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COOPERATIVE ACCEPTANCE AND TABLETOP REPRESENTATION:

GENDER AND SEXUALITY IN THE FANTASY TABLETOP ROLE-PLAYING

GAME DUNGEONS AND DRAGONS

Renee Pinkston

A Dissertation presented to the faculty of Arkansas State University in partial fulfillment


of the requirements for the Degree of

DOCTOR OF PHILOSOPHY

ARKANSAS STATE UNIVERSITY


December 2019

Approved by:
Dr. Deborah Chappel Daniel
Dr. Ed Salo
Dr. Marcus Tribbett
ProQuest Number: 27543932

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ABSTRACT

Renee Pinkston

COOPERATIVE ACCEPTANCE AND TABLETOP REPRESENTATION:

GENDER AND SEXUALITY IN THE FANTASY TABLETOP ROLE-PLAYING

GAME DUNGEONS AND DRAGONS

Gender and sexuality are ‘hot topics,’ often being the center of much debate and

discussion. Although seemingly isolated, these subjects are found embedded and woven

throughout aspects of culture including games. I argue that games like Dungeons and

Dragons have within them core elements related directly to gender and sexuality and that

since its creation in 1974, Dungeons and Dragons has evolved from being a game that

exhibited both sexism and misogyny into a gaming platform that exhibits an open and

accepting view of both gender and sexuality not just within the game but outside of the

game in its players. Focusing on 14 editions and revisions of the Dungeons and Dragons

tabletop role-playing game, I examine closely each Player’s Handbook for textual

elements related to gender and sexuality and then again for elements related to the same

subjects but only within the art and illustrations contained in those Player’s Handbooks.

By doing so, I comb through each player’s handbook isolating those instances where

gender and/or sexuality are mentioned and use that data to create a larger image of the

movement and evolution of these concepts within the game and culture as a whole. Here,

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I argue that these forms of transient popular culture should indeed be considered as

‘heritage,’ because of the inherent and latent cultural ideas found throughout that relate

directly back to heritage. My work fits not only into the discipline of Heritage Studies,

but also game studies, role-playing game studies, Cultural Studies, performance studies

and helps fill a large gap in both scholarship and representation of gender and sexuality

within a gaming platform. At the time of this research, little had been conducted on

Dungeons and Dragons specifically, as well as gender and sexuality through the

evolution of the game and what implications that has on culture and society writ large.

iv
DEDICATION

To all the weirdos, gamers, readers, and introverts.

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ACKNOWLEDGEMENTS

Writing a dissertation, no matter how fun your topic, is a difficult task. In no way

have I done this alone. Along the way, I have had the support and help of so many

individuals; their work and guidance show on every page. Without the guidance and

knowledge of my dissertation committee chair, I would not have gotten this far. Thank

you, Dr. Deborah Chappel Daniel, for arming me with the tools I needed and then letting

me wander off into the world and get to work. Without your time and dedication, as well

as your trust in me, this probably would not have gotten finished. Thank you to the

endless support of my dissertation committee members Dr. Ed Salo and Dr. Marcus

Tribbett. Without your time and perseverance of dealing with me and my ideas, and your

input and specific knowledge, I would have lost valuable viewpoints and perspectives

that have enhanced not only this dissertation but my own ways of thinking.

Honestly, I have gotten this far because of all the individuals I have talked to and

all the professors I have had in my life. Each one has influenced me in a multitude of

different ways leading to this culmination of my academic career. Without you all, this

would not have been possible. Thank you.

Throughout this entire process, I have had a wonderful support net of friends and

family. Without this collection of personalities and characters, I would not be the person

I am today. Many thanks to Dominique Hallett for your upstanding motivation and our

weekly Saturday breakfast and discussion sessions at the Edge; I am grateful for the time

and dedication you put into me and my project and hope that I offered you some

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semblance of what you gave me. A huge thank you to my partner Hannah Williamson

for her constant support and belief in me. Every time I had a doubt or was not sure about

what I was doing, Hannah was always there to back me up and stand in my corner. You

exemplify what I wanted out of a partner and I am lucky and forever grateful for you and

your love. Although we do not always see eye-to-eye, I am fortunate to have you in my

life, Rachel Williamson. You have helped open my mind up to the world and really

change me and my ideas for the better. If I had to choose another sister, I would always

choose you.

My father, my sister, my stepmother, and my extended family have been truly

beneficial during this process. I am so thankful to have a family who never pressured me

to conform and let me truly take the reins for my education and my interests, no matter

how many states away I traveled. Thank you so much for allowing me space to grow and

prosper in my own fields and supporting me every step of the way. This is for you.

I have been so lucky to have the community that I have and the love and support

of so many others, it is almost impossible to list you all! Just know that every time I

described my project to you and you did not laugh, each time you told me that I could do

it, and every instance where you asked about my project and took a genuine interest (even

though it was stressful to think about!) I was deeply touched and affected. I want to offer

the most heartfelt thank you to each and every person I was in contact with about this

dissertation because truly it was because of you that I kept going.

