As a person of mixed race, when I play a mixed-race character, I generally want one of two options: I want it to either not matter at all, so I can momentarily live in a fantasy world where things I have no control over have no bearing on the quality and quantity of interactions I have with other characters. Or I want it to be handled with care, the nuance of being part of multiple races and cultures a part of the worldbuilding, not just an awkward obstacle for my character to deal with.
Racial Traits and D&D
What is race in D&D? In the real world, race is a construct, made up of physical characteristics we attribute to groups of people, with no one ‘race’ having a monopoly on any one trait. Genetics have a say in people’s appearances, health, and mobility but it is the construct of culture which says what is beautiful, acceptable, and useful. Humans who look vastly different from each other can still for the most part make another human together. Culture might dictate people from different backgrounds avoid each other or even look down on one another but it can’t physically keep two cells from smushing into each other, forming one cell which divides into more cells which all hold the instructions for making a person.
In Dungeons and Dragons, the idea of race is a bit more fantastical. There are many sentient races, and their biologies are so divergent some of them can see in the dark! Or control the elements! Or have tails! Yet some of the racial stats could be attributed more to culture than to race, and there’s no delineation between these “cultural” racial traits and the “fantastical” ones. An elf gaining a bonus to their Dexterity score could be innate to their supernaturally lithe build, or the result of physical training in a culture that values physical dexterity. This is left to the player or the DM’s discretion. On the other hand, the Elven Weapon Training trait is almost certainly something cultivated, promoted by adults and other culture keepers. Languages are learned, not inherited and circumstances may have characters able to understand languages but unable to speak them.
Just like in real life, a mixed-race character might physically favor one parent’s traits over the other, as genetics are not like mixing paint but more like mixing a set of marvelous pigments, where some colors just mix, some disappear altogether and some create colors nobody would have put money on. Semblances of ancestors past suddenly surface, as dominant and recessive genes flip on and off. A child’s ears might be pointier than expected, their face less hairy than expected. When deciding the appearance of your character, consider what traits might express themselves. If you have siblings from the same parents, they may look just like you or so different that people don’t believe you are related!
In a just world, nobody would care what race anyone is. But it’s not like that in the real world. Likewise, in the many worlds of D&D, every race has an opinion on every other race. When facing a character of more than one race, the players’ actions may fall under scrutiny as others try to figure out which side the character takes after or where their loyalties lie. Mixed-race characters may also be subject to other people trying to decipher their appearance and thinking they’re something they’re not. Inquiries into their background might result in surprise, curiosity, disbelief and even flat-out rejection. Not fitting someone’s expectations can be jarring for people and many people, regardless of race, do not like to be wrong.
Mixed-Race Characters in Your Game
A character might be mixed-race, but could be a member of any number of cultures and subcultures. An elf raised from birth by humans in a human-majority settlement will still have an elf’s Darkvision and Fey Ancestry traits, but may not have the martial traditions or hold the beliefs of their elven ancestors. That elf’s player could work with their DM to replace their Elven Weapon Training feature with a Human Weapon Training feature to give them proficiency with a different set of weapons like pikes and glaives instead of longswords. Likewise, a half-orc raised around orcs might refuse to speak Common, in order to form a stronger bond with their orc caretakers.
D&D has two “mixed-race races” in the Player’s Handbook already: half-elves and half-orcs. If you want to play another mixed-race character, like a human with one halfling parent, or a half-elf whose non-elven parent was a dwarf rather than a human, you’ll have to get creative. An easy way is to just choose one race as a mechanical base, and leave your physical appearance and cultural background as flavor, not represented by mechanics. While creating your character’s background and personality, however, be aware that characters made up of two or more races could face challenges and obstacles others may not have to—if racial discrimination is alive and well in your fantasy world.
Your character’s parents or guardians and their views of their races and cultures are very likely to influence your character. How your parents regarded themselves in relation to their communities influence what they pass on. Parents might shun their culture, disagreeing with some part of it. Or they may cling to it, teaching it as a source of comfort in a hostile environment. In addition, there may be gaps in your knowledge if the only people like you are your parents. Living outside of ancestral homelands might mean your character has never tasted a certain dish, not the way your parents remember it. But food may be the thing that they share from home, avoiding topics that are uncomfortable but eager to pile your plate high with your favorite dessert.
