-Playing Games
In tabletop role-playing games (TTRPGs), separating racial traits from biology is a critical step toward creating a more inclusive and enjoyable experience. By tying traits to culture or personal experiences instead of biological determinism, games can avoid perpetuating harmful stereotypes. This approach allows for deeper, more nuanced storytelling, giving players the opportunity to craft characters with individuality and complexity while respecting diverse perspectives.
This shift also enhances gameplay by expanding the possibilities for character abilities and backstories. Moving away from rigid, predefined traits encourages collaboration and flexibility, empowering players to create richer narratives that mirror the diversity of the real world. The result? A more immersive and engaging game that everyone can enjoy.