TL;DR: Dungeons and Dragons builds biological determinism
into its rules, and biological determinism is a key element of raciest thought.
Not all TTRPGs do this, but D&D does so as if it were the natural and only
way to model a person.
Game mechanics define a world.
Whenever we engage in a tabletop roleplaying game, we are
making certain assumptions about how the world works. Those are the things that
we don’t need to say (or write in the rules) because everyone understands
them—at least, close enough.
DM: “All of your characters have met at the tavern.”
Assumption: Taverns exist. People can meet at taverns. Etc.
etc. etc.
When we write the rules to a game, that is when we write the
mechanics by which event happen in our fictional world, we are creating the
framework in which a group of people are going to collaboratively tell a story.
The mechanics create both implicit and explicit statements about how the world
of this joint story telling works.
Biological determinism
Biological determinism is the idea that most behavioral and
physical traits of a person are “inherent” to that person, or that they arise
from a person’s genetics which they inherited from their parents. Hardcore biological
determinists believe that a person who engages in criminal behavior, for
example, would engage in criminal behavior no matter how they were raised or
what opportunities they were given. These biological determinists believe human
social problems stem from human biology and not from the human environment.
I know people who argue that human intelligence is mainly
(actually, in the case of some [REDACTED] poorly-informed people I know,
exclusively) the result of their genetic profile. They have argued, in public,
that educating those people with this “genetic inferiority” is a waste, as (they
incorrectly assert) “those people can’t learn.”
Likewise, biological determinists frequently argue that successful
people are successful because of who they are biologically, not because of the
role of their environment. Unfortunately for the biological determinists, real
world humanity went through a genetic bottle neck a few tens of thousands of
years ago, and we have almost no genetic diversity, at least not compared to
“typical” mammalian species and every time someone carefully looks for a
biological basis for major human behaviors or abilities, they fail to find it.
The lack of human biological diversity is easy to see. Take
a simple example, when I was young, I could run a mile in five minutes. I was
not in any way considered fast or fit, but when I was jogging daily, I got to a
point where I could run around a five-minute mile. The world’s record, set over
a quarter of a century ago, is roughly 33% faster than that. Not twice as fast,
that would require a two-and-a-half-minute mile and certainly not five times as
fast, requiring a one-minute mile. When we look at something easily measured,
there is about a 33% difference between an average guy and the world’s
best. And that’s the total variation,
without even looking at the question of genetics versus environment.
Every time we look carefully, we see that biological
determinism plays a weak role in setting the human condition. But a lot of
people believe in it.
Biologically Deterministic Game Mechanics
Which brings us to D&D. Building characters is,
inherently, a task of modeling the differences between people. How is my
character different from yours? If you are old enough to have played Steve
Jackson’s game Car Wars, you may recall that all drivers and gunners had three
hit points. That game was about the differences between cars and the
differences between humans was insignificant compared to that of cars, so they
just called all people all the same.
When you look at character generation in those games derived
from Greg Stafford and Steve Perrin’s original Runequest, the d100 games
(Mythras, Call of Cthuhlu and modern Runequest being three
obvious examples), you will see that characters are differentiated by their
culture and their occupation (except C of C doesn’t worry about culture).
But not race.
Games derived from early D&D, like D&D 5e and
Pathfinder, model the differences between characters as coming from their race
and their profession. Race, not culture! An orc raised by humans will be an
orc. In early versions, that orc would even still be evil—just like mom and
dad. But even now their physique is inherent to them; they will be big, strong,
and (until recently) dim witted.
This sits very well with those people who believe in
biological determinism in humans. They will argue that humans have inherent
cultures and that the cultures reflect the inherent underlying biology of the
people in them. Orcs become a “stand in” for some human culture they view as
“orc like” and elves are a stand in for some “elf like” group.
The d100 games, Runequest, have never had this idea
of race and have never been as popular in areas where most people are
biological determinists. (I’m basing this statement of my own lived-experience
in the rural American Midwest and South, and I could be wrong about that—but this
is my blog and I’m going to say it and if you think I’m wrong, you will need to
show me some data.)
But d100 games do have species…
Most d100 games do have the idea of species. But it was
never a common element of play that characters would be from a group of
different species. If you are playing Elf Quest, you play elves, if you
are playing Runequest, you play humans. Classic Fantasy being an
obvious exception, but there it is purposefully attempting to capture the
mechanics of OSR games.
I will add here that my game, Rubble and Ruin, very
purposefully has biological determinism in the form of intentional genetic
engineering. My goal was to show a world where people actually had substantial
levels of genetic alterations which were purposefully induced. Basically, the
biological determinists got to create the world they wanted to be true, and
things went bad as a result.
The idea in d100 games is that there are biological elements
that differentiate members of different species, and then their different
cultures get layered on top of that. In the real world we only have humans, so
we can differentiate them with their cultures, but in our imagined worlds we
can imagine different species like elves and orcs coexisting with humans.
“Yeah, hey, that’s what we’re doing in D&D too,” one
might say.
But we’re not. The existence of half-elves and half-orcs and
half-demons and half-dragons and elemental bloodlines and all the other things
is an implicit statement that all these different beings are elements of
humanity. The differences between an orc and a “human” are cultural.
What do I want from you?
First, I hope that readers will think about how the
mechanics of the games you play reflect assumptions about how the imaginary
world being created works. I believe it is worthwhile to consider worlds with
biological determinism, heck, I purposefully wrote a game with it. I want
players to think about what it would be like to live in worlds where these
beliefs were actually true. I would like all players at the table to be aware
that the game they are playing assumes (or does not assume) biological
determinism, and why. In Rubble and Ruin, it exists because pre-war
billionaires employed genetic engineers to create it—and this is the world they
left behind. In my understanding of Tolkien’s world, it is because there is a
magical “absolute evil” which can corrupt bloodlines and this is the world created by that power.
Second, I would love to see people look into the actual
science regarding their beliefs. Don’t take my world on the failure to find any
profound basis for biological determinism. Start reading peer-reviewed
literature on the topic. A reasonable open-access place to start is here.