Last, but not least, a very special thanks are due to my first D&D group and

family. It was on a whim that our first group was created; I had no idea what I was

getting myself into. I am honored to have crawled through dank and vile dungeons, slain

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a dragon while on an airship, almost died in a pit of molten lava while trying to be a hero,

gotten lost in abandoned drain pipes while being poisoned by hallucinogenic fumes,

traveled to the Feywild, found the Ashen Crown, and jumped through the face of the

Great Green Devil with you all. I knew from the beginning that there was something

special there and now looking back I can see it even stronger. Drew McNutt, Hannah

Williamson, Rachel Williamson, Dylan Travis, and Jacob Buechler, if we ever make it

back to that tavern in Sharn, maybe we can all share a few drinks and reminisce on our

glory days as grand adventurers.

On a side note, because I use a number of illustrations and examples from

Dungeons and Dragons handbooks, I am required to say that this dissertation,

“Cooperative Acceptance and Tabletop Representation: Gender and Sexuality In the

Fantasy Tabletop Role-Playing Game Dungeons and Dragons is unofficial Fan Content

permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of

the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

viii
TABLE OF CONTENTS

LIST OF TABLES ................................................................................................. xi

LIST OF FIGURES .............................................................................................. xii

CHAPTER 1: INTRODUCTION ...........................................................................1

Heritage Studies and Games ........................................................................7

Games, Play, and Us .................................................................................10

Game Typology .............................................................................11

Definition of Terms........................................................................15

CHAPTER 2: REVIEW OF LITERATURE ........................................................19

Methodology ..............................................................................................24

Literature Review Themes .........................................................................31

Identity ...........................................................................................31

Gender ...........................................................................................42

Agency ...........................................................................................50

Performance ...................................................................................56

CHAPTER 3: VISUAL AND TEXTUAL SEMIOTIC ANALYSIS OF DUNGEONS

AND DRAGONS PLAYER’S HANDBOOKS ......................................................64

Semiotics ....................................................................................................65

Brief History of Dungeons and Dragons Player’s Handbooks .................69

Men & Magic, 1974 ...................................................................................71

Dungeons and Dragons Basic – 1977 Holmes Revision ...........................76

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Dungeons and Dragons Advanced – 1978.................................................83

Dungeons and Dragons Basic – 1981 (Pink/Magenta Box) ......................89

Dungeons and Dragons Basic - 1983 (Red Box) ......................................99

Advanced Dungeons and Dragons 2 Edition -1989 ...............................108


nd

Dungeons and Dragons Basic -1991 (Black Box) ..................................121

Classic Dungeons and Dragons -1994 (Tan Box) ...................................132

Advanced Dungeons and Dragons 2 Edition - 1995 (Revision) ............139


nd

Dungeons and Dragons 3 Edition – 2000 ..............................................148


rd

Dungeons and Dragons Edition 3.5 – 2003.............................................160

Dungeons and Dragons 4 Edition – 2008 ..............................................166


th

Dungeons and Dragons Essentials – 2010 ..............................................177

Dungeons and Dragons 5 Edition – 2014 ..............................................182


th

CHAPTER 4: IMPLICATIONS AND FINDINGS ...........................................194

1974 to 1981 ............................................................................................194

1982 to 1989 ............................................................................................197

1990 to 1994 ............................................................................................198

1995 to 2003 ............................................................................................189

2004 to 2014 ............................................................................................201

CHAPTER 5: CONCLUSION ...........................................................................205

APPENDIX: TEXTUAL AND VISUAL ANALYSIS SUMMARY .................213

BIBLIOGRAPHY ................................................................................................216

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LIST OF TABLES

Table Page
1. Numbers of Male and Female Illustrations in 1974 Dungeons and .........73
Dragons Player’s Handbook.

2. Numbers of Male and Female Illustrations in 1977 Dungeons and ..........83


Dragons Player’s Handbook.

3. Numbers of Male and Female Illustrations in 1978 Advanced ..................87


Dungeons and Dragons Player’s Handbook.

4. Numbers of Male and Female Illustrations in 1981 Dungeons .................98


and Dragons Player’s Handbook.

5. Numbers of Male and Female Illustrations in 1983 Dungeons ...............104


and Dragons Player’s Handbook.

6. Numbers of Male and Female Illustrations in 1989 Advanced ................113


Dungeons and Dragons Player’s Handbook.

7. Numbers of Male and Female Illustrations in 1991 Dungeons ...............125


and Dragons Basic Black Box Revision Player’s Handbook.

8. Numbers of Male and Female Illustrations in 1994.................................136


Classic Dungeons and Dragons Tan Box Player’s Handbook.

