In the world of fantasy role-playing, Dungeons & Dragons is no mere game. It is a cultural cornerstone, a testament to the imagination of millions who have ventured forth in search of adventure, camaraderie, and heroism. And yet, the current custodians of this legacy seem determined to rewrite history in a misguided attempt to align the past with today's ever-changing social mores. The recent revisions in the 50th Anniversary editions of D&D, which erase or discredit the contributions of its original creators, serve as a striking example of the dangers of applying "woke" ideology to art and culture.
The creators of Dungeons & Dragons, most notably Gary Gygax and Dave Arneson, did not set out to craft a political manifesto. They created a game that brought people together around a table to tell stories, roll dice, and defeat monsters. And it was a success—an unprecedented one that spawned an entire industry and community. Yet, in Wizards of the Coast's latest revisionist efforts, these pioneers are depicted as relics of a bygone era, supposedly riddled with bigotry and insensitivity. The forward of The Making of Dungeons & Dragons, an official Wizards of the Coast publication, claims that original D&D promoted slavery, encouraged misogyny, and engaged in cultural appropriation. Not only are these claims deeply flawed, they are an unjust attack on creators who can no longer defend themselves.
One of the central critiques leveled against the early game concerns the depiction of slavery, particularly referencing modules like Slave Pits of the Undercity. However, any real fan of the game would know that the players are tasked with opposing slavers—the so-called "forces of evil." The accusation that D&D promoted or condoned slavery is not only absurd but fundamentally dishonest. It takes the context of a heroic narrative—one in which players fight against tyranny and oppression—and twists it to fit a narrative that is utterly divorced from the original intent.
Similarly, the portrayal of Tiamat, the multi-headed queen of chaotic dragons, has also been dragged into the woke revisionist crossfire. The assertion that the game's depiction of Tiamat was sexist—that making her female somehow reflected misogyny—is laughable. Tiamat, as Rob Kuntz himself has explained, is based on the ancient Mesopotamian goddess who represents chaos. The decision to portray Tiamat as female is not an act of cultural insensitivity or sexism; it is a faithful representation of a mythological figure, grounded in historical context. To claim otherwise reveals a troubling ignorance about the myths and legends that the game painstakingly draws upon.
Perhaps most offensive is the claim that the use of mythological figures in the Deities & Demigods sourcebook was an act of cultural appropriation. This accusation reflects a deeply flawed understanding of mythology itself. Myths are shared human stories, and the very purpose of their inclusion in D&D was to give players the chance to interact with these ancient narratives—to become champions of these deities, not their adversaries. To accuse the original creators of deliberately encouraging players to disrespect or destroy these cultural symbols is an egregious distortion of what Dungeons & Dragons was always about: storytelling, exploration, and the celebration of imagination.
Rob Kuntz, the last surviving member of the original D&D creative team, has been vocal in his frustration with these woke reimaginings. As Kuntz put it, "These people are the epitome of evil robber barons parading as the good guys. Sleight of hand from people who don't know Fantasy or how to summon it. They can't step into our shoes, so they try to erase our legacy instead." His social media posts express his dismay at how the legacy of the game is being undermined by the very people entrusted to preserve it. Kuntz poignantly points out that these revisions are being done now that the other creators—Gary, Dave, Jim Ward, and Brian Blume—are no longer alive to defend themselves. The timing of this revisionist attack is not just questionable; it is cowardly. Wizards of the Coast and Hasbro have taken advantage of their inability to respond, wielding morality as a weapon to rewrite history and gain control over a cultural landmark they did not create.