Race and Inherent Evil in D&D
Playing a D&D game with mixed-race characters invites examination of D&D’s simplified and fantastical view of race. If you want to explore the nature of race in your D&D game, dismantling the idea that entire races are evil could be of benefit. This isn’t to say that evil doesn’t exist! Murder, subjugation, cannibalism, destruction, and oppression are all terrible things to be thwarted in a campaign. And while the descriptions and depictions of many of D&D’s “evil” races make them all look like monsters, the idea that every single individual within a given population with certain biological features is evil, with perhaps a few exceptions…? When you say it out loud, it sounds bad! Organizations, which are based on values can be nefarious and there are cultural practices which are reprehensible. But the language around race and alignment, if those around the table are interested in making the gaming table a more welcoming place to people of all backgrounds, should address the value systems of the characters, the players and the world they are playing in.
D&D is, in many ways, subconsciously rooted in Western and imperialistic ideology. Gary Gygax and Dave Arneson were fans of wargaming which clashed imperial armies against one another, and of stories in which individualistic heroes battled foreign hordes and took their treasure. To no great surprise, the language used since D&D’s early days to describe its “evil” races has been used to describe many real oppressed groups in modern history. The idea of humans being a race which conquers and that being presented as one of their more respectable traits, when paired with the prevalence of evil races, should come under scrutiny by those wanting to create a gaming space that is welcoming and fun. Giving your orcs and drow villains (and so forth) real reasons to do evil things makes them characters, not caricatures.
The drow culture of Menzoberranzan, for example, is evil not because drow are inherently evil, but because their leaders have created a culture of fear and mistrust. Standing up to people from a culture that encourages evil, imperialistic acts is something most people can relate to, and it can deepen the story of your game. It takes more effort to deepen your worldbuilding like this, but can create a more impactful result when the players defeat the villains and restore balance to the realm. A culture which encourages its people to be cruel came from somewhere, some idea, and that idea should be challenged—if you’re playing a heroic campaign, that is.
Listen to Jeremy Crawford talk about drow society in the video above. Or, listen to Mike Mearls talk of the role of orcs in this interview with Todd Kenreck.
Playing a Mixed-Race Character
If you’re interested in playing mixed-race characters or games where culture is a bigger part of the world, here are tips for Dungeon Masters and players to consider when creating characters and building scenarios.
For Dungeons Masters to Consider:
- What types of mixed races exist in your world? Consider allowing players to homebrew other possibilities by taking Racial Traits from both races. Maybe a halfling-orc could look like a Halfling with the Stout subrace; keep the +1 to Constitution and choose either the +2 to Strength or Dexterity, and take the halfling’s base speed of 25 feet, thanks to your short legs. Pick four of the Racial Traits from between the Halfling entry and the Orc entry and take Common and up to two Languages their character may know. The player may choose according to their characters backstory. Try to make sure that your player doesn’t cherry-pick the best traits from each race, though; you’re the ultimate arbiter of your game’s balance.
- Consider allowing players to play characters raised in cultures different than their race. An elf raised by a family of kindly stone giants or a goliath tribe might gain Giant as a language, and the goliath race’s Mountain Born trait while losing Elven as a language and their Elven Weapon Training trait.
- What is the dominant race and culture of the world and what kind of power/advantages do they have over outsiders, if any?
- Who passes down the culture and traditions of the people in your world? Is it solely left to parents? Extended family? Religious leaders? Where can characters interested in their heritage go to find information about where they’re from and is this information readily available?
- What is the attitude of player races towards people who shirk their culture or never grew up around it? Do they pity them, scorn them or try to teach?
- Which groups of people are most likely to come into contact with each other? How and where does this happen?
- How much does race matter in the society the characters live in? Is prejudice rampant and codified in the laws, embedded in the culture in a non-codified way or frowned upon? How will different NPCs react to people who do not fit their expectations?
- If one of your players is playing a mixed-race character of an ‘evil’ race—and you haven’t already considered ways to make your orcs and drow and so forth not inherently evil—talk about their expectations in dealing with NPCs, if the character plans on exploring their alignment or if they just want the stats and the cool trappings. Any of it is fine and can be fun, if players and Dungeons Masters communicate.
For Players to Consider:
- What interests you in playing a mixed-race character? What ideas do you want to explore? What things in the world do you need to exist to support your characters backstory? If race relations are heated between your parents races in this setting, how did your parents meet? Or has your family been made up of mixed-race people for generations?