9. Numbers of Male and Female Illustrations in..........................................144


1995 Advanced Dungeons and Dragons Revision Player’s Handbook.

10. Numbers of Male and Female Illustrations in .........................................153


2000 Dungeons and Dragons 3e Player’s Handbook.

11. Numbers of Male and Female Illustrations in..........................................163


2003 Dungeons and Dragons Version 3.5 Player’s Handbook.

12. Numbers of Male and Female Illustrations in .........................................171


2008 Dungeons and Dragons 4th Edition Player’s Handbook.

13. Numbers of Male and Female Illustrations in .........................................180


2010 Dungeons and Dragons Essentials Player’s Handbook.

14. Numbers of Male and Female Illustrations in .........................................189


2014 Dungeons and Dragons 5th Edition Player’s Handbook.

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LIST OF FIGURES

Figure Page
1. Witches Seated at Cauldron .................................................................74

2. A Beautiful Witch and an Amazon are Pictured ..................................76

3. Cover Art for the Holmes Edition of Dungeons and Dragons ............81

4. Harpies Illustration with Exaggerated Female Forms .........................82

5. One of Two Female Images in the 1978 AD&D


Player’s Handbook ...............................................................................87

6. The Second of Two Female Images in the


1978 AD&D Player’s Handbook .........................................................88

7. Morgan Ironwood Illustration Given in Handbook .............................91

8. Front Illustration Pieces Showing What a Dwarf is


Expected to Look Like ........................................................................91

9. Dungeons and Dragons 1981 Basic Edition Cover


Featuring Active Female Figure ..........................................................95

10. Illustration Panel Showing both Male and Females Thinking


about Character Creation .....................................................................97

11. Strong Female Figure in Illustration Panel in


1981 D&D Player’s Handbook ............................................................99

12. The Red Dragon Cover for the 1983 Dungeons and Dragons
Basic Edition Revision.......................................................................103

13. “Strong” Female Figure in Illustration Panel in


1983 D&D Player’s Handbook ..........................................................105

14. Male Character Saving a Female Character in


1983 D&D Player’s Handbook ..........................................................106

15. Cover Art of the 1989 Advanced Dungeons and Dragons 2nd
Edition Player’s Handbook ................................................................115

16. Feminine Form Shown with Male in Background .............................116

17. Sexualized Feminine Form Performing Magic ..................................117

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18. Feminine Form Shown in Nature .......................................................118

19. Illustration Showing Group of Adventures,


Featuring Two Females......................................................................119

20. Female Shown in Armor and Holding Weapon


on Her Funeral Altar .........................................................................120

21. Cover Art of 1991 Revision of Basic Dungeons and Dragons .........126

22. Female Warrior with Exaggerated Physical Form .............................127

23. Illustration Showing Two Males and One Female ............................128

24. Dungeons and Dragons Illustration Showing


Hurt Male and a Female Healing Him ...............................................129

25. Illustration Showing Female Fighting Creature with


Another Male .....................................................................................130

26. Cover Art for the 1994 Tan Box Revision of


Dungeons and Dragons .....................................................................137

27. Illustration Showing What Appears to be a


Normal Female Figure .......................................................................138

28. Cover Art for the Player’s Handbook Featuring Males .....................145

29. Possible Female in Illustration for Player’s Handbook .....................146

30. Three Female Villains in Player’s Handbook Art .............................147

31. Player Character Sheet Front and Back from


Dungeons and Dragons 3rd Edition ...................................................151

32. Cover Art Design for the 3rd Edition of


Dungeons and Dragons ....................................................................155

33. Two-page Spread of Art Featuring a Male and


Female Example from each Race Type .............................................157

34. Female Monk Illustration Showing


Sensible Clothing Choice for Character Class ...................................159

35. Female Paladin Illustration Showing Sensible


Clothing Choice for Character Class .................................................159

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36. Cover Art of the 3.5 Revision of Dungeons and Dragons ................164

37. Female Villain Shown in the 3.5 Revision of


Dungeons and Dragons .....................................................................165

38. Cover Image for 4th Edition of Dungeons and Dragons ....................172

39. Female Fighting in Battle in the 4th Edition of


Dungeons and Dragons .....................................................................175

40. Female Actively Wielding Weapon in the 4th Edition of


Dungeons and Dragons .....................................................................175

41. Armor Illustration Showing a Female Form ......................................176

42. Cover Art for Dungeons and Dragons Essentials .............................181

43. Cover Art of the 5th Edition of Dungeons and Dragons ...................190

44. Image of a Non-Stereotypically Beautiful Female


in the Player’s Handbook for D&D 5e .............................................191

45. Illustration of Female Elf Ranger in the


5th Edition Player’s Handbook for Dungeons and Dragons .............192

46. Illustration of Female Half-Orc in the


5th Edition Player’s Handbook for Dungeons and Dragons ..............192

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CHAPTER 1:

INTRODUCTION

Of all the topics and areas that interest me, I chose tabletop role-playing games,

specifically Dungeons and Dragons, because it became an important part of my life at a

crucial period. I was born in Kentucky and spent my first 24 years there. In 2014, I

packed up and made my first big move out of my home state, to Jonesboro, Arkansas to

pursue my PhD in Heritage Studies. I moved here with a friend who was pursuing his

Master’s in English; besides him, I knew absolutely no one in Arkansas. We began

planning and later hosting D&D playing nights in October of that same year because we

both had no friends and needed to make some. From that initial game night on

November 8, to the last that we played together nearly two years later, I knew that I had

found a group. We named the initial faction, “In the Dens of Darkness,” and set up a

Facebook group to keep in contact and schedule weekly meetings to play. Quickly, these

gaming sessions would turn into social gatherings that included food, drink, conversation,

and friendship. Since that first group, we have created at least five other groups for other

game settings and campaigns. When I think back now, this collection of friends has

become my family. This was the group that slayed dragons together, were poisoned in

kruthik caves together, and ultimately saved the day, together.