Elon Musk himself weighed in on this travesty, echoing the outrage of fans worldwide. Musk's influence, both as a major cultural figure and a successful entrepreneur, carries particular weight here. His public commentary often resonates far beyond the gaming community, bringing mainstream attention to issues that might otherwise be ignored. In this context, his willingness to consider buying Hasbro signals a serious challenge to the current leadership and underscores the frustration felt by many. Musk's involvement could potentially shift the narrative, forcing corporate decision-makers to rethink their approach to legacy content. Musk, never one to shy away from controversy, suggested he might even buy Hasbro, declaring, "Nobody, and I mean nobody, gets to trash E. Gary Gygax and the geniuses who created Dungeons & Dragons." His words resonated with a community tired of watching beloved franchises get systematically hollowed out by companies more interested in appeasing a vocal minority than respecting the traditions that built their success. As of November 2024, Hasbro's market capitalization stood at $8.9 billion—a not insurmountable target for someone like Musk, particularly given the significant value of the Dungeons & Dragons brand within Hasbro's portfolio. With Wizards of the Coast and Digital Gaming revenues totaling $1.3 billion in 2023, it's clear that D&D is a critical asset, not merely an afterthought. And yet, rather than honor the legacy that continues to contribute so significantly to its bottom line, Hasbro chooses to alienate the very fanbase that made it profitable.
These attempts to retrofit the game into a politically acceptable package are misguided at best and deeply cynical at worst. Art—including the collaborative, imaginative art of role-playing games—should not be rewritten every time it becomes uncomfortable for modern sensibilities. To do so is to deny the past and insult the intelligence of the player base. Players are perfectly capable of understanding that early Dungeons & Dragons was a product of its time—that it reflected the cultural milieu of the 1970s. For instance, modules like Keep on the Borderlands depicted a world full of moral ambiguity, reflecting the gritty realism often found in 1970s pop culture. Players understood that these scenarios were part of the storytelling experience and not a reflection of endorsement of those values. The game's inclusion of diverse mythologies and moral challenges was intended to enrich the player's experience, not to propagate any specific worldview. They do not need Wizards of the Coast to sanitize or rewrite history on their behalf. The role-playing community has always been diverse, adaptive, and intelligent. Trust the players to understand context rather than forcing a narrow, sanitized version of the past upon them.
What we are witnessing here is part of a broader trend to fit every piece of culture into the narrow confines of a leftist, Marxist worldview. This is evident in other aspects of pop culture as well, such as the reimagining of beloved movie franchises to fit modern political agendas or the rewriting of historical characters in television to suit progressive narratives. Such examples show that this is not an isolated incident, but a pervasive trend aimed at reshaping cultural heritage to align with current ideological preferences. Wizards of the Coast is not merely updating Dungeons & Dragons; they are reengineering it, stripping away anything that might conflict with a modern, progressive narrative. They do so under the guise of making the game "inclusive," but in reality, they exclude and insult the very people who made the game what it is today. They exclude Gary Gygax and Dave Arneson from their own creation, erasing their contributions in favor of a vision that bears little resemblance to the spirit of the original game. The 50th Anniversary edition omits their names from key sections, downplays their role in shaping the foundational rules, and instead elevates modern contributors who had no hand in the original creative process. The emphasis is shifted away from the original creators’ vision, with entire passages rewritten to align with current sensibilities rather than the genuine historical context of the game's inception.
The exclusion of Gygax from the 50th Anniversary edition is particularly egregious. Imagine celebrating the history of an art form while actively diminishing the contributions of its primary creators. This is akin to editing out George Lucas from a Star Wars retrospective because his original trilogy wasn't sufficiently attuned to contemporary sensitivities. It is a betrayal of the source material and an insult to every fan who understands and appreciates where the game came from.
In the end, Dungeons & Dragons deserves better. Its players deserve better. They deserve a game that respects their intelligence, one that acknowledges its past without shame or revision. They deserve a game that honors the contributions of its founders, without kowtowing to the fleeting trends of social justice ideology. It is time for Wizards of the Coast and Hasbro to recognize that their legacy is not theirs alone to rewrite. It belongs to the players, to the creators, and to the millions who have rolled dice and fought dragons together across the decades. Stop the revisionism, respect the past, and trust the players—they've earned it.
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