- Did your character grow up raised around both races or cultures that your parents belong to? Was one more dominant than the other, or preferred over the other?
- Did they grow up in a monolingual or multilingual home?
- Is one of the races your character comes from a dominant or minority group? What are the relations between the groups currently? What history is there?
- Were your parents/caregivers good adherents of their cultures? Or are they rebels, out to do new things?
- Do you have siblings or friends who shared similar experiences to you? Is there a community or place you can go to be around people who know you?
- Do you feel pressure to be a ‘good example’ of one of your races? Or do you staunchly insist you are your own individual who should live free of judgement from those who have just met you?
- Do you wish you fit in to a community? How do you react if people ask you ‘where are you from’ in reference to your race?
- Are there parts of your cultures you try to honor or uphold? Is there an aspect of your culture you aren’t proud of? Perhaps you love the influence music has had on the world at large but dislike how children are treated. The oral tradition is what you miss every night but the food is too rich and the insistence that people clean their plates is annoying.
- How do you identify? How do people of other races classify you, as opposed to how you self-identify?
Playing games conscious of race and culture can be satisfying and interesting to everyone. What adventures and alliances await for the player who don’t blindly attack orcs wandering the plains, or who meet surface-dwelling drow with an extended hand rather than a drawn blade? You’ll have to play to find out!
What interesting stories involving fantasy races have you created with characters or NPCs at your table? Let us know in the comments!
Tristan J. Tarwater is a writer of novels, comics and RPG bits. Their RPG credits include Reality Makes the Best Fantasy, V20: Dark Ages, 7th Sea: Lands of Ice and Fire and Rolled and Told: Pull Your Weight! Residing in Portland, Oregon, they occasionally run games for their spouse, kid, and friends but never for their two cats. You can find them on Twitter at @backthatelfup.
Good job, Tristan. Great minds think alike, I had just written and published my article on the similar topic this week at Meeple Mountain. https://www.meeplemountain.com/articles/dungeons-dragons-why-i-keep-going-goblin/
First of all, thanks for your patience, I had limited access to the internet over the last few day/was on vacation and wanted to sit down when I had time to hash things out. And thank you for acknowledging this is a sensitive topic. It's also very nuanced and just...BIG. There are aspects I didn't get to touch on, as I tried to focus on giving people things to consider in regards to their games and worldbuilding without going too heavily into irl theory in regards to systemic issues.
When we talk about imperialism and the other two -isms, colonialism and racism IRL, it is important to acknowledge what all this encompasses. It's not just specific acts which are imperialist, colonialist and/or racist. Attitudes, laws, paternalism, how we categorize who is/isn't worthy of how much of our empathy can all fall under these categories. Calling someone a slur is definitely racist but so is the excusing of the behaviour because 'oh, well, they were from (insert state) or born (insert date), so what can you do?' The vocabulary which exists to describe people of various mixed ethnicities (see the Spanish Casta system, the One Drop Rule) and words used for animals applied to humans fall under this. 'Othering' people is a VERY useful tool used by all these systems. These things all have their versions of straight up metaphorically stabbing people and the proverbial 'death by a thousand cuts.' When we talk about race irl it gets political and when we create games influenced by the culture we live in, it seeps into the crunch and flavour of the game. Dark, monstrous races are made evil with a few exceptional individuals who struggle with their base tendencies, while humans (who stand in for the default dominant culture) are allowed to be actual characters with complexity, motives, heroes, anti-heroes and villains who all have their reasons.
As stated in the article, some of the things prescribed to some of the fantasy races in D&D have been used to describe people of various cultures in real life, and the reported laziness, evil and lack of intelligence has been used as an excuse to visit atrocities on people in real life in the name of 'civilization'. Your typical D&D session is not going to be a group of adventurers trying to subjugate all orcs. But again, the idea that an entire group of people with similar characteristics are all of one alignment is othering and is based on the things I spoke of earlier. Othering is handwaved and built into the game when encounter charts include sentient races. Deities like Gruumsh and Lolth and Vecna, holy smokes, yes, they wanna bring pain and suffering and will rope people into bad stuff! Do not get me started on Vecna! These deities want power and are more than willing to do it at the expense of those who believe in them and anyone who crosses them the wrong way. Gruumsh is evil and made all orcs and therefore all orcs are evil, if you go by the book. We could take it at face value. But the notion of evil deities and their evil followers could be something we examine as we play and create. Why do we need evil races to begin with? What narrative does this serve?