Playing games is vital. I believe this is a statement too many people do not

believe is true or do not care to investigate. Games often get looked over and even

1
criticized because they are often not seen as productive or important parts of life and

culture. They are not real or do not represent real life, so how could they serve a purpose

beyond pure entertainment?

Games played a pivotal role in my life for as long as I can remember. As a child,

games were part of my most vivid memories; in fact, they make up the bulk of my

childhood memories, most of which feature the women in my family playing games. One

of the earliest memories is of my mom with a couple of huge 1980s arcade games. One

was a space-shooter game similar to Cosmic Monsters or Astro Fighter (I cannot recall

the name) and the second was Pac-man. I am not sure how my parents bought the arcade

games or where they even found them, but I remember them standing in our dining room.

Pac man consumed my mom; it was her favorite game to play and she was good at it. I

clearly remember standing beside her, still not tall enough to see the screen, waiting for

my turn to play. My grandmother, or Memaw as we called her, was another influential

figure in my life. She instilled in me a love for the more “modern” video games. On the

weekends, she would drive an hour to stay with us until Monday morning. We would do

normal family things, but after the sun went down and it started getting close to bedtime,

I would help Memaw inflate her green air mattress and get ready for adventure. We

would sit on it, in front of a floor-model color television and play Super Mario on the

original Nintendo NES console late into the night. Every night she would beat Super

Mario Brothers and she would show me all the tricks she had learned throughout her

tenure. Through the week, I spent my time trying to do the same but rarely did so. We

never fully worked through Super Mario 2, but Super Mario 3 became “our game.” She

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taught me secrets of flying and how to get 99 extra lives in world 3-4 with shells and the

cloud man.

Playing games continued to be central to my family. I spent my summers next

door, at Memaw’s, playing games. We had family game nights of Uno and Yahtzee and

we all blazed through the Sega Genesis, Nintendo 64, Nintendo GameCube, Wii, Xbox,

PlayStation, PlayStation 2, and the PC racking up hours and hours of play and gaming

experience. I guess you could say that I grew up as a gamer. Having games as a pastime,

in my opinion, changes the way you see the world and interact with it. Games allow you

worlds to explore, and new ways to comprehend life and learn who you are while

learning how to play with others, how to lose and how to win. Games also allow you a

place to create and explore the concept of community; in a sense, community building

through shared problem solving.

I have tried hard over the years to get back to that initial state of child-like bliss I

experienced when playing games with my family. I have purchased my own PlayStation

4 console and own an Xbox 360, but I use them more for watching movies and television

than playing games. I regularly play PC-based games, The Sims being my top pick. Over

the years since first purchasing The Sims 3, which was the first to record hours played, I

have collectively played 2500+ hours combined of The Sims 3 and The Sims 4. Even

before that, I played endless hours of Roller Coaster Tycoon, The Sims, and The Sims 2.

Something I began to realize was that these games were not what they were for me when

I was young. Video games provided a central meeting space for my family and me to

socialize and gather. Today, video-based games are solitary acts that do not forge a sense

of togetherness, like I had known growing up and sought out as an adult. My own

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collection of tabletop games and board games began to grow; in the name of research, I

collected a variety of party games, card games, and board games. My house is strewn

with more than 25 games. At first, D&D was just another game system to add to my

collection in search of that “feeling.” I collected several editions and versions of the

Dungeons and Dragons systems and handbooks and continue to do so. After the first

game we played, I realized that there was something more at work in the game than just

fantasy worlds, monsters, and dungeons.

D&D is a popular culture phenomenon that is rooted in the mid to late 1970s.

Since its birth in 1974, five editions of the game have been released, along with countless

versions, updates, and additions. The world of D&D has grown exponentially since the

first adventure module and rulebook were released by Gary Gygax and Dave Arneson.

