All right, today is a long snark-free post (really!) about the efforts made towards inclusiveness in the role-playing game subculture and by extension, in related geek subcultures. Some people may recognize their point of view and even their own words in the examples I will use. If this is you, please understand that I am not mocking you or criticizing you. I am spotlighting attitudes and underlying assumptions in our geeky hobby that too often remain unexamined.
I want to address people who are not already entrenched in an opinion but do feel jostled by new language and new attitudes promoting inclusiveness. I’ll providing some background in this first part, then in the subsequent ones I will discuss some recent examples and use them to illustrate solutions, i.e., how I suggest we, as individual gamers, approach those moments when we feel jostled.
In a society where women get paid three-quarters of what a man makes and where people of colour are at risk of being jailed or even shot just for existing, some game publishers are now releasing books showing not only women and non-white persons in a variety of roles but also characters who are explicitly gay, trans, non-binary, disabled, aged, fat, or from other previously ignored groups. They may use weird pronouns like the singular “they”, “s/he”, “xe”, or “zhe” for certain characters. In real-space, game event organizers are posting codes of conduct, declaring bathrooms to be non-gendered, adding braille signs, and similar actions intended to signal inclusiveness.
A lot of of this can be shocking if you face it for the first time in your life. As such gestures become more frequent, game books, stores or conventions can look very different from what they were decades ago. The question can be raised: how far should we go toward inclusiveness and representation of groups that appear to be tiny minorities in an already small subculture?