At the end of the day, there is no D&D police coming to tell people what they can and cannot do. People can homebrew or houserule all they want. But if D&D wants to be not only diverse but inclusive, we need to think about whose story matters and who tends to get lumped and looted for XP and treasure. We need to examine the visuals and text and ask, what about our culture is this actually reflecting back? Is it something we want to perpetuate ? We should be uncomfortable when we get close to 0 hit points, not because the language in a game we love to play reflects harmful ideas which prevail in our culture.
*deep breath*
Thank you for reading the article and this far, I hope this answers your question/concern. Happy gaming!
Thank you so much for this well-considered expansion on the article!
I'm the editor for Meeple Mountain, a tabletop gaming media outlet. One of our writers is himself of mixed descent, and just published a piece on "Why I Keep Going Goblin". It's an examination of the treatment that goblin characters get within the D&D universe.
https://www.meeplemountain.com/articles/dungeons-dragons-why-i-keep-going-goblin/
I ran a game in which my brother played a half orc raised by an elven cleric of Corellon. He kept the half orc traits, changed his languages to elven and common. He was a cleric of Corellon and dual wielded shields. I created a homebrew feat to allow him to shield bash with one shield while protecting himself with the other. Fun times.
Is there anything that those here who are mixed-race would say to those of us who want to explore some of these issues in-campaign, without ourselves being of mixed heritage? My first instinct is to go "oh yeah, just play a character, everyone's basically the same", and I do believe that that's true, but I know that's not a helpful attitude to have when I genuinely have very little perspective on how that feels.
I know what it's like to be othered, certainly. LGBT+ issues to one side, being autistic is... hilarious. People fall over themselves to tell me that I "don't seem autistic", when that's not a bad thing in the first place. It's also quite common for people to assume that I'm some fragile piece of china, liable to break at the slightest hint of sarcasm or irony. To say nothing of the "no empathy" and "no sense of humour" buckshot that tends to fly around every so often... Sometimes, it's not hilarious at all, but apparently that just proves their point that we're humourless snowflakes. (there's a point to be found here)
Nonetheless, I am not arrogant enough to assume that I understand how it feels to be mixed-race specifically, and I feel like that experience is probably more similar to this issue than my own. Any tips? I assume I'm not going to be told just to not to explore these issues as a pasty Scottish lass but, if that is the general opinion, why so?
Rambly sidebar about disability vs ability scores:
Hm. I may have some insight, actually. My experience with disabili-okay yes I'm very weird. My experience with disability also makes me wonder about the treatment of races who are physically just different both mechanically (through ability scores and racial features) and otherwise. This is something that I am quite able to explore, haha. Are Half-Elves considered dyspraxic among Elves, for instance? What about the comparatively terribly weak Gnomes among Mountain Dwarvish societies; do they receive discrimination because they're so easy to push around, and does the Dwarven majority assume that they're always scheming when they say something innocently over-complex? Talking of Dwarves, are Hill Dwarf settlements dangerous for those of poor constitution? After all, any disease is going to lay dormant in a civilisation of perfect carriers, and such a society must be a breeding ground for immuno-resistant bacteria. Were I a Hill Dwarf, I would certainly be unfairly cautious around frail-looking folks for this reason; I'd probably have seen them die to my equivalent of a bug going around.
The stereotype of the warlike brutish Goliath also makes little sense; unless you catch them at home, most humans have only ever seen them down in the heavy-air valleys, and anyone who's ever lived at a light-air altitude can tell you that this means that they're essentially high on oxygen all the time when down at sea level (which might actually be where their prodigious strength comes from; being able to maintain that musculature at any altitude would require some serious biochemical wizardry in there). Speaking of tall folk, height would also be a thing, but the sheer prevalence of Halflings in human society probably means that it's generally seen as more of an advantage/disadvantage balance than a disability. Goliath society would definitely see halflings as impossibly short and amusingly slow, unable to really have much affect on the world at large. Halflings in the Forgotten Realms seem to be fortunately quite culturally relaxed and hospitable, but I certainly wouldn't take that nonsense from some lumbering mountain-man. Hell, I could probably cut his hamstrings before he could blink! From forty feet away, catch me then! That's just an example of a possible altercation that could escalate quite quickly indeed, though it should be noted that Halflings are probably the least likely to be "racist" due to their lack of a normal fear response to much of anything.