The two men, using their combined backgrounds in tabletop gaming and war-gaming,

created a cohesive system based on dice rolls, chance, and role-playing.1 Because of the

longstanding history of the game and the updates and multiple editions, aspects of culture

and society are embedded in the game and its rules. When I began playing, the group I

played in used the 4th edition. This edition alone has three player’s handbooks, two

dungeon master’s handbooks, three monster manuals, two monster vault books, two

adventurer’s vaults books, 12 character option books, 13 world and campaign settings,

and two more player’s handbooks for specific settings. This list does not include

adventure books and collections, along with any player and fan-made materials. D&D is

an expansive system of universes and worlds created and played by players and their

1
Shannon Appelcline, Dragons and Designers, Vol 1. (Silver Spring, MD: Mad Hat Productions,
2014), 12-15.

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characters. While the system is nearly non-quantifiable, the influences of the first version

on to the most recent update of the game are grand. Occasions and adventures created

and played in D&D are shaped by the reality that creates them. In turn, history and the

present day influence the game and the interactions within it. When I first began playing,

I did not think about this. One day, I was reading the newest edition player’s handbook

and it hit me. I was sitting in Barnes and Noble, at the café area drinking a hot earl grey

latte. I did not want to buy the handbook yet (they cost upwards of $50) but just wanted

to check the new edition out and see what was different from the 4th edition I had been

playing. I browsed through and stopped reading at a sub-section titled “Sex.” I read

through it and realized that this was not a section in the 4th edition player’s handbook. I

knew because the week before we started meeting and playing, I studied the manual

cover to cover. This new section of the 5th edition player’s handbook said that you could

create and play a male or female character with no hindrances or special benefits and that

you should “think about how your character does or does not conform to the broader

culture’s expectations of sex, gender, and sexual behavior. You don’t need to be

confined to binary notions of sex and gender.” 2 This made me wonder why the creators

and writers of this newest edition of D&D had now added a section, not previously there,

about sex and gender. I quickly realized that something bigger than just this game was

happening; there was some shift coming in the way we thought and played being

reflected in our cultural products, like D&D. This moment, sitting in Barnes and Noble

2
Jeremy Crawford, Player’s Handbook 4th Edition (Renton, WA: Wizards of the Coast, 2014),
121.

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with my head buried in a Dungeons and Dragons player’s handbook was where the first

inklings of this dissertation were born.

D&D has thoroughly captured me and placed me back into that feeling of

togetherness; it was not just a game, but also a setting that I could inhabit and grow in. It

gave me a chance to be social with people that I would have never approached. New

relationships grew and flourished because of the bonds created during game play. My

friendship with Jake, the friend I had moved to Arkansas with, solidified even more. I

became good friends with one of his colleagues, Drew, who served as my central

informant for coursework in field methods and ethnography and opened the history of

D&D for me. Drew became our most loved Dungeon Master for the group as well.

D&D served as a common bond for my friend Rachel and me. She is now my roommate

and is very dear to me. The adventures we went on and battles we fought, allowed me to

open up enough to let Hannah, another player, see a side of me that many do not.

Hannah is now my partner and I literally owe my life now and our relationship to D&D.

There is very little chance that I would have met Hannah on my own or had the bravery

to talk to her. Outside of the initial group I played with, D&D has given me a bank of

knowledge and experience with which I can connect with others that I normally would

not. I am not a social person, but D&D has given me tools to discuss worlds and ideas

with others.

D&D has taught me about myself, how I see the world, and how I interact with it

daily. The first character I created, Cro, is a treasured character. She is an Eladrin

Wizard (4th Edition race) who is quiet, dark, and aloof. She maintains a very high

wisdom score and tends to stand in the back of the group and only help during battles and

6
fights when she is needed because she would rather stand back and watch, and her

initiative score is somewhat low. She is me, but better in ways that I wish I could be in

my real life. Cro allows me to tap into parts of myself that are bothersome or that I did

not even know existed and correct or exploit those. She, along with the game, gives me a

canvas upon which I can paint whatever scene I want and tell whatever story I want

heard.

I believe that I can say, without a doubt, that Dungeons and Dragons changed my

life and the way I live it for the better in ways more profound than I had imagined that

first night my roommate and I sat up late in the living room, trying to come up with

creative names and classes for our characters and trying to figure out what “role playing”

actually meant. I have studied several subjects in my life, read a lot of books, worked at

different types of jobs, and earned a couple of degrees, but nothing has ever seemed so

intimately important to me as Dungeons and Dragons. Games help tie us to our everyday

and the not-so-everyday. They help to highlight and expound upon ideas and beliefs that

we are tied to historically, even aspects of our heritage and history.

Heritage Studies and Games


Heritage, for me, is something that is received from the past. This idea is very

broad, as I believe that heritage itself can also be very broad and should not be limited to

a specific set of physical objects and places. Heritage is not only our national monuments

and historic sites; it is not only the treasures in the museums, libraries, and home attics.

Heritage is not only tangible objects or places but can be ideas and beliefs that have

moved and been acquired through time. Perhaps the most crucial aspect of heritage is not

the thing itself, but the use of time in relation to it as it is time and experience that give it

7
meaning. Heritage is ours; it is personal and significant. It helps make meaning of the

world. This is where I find games fitting into the schema of Heritage Studies. Games

have existed for thousands of years. There is no general consensus for the oldest game in

the world; however, archaeologists consistently find pre-historic talus bones that served

as dice. In 2013, archaeologists found a nearly 5,000 year-old set of gaming implements

—small carved stones— in a burial site in current-day Turkey.3 The earliest example of a

board game called Senet was found in Predynastic and First Dynasty burial sites, just

over 3000 years old, in Egypt.4 This list continues, as most cultures around the world

have their own games and ways of playing. At first glance, it may seem dubious to claim

that games such as these helped teach people around the world ways of comprehending

their existence and how to interact with each other. I assume that generally when

discussing heritage, many people think about heritage sites, monuments, colossal

architectural feats, and artifacts of patriotism. Many of these are antiquities and have

some connotation of “high culture,” pride, “the ancients,” or “the greats.” While I do not

disagree that these are important, I believe that the more mundane things in our lives

should also be included in discussions of heritage and heritage studies. For me, this is

where games come in; while they are mundane in form and idea, they still serve as our

heritage.

In fact, games serve as vehicles for ideas passed through time. They serve as

mirrors of history and present day, as learning tools, education systems, and self-

3
Rossella Lorenzi, “Oldest Gaming Tokens Found in Turkey,” Seeker, August 14, 2013, accessed
November 26, 2016, www.seeker.com/oldest-gaming-tokens-found-in-turkey-
1767702348.html?slide=zqqtXK

Catherine Soubeyrand, “The Game of Senet,” The Game Cabinet, accessed November 26, 2016,
4

www.gamecabinet.com/history/Senet.html

8
discovery devices. They are transporters of the intangible aspects of culture enacted

every day through time; vessels that are easy to move, learnable, and adaptable for the

future. The Sapir-Whorf hypothesis says that language influences thought, worldview,

and cognition.5 As we play, we become scribes. We write our current experiences on the

base from the past, for the future, with invisible language coded into play and action—a

sort of ludic communication. Just as we can now examine a chessboard’s war-based

system of black and white to contemplate what that said about the societies that favored it

as a pastime, the future us can inspect games we play today and extrapolate cultural ideas

and how those were treated.

With this, we can begin to examine specific aspects of ourselves and our cultures

that are being reflected and refracted through and over time, such as the representation

and reception of gender and sexuality. These topics have been a hot duo for years and

have caused much upheaval over the years. Since they are popular and pertinent topics,

one would only expect them to be crucial parts of culture and society that are also seen

navigating through time via heritage. It would be impossible to write or read a history,

through whatever media available, and leave these major topics out. Crucial as they are,

they also appear woven throughout games and the ways in which we play. It is upon the

mundane and everyday things and cultural events that we can find important information

and systems of thinking.

This is precisely why this dissertation and the research contained within it matters

both in terms of Heritage Studies and on the larger scopes of culture and history. Other

5
Paul Kay and Willett Kempton, “What is the Sapir-Whorf Hypothesis?”, American
Anthropologist 86, no. 1. (March 1984): 65-79.

9
scholars have taken sociological, communications, and anthropological approaches when

studying Dungeons and Dragons and games like it. These studies put the game second,

and the human interaction within and surrounding it first. Little to no attention is paid to

what the game is doing and how it is moved and transformed through time and how that

is used by players. In other studies, the heritage angle is missing; the connection to the

rich past and possible future vanishes. This dissertation, while its scope is narrowly

based on Dungeons and Dragons, attempts to bridge the gap between past and future

heritage, by using the present to understand the changes that have occurred through the

years when dealing with crucial aspects like gender and sexuality and their reception and

representation.

Games, Play, and Us

Humans are game players. Scholar Johan Huizinga playfully used the term Homo

ludens, or ‘man the player,’ to describe humans and their attachment and need for games

and play.6 Sociologist Roger Caillois posits that play is a universal expression of shared

human nature, i.e. culture, that is expressed uniquely among and between cultures.7

Reflections of the real world appear in many facets of culture, as already mentioned.

This, of course, includes a plethora of games and ways of play that we still find beneficial

and fun today. The idea of culture itself is a contested idea in the purview of many fields

of study and areas of expertise. There is no definite line between what is real and what is

not; rather, the two tend to run together to create a blurry portrait of the world and how

6
Johan Huizinga, Homo ludens: A Study of the Play Element in Culture (Boston: Beacon Press,
1950).
7
Roger Caillois. Man, Play and Games, (Chicago: University of Illinois Press, 1961).

10
we interact with it. Games are one piece of culture in which both the real world and the

fantasy world are openly reflected, negotiated, and reaffirmed. Games and gaming have

proliferated in human culture and life for thousands of years. Early games were played in

parts of Asia, Africa, and India, and spread through cultural contact and invasion to

Europe and what is known as the New World. It could be possible that there is no culture

in the world that has not used or introduced games to its people.

Game Typology
The term “game” seems like a simple one. In most cases, thinking of a particular

game is not difficult since most Americans grew up with games played in school with

other children, games played in the home with family, games used for education, and

games played to keep oneself occupied. In today’s world, there is the addition of gaming

platforms to add some texture to the discussion. Games today can be played on a variety

of electronic platforms, as well as the more traditional board-based games.