What of the more roleplay-heavy concerns? We know that Elves have tremendous eyesight which may well be why they are so classically flawless of form and, to a human, highly homogeneous. What must our extreme dimorphism and variance look like to them? Are Half-Elves considered tragically rough-visaged, grotesque not because they are misshapen but simply because they are surrounded by beings of perfect eyesight? What's more, many Half-Elves have human-like (albeit dark-seeing) eyes, so they might not understand why everyone is so faux-sympathetic to their "condition", just assuming that Elves Are ******** as in most settings. It's not nice to comment on someone's experience no matter what, but anyone who is "non-passing" transgender or has a visible disability can tell you exactly how it feels to be constantly judged by those who are otherwise perfectly decent people. My ability to talk about that is, once again, limited. My issues are semi-invisible, though I definitely know that I get a markedly different reaction on my worse days.
I've always been a fan of settings that do not ignore this but exploit it; for instance, settings such as Golarion where Half-Orcs are actually prized in Orcish society for their great ingenuity and battlefield cunning, merely being expected to become as strong as they realistically can because their wit is considered a far greater advantage. To quote one Commander "Rock Lobster" Badass, "We're SUPERSOLDIERS, we're ALL strong an' survivory. -- What I got is strawberry jam!"
This definitely stopped being about disability, but hey it's fun to ramble don't judge me. :P If you do, you're probably ableist or something, I dunno.
[Actually, that's another quick thing that you might want to integrate with your characters, folks. Disability is the greatest social glass-cannon of all; we may be treated poorly but we can deal xd6 Psychic damage to anyone in earshot just by mentioning it in passing. It's quite amusing, and it's quite fun to pull on people who are treating you like glass. This veers back out of the topic of disability, but just imagine the reaction when a Half-Orc opens a beer with her (never-mentioned) tusks or a Tiefling shows up to the local hot spring with legs fully-furred and on display. These things are just part of them, but it's a strange taboo to everyone else. If I end up getting a cane, I'm definitely learning how to open a bottle with it.]
Even more rambly sidebar about something I made:
This reminds me of a Dragonborn/Dwarven civilisation I designed in and around a volcanic city of industry, where the few Gnomish inhabitants are seen as brilliant but terribly weak, frail, and haphazard; they're (by law) not allowed to work in the central forges or the Heartsforge despite their great intelligence and genuinely decent resilience. They're respected members of the community, but the unspoken agreement is that they're essentially made of gunpowder and are relegated to maintenance or research-and-development when they choose to get involved in the internal forges. They are, however, valued in the Skyforges and Treeforges of the mountaintop and agricultural regions, either for their talent with electrical devices or their natural connection to the wild.
Depending on how you write your Gnomes, this may seem reasonable, but it is explicitly a flaw in this "flawless" society. Part of its design is to be a strictly Lawful Neutral civilisation that fosters plenty of chaotic behaviour with its short-sighted rules... yet almost everyone is very aware of the rules' weaknesses and has learned to adapt them to context. It's an incredibly functional force of industry, and generally works okay, with many Gnomes proving themselves reliable even when it goes against their curious nature. The main driving force of its potential destruction is that a very powerful inhabitant happens to be very much unaware that the rules are sorta supposed to be taken with a pinch of salt, and happens to be in pact-bound with a very very angry and clever smoke-spirit from the deepest forgotten reaches of the Heartsforge... but that's a story for another day.
Hey! Thanks for the response! It's rare to get one that is polite and civil on the internet, so thank you!
I guess it comes down to a difference in worldview because many people would argue that we all struggle against innate evil tendencies (Depending on one's philosophy regarding human nature) both in the real world and in the lore of D&D, and that orcs/drow/etc. aren't the only ones. I also would argue that the reason that so called monstrous humanoids are on random encounter tables and in the Monster Manual isn't because the good peoples of D&D seem them as "others", but rather that orcs/drow/etc. are commonly evil and that it is a widespread (If justified) view. I think that orcs and other monstrous humanoids can be complex, deep, and rich characters, as well as be under the thumb of an evil god and that the two aren't mutually exclusive.