Throughout the years, much work has been completed dealing with video games,

especially massively multiplayer online role-playing games (MMORPGs). During the

mid to late 2000s, research on MMORPGs boomed. Perhaps this was due to the rise in

the internet and the mystical feeling of online groups and game play. Regardless,

scholars quickly found this new subculture and began to study it. Over the years, several

studies have been conducted featuring MMORPG players, the culture that surrounds such

games, and the reasons for play. Topics studied with MMORPGs can range from nearly

anything; however, many pieces of scholarship discuss the importance of playing

MMORPGs for players, social work of MMORPGs, and how game play that is based in

non-face-to-face contact influences or changes players.

11
While both MMORPGs and tabletop role-playing games are games, they are not

the same. They are similar in their fantastic settings and other-worldly magic and beings.

The main difference is that MMORPGs are online games, usually played on a personal

computer but also some consoles. Tabletop role-playing games (TTRPGs) are played at

tables and include face-to-face interaction. Because the realm of MMORPG scholarship

is so vast and because MMORPGs are inherently different from TTRPGs, I do not plan to

use scholarship based on MMORPGs for this dissertation. However, some ideas such as

key terms and early history of gaming may prove useful. In these examples, I will make

exceptions.

This dissertation focuses on one specific type of game, the tabletop role-playing

game. Specifically, I will examine the tabletop role-playing game Dungeons and

Dragons (D&D). This type of game has been around since the early 1970s, but its

predecessors lie in early war gaming systems based on actual military campaigns and

actions. Games such as D&D are not created and played in isolation or without culture

involved. Rather, D&D specifically can reflect or refract reality and current cultural

movements or shifts. These forms of cultural phenomena are not isolated; D&D is not

played in a vacuum. For me and this dissertation, the focus is examining games that take

place in a face-to-face social arena, which is why I will not use scholarship based

exclusively on MMORPGs.

There are three types of role-playing games: Tabletop, live action role-playing,

and electronic or online. Live action role-playing, also known as LARPing, is based on

role-playing that takes place in an actual physical place by an actual human who is

dressed as a character. LARPing is akin to improvisation theater, as characters are acted

12
out for a period of time instead of just described. Tabletop role-playing (TTRPG), or

pen-and-paper role-playing (PnPRPG) as it is also called, takes place at a table and in the

imagination of its players. Where LARPing is akin to improvisation theatre, TTRPGs or

PnPRPGs can be described as social gatherings. In these gatherings, players take on the

persona of their created character. Rather than acting the actions out, TTRPGs rely on

the imagination and the description of actions and ideas from players. TTRPGs rely on a

figure to run the game, known as the Game Master or Dungeon Master. He or she is

responsible for listening to all the actions described by players and giving the outcome of

these actions. Electronic or online role-playing games rely on a format very similar to

TTRPGs; however, little to no actual face-to-face social interaction is required with this

type since it exists in an electronic space. Actions are described via text or translated into

computer and console language via clicking buttons on keyboards, a computer mouse, or

a console controller. Electronic or online role-playing games also allow for a single-

player game, as the first two options do not.8

Dungeons and Dragons is a tabletop role-playing system that uses a specific set

of handbooks, manuals, and guides along with a standardized but customizable character

sheet in order to facilitate imaginary adventures and quests in worlds and universes

different from those we live in. As mentioned previously, the amount of materials for

just one edition of D&D is huge. People, strangers or friends, gather in a common place

with their created and personalized characters and play the game as a cooperative group.

There is no competition in D&D, as players are required to work together in groups in

8
Joris Dormans, “On the Roll of the Die: A Brief Ludologic Study of Pen-and-Paper Roleplaying
Games and Their Rules,” The International Journal of Computer Game Research 6 no. 1. (Dec 2006),
http://gamestudies.org/0601/articles/dormans

13
order to maximize strength and intelligence in order to complete quests and garner

experience points. These points, imaginary at their root, allow characters to increase

levels and acquire better magical spells, weapons, and armor.

Next to advances in the game, there are other reasons why people play tabletop

role-playing games like D&D. First, these sorts of games give space for and allow the

creative expression of individuals that is often not allowed or held back in real life. One

can create a character and have him or her embody particular aspects or characteristics

that may not be socially accepted. Then, in game, these non-socially accepted forms can

be played and lived. Second, games like D&D give a safe space for those creative

expressions to exist and proliferate. This safe space can figuratively exist in the game

world or it can exist literally within the group playing together. Third, D&D is a social

gathering or group activity. It is impossible to play D&D alone9. Playing the game

creates the social gathering within which people grow and interact with others. The

audience who plays D&D is so dynamic and non-conventional. This by its very nature

serves as a gathering or meeting place for people who possibly would not normally

socialize in day-to-day life. And finally, D&D and games like it teach its players things

about the world they live in. The worlds and realms of D&D often share cultural norms

and ideas of the real world, because they are created and shaped by real humans.

Naturally, problems, issues, or places of constraint and contest are reflected from the real

world into the game world, and vice versa. By being immersed in an imaginary world,

one that you are invested in but is not solidly physical, it can be easier to notice these

9
It technically would be possible to play D&D alone if you created all the characters and monsters
and solely relied on dice rolls to make decisions, but this would probably not be the most enjoyable game
and the human aspects are completely taken out.

14
flaws and think critically about them. D&D worlds can be shaped and molded, whittled

away and added to. They serve as a place for imaginary game play and they serve as a

sort of cushion when thinking about everyday life and the often overlooked or taken for

granted aspects of culture.

This dissertation attempts to look at the tabletop role-playing game Dungeons and

Dragons and dissect the work that this game does in multiple formats, specifically when

thinking about gender and sexuality. The game does not just consist of people describing

what they want to do; rather, there is a plethora of resources and guides, books, manuals,

fan art, and popular cultural references that go into describing what the game is, how the

game is played, and why. The resources are influenced by and have influenced players

since their inception in 1974. Since then, up to the most current edition released in 2014,

changes in the text of the gameplay, art reproduced in handbooks, and descriptions of

characters are evident. These forms are not alone but are hugely impacted by culture and

society and the changes accompanied throughout time. This dissertation seeks to

examine those changes alongside D&D materials in order to discover those connections

and the intimate way that history, heritage, and social ideals are reflected through each

other along with how cultural forms such as D&D can shed light on paradigm shifts

taking place in culture now.

Definition of Terms
For the basis of this dissertation, it is crucial that some definitions be described

here in detail so that in future use they may be clear and understandable. Much of the

terminology as it relates to Dungeons and Dragons is quite specific and is a special sort

of language for the game and gameplay. Common terminology and words used in this

15
dissertation that could present some confusion in the future are listed and defined below

for clarity.

Game space: This is a concept related to Mary Hufford’s ideas of the Story Realm and

the Tale World from her monograph Chaseworld: Foxhunting and Storytelling in New

Jersey’s Pine Barrens.10 Here, Hufford argues that there are different levels of imaginary

spaces that are created when one does specific acts. In this case, telling stories about fox

hunting. For this dissertation, the game space is an imaginary or intangible realm that

exists when a player uses a character to act out game events. This is specific to fantasy

role-playing games like Dungeons and Dragons because games of this type have no

physical place or materials where the game is enacted and seen the same by all players.

The imaginary or mental-based game space is all they have in order to understand and

relay what is happening in the game. Once the gameplay event is over, the game space

closes and it returns to the real world, where the characters and the events of the game are

not real. Players may revisit the game space by getting back into character and playing a

game or by telling stories or recounting events that occurred in the game space.

Role-playing game: The formal definition of a role-playing game is one in which a

game is played, and actions are taken by one person pretending to be something or

someone else. In effect, a person plays a role of another. In this dissertation, this same

concept holds true. In this research, a role-playing game is one that involves players

taking on the roles of other characters in order to act out situations either physically or

10
Mary Hufford, Chaseworld: Foxhunting and Storytelling in New Jersey’s Pine Barrens,
Philadelphia: University of Pennsylvania Press, 1992.

16
verbally. It is through this acting that the game occurs, and it cannot occur outside of the

role-playing event. Players can take on roles by acting out what their character would do

in a specific event, acting out how they would feel in a specific event, or using their

language to speak as the character would in specific events.

Tabletop role-playing game: A tabletop role-playing game is a specific type of game

which is based on role-playing for the majority of its game events and is played by

gathering a group of people together for a specific amount of time and roleplaying

together. Traditionally, groups would gather around one table and play, hence the name

but now with technological advancement and changes in social and cultural structures,

groups can gather outside or in public spaces without a designated ‘table.’ Groups may

also gather in online spaces, such as in virtual chatrooms and video chats and play a

tabletop role-playing game together online. The key is that these games require a group

gathering to play together for a period of time. After that period of time is over, the game

is closed until the next time they gather.

Pen-and-paper: When tabletop role-playing games began, they were often called pen-

and-paper games. This refers to the fact that these types of games required close

attention to details that were often maintained on a piece of paper by the character. These

numbers and stats changed often and so players would continuously write and update

their stats as the game continued. Today, players do still keep paper character sheets that

are updated often, but in some cases, players opt for a digital version instead of a paper.

17
Player: In the most basic terms, the player is the physical human who is playing a game.

A player controls a character.

Character: A character is a person, being, or creature that is created by a player to be

played during a game. Characters, while fictional are often reflections of their players

and sometimes can have similar traits or characteristics of their players.

Gender: For the basis of this research and this dissertation, gender is the socially and

culturally constructed set of ideas that describe how a person is supposed to act, look,

talk, and relate to the world if they conform to a specific gender. In this research only

two genders are represented: male and female. Gender is what it means and looks like to

be a male and what it means and looks like to be a female. Gender can be either aligned

or not aligned with the sex one is born with. Sex, on the other hand, is a more physical

aspect based on sexual organs rather than social and cultural constructs.

Sexuality: For the basis of this research and this dissertation, sexuality is the way one

interacts with the world and other people in sexual circumstances and practices.

Sexuality has a plethora of categories today, each defined with a combination of gender

and sex.

18
CHAPTER 2:

REVIEW OF LITERATURE