I understand that it might be uncomfortable to see a thinking and feeling person to be categorized as usually evil, but I think that this is because of a culture of evil and the teachings of a dark god of some sort, not biology, and therefore I don't think its fair to call it racism. It's hard to draw a comparison with the real world as we don't evil manifestly provable evil gods, but my best analogy would be the Aztecs. I would argue that a lot (But not all) of Aztec people were evil because they participated in a culture of violent raiding and human sacrifice to bloodthirsty gods. However, just because this was the case does NOT mean they, as an ethnic group, were evil, as many of them resulted in being good people when taken out of that bloodthirsty environment. Additionally, I am a firm believer that just because someone was once evil doesn't mean they can't become good later on and atone. Ultimately, it is what a person does that determines whether they are a good person or not, similar to what Dr. Martin Luther King Jr. said in his famous "I Have a Dream" speech.
Anyways, thanks again for your response. I really appreciate the willingness to engage with me here, and thanks for clearing up some of my questions!
I'm offended that you never run campaigns for your cats.
In all seriousness, though, I just popped in to say great article! :)
I understand where you're coming from with a lot of this, but I feel that Tristan is also working from the context of who D&D was traditionally made by and for, and in the context of our modern world in which D&D is written, not just the fictional world itself.
I.e. I actually agree with many of your points from an in-universe perspective, but that doesn't change the uncomfortable themes from being just as uncomfortable to the real human players who are playing the game.
Yikes.
I was mainly approaching the issue from in in-universe perspective because there isn't much of a real world issue. Yeah, it might be uncomfortable to some people, but that isn't a good reason to change something is neither wrong nor broken.
Personally, I've seen some of it be uncomfortable to a lot of people, including myself, which I would argue is wrong given that it's an easy and harmless fix. Other systems have moved on from this sort of thing without much fanfare or any real problem, so why shouldn't D&D? It's supposedly the modern, open-minded system throwing off the chains of the past and ushering a bright new age of roleplaying or something, so why doesn't it, like, do that?
In fact, slowly moving away from Always Chaotic Evil portrayals has given the Golarion setting's Goblins some really interesting characterisation, and they have become such iconic fan-favourites that they're becoming playable in PF 2.0's core and have had actual character development over the setting's timeline! Goblins! Character development! Heck, the new Iconic Alchemist is going to be Goblin; this being partially because PF is dead-set on fixing the issues it had in the past, a big one of which was having the Iconic Alchemist being a (quite accidental) horrible parody of mental health disorders.
So long as we refuse to explore other characterisations, that's not possible here, and this issue does cause many players and DMs to say "hah nope you don't get to be good you're an Orc that's just bad roleplaying". You might not share that opinion, but it happens and it happens more because the books explicitly reinforce that opinion regardless of personal interpretation.
If we'd never reinvented the wheel, we'd have terrible motorbikes.
I have always felt that not separating what-is-now Race into Race and Culture has been an ongoing mistake in D&D (and many RPGs, really). Being an Elf should be *entirely* a matter of genetics. Anything that is culture should be a part of a Background or some other unrelated bit of character creation.
As far as alignment goes, I don't even use it. It's stupid and was outdated and obsolete when it first appeared.
Thank you for this article and exploring complicated stuff with the nuance and vigor it deserves! :) Thought-provoking and fun to read
KarkatsPatrat, your reply was so much more polite than what went through my head.
What I'm trying to say is that D&D has already reinvented the wheel. Orcs aren't always chaotic evil, as stated in the alignment section of chapter 4 in the PHB. There isn't a problem here. If a DM is inflexible regarding your orc's alignment that is a table problem, not a rule/system problem. D&D is in a great place, and it doesn't need to change as of right now.
Stating that the Dvergar, say, are not Evil save for their leaders bullying them into things is short-sighted. Different peoples have different value scales, and I imagine different species to be even more so. The "Dark Dwarves" have been stripped of mercy, compassion, and aesthetic appreciation by their enslavement to the Illithid. I can scarcely imagine the statistical minority of them who would donate money to a charity, much like I can scarcely imagine a person in the USA or Britain willingly eating a baby human. I would thus describe the majority of Dvergar as evil right alongside that baby-eating minority I described.
Moreover, D&D is inherently Creationist: Gods created the various races, and meeting those gods' expectations is Good. Failing is inherently Bad. Willfully defying those gods would be Evil. It's built right into the bedrock.
The entirety of this article reads as powerless self-obsession. It focuses on "How does the world see me/treat me?" rather than "What will I do with what I have?" The emphasis is on the wrong area of the experience.
Half Drow is awesome
Great article, I'll be sending it on to all of my players to read.
Would a half elf half orc be a half elf or half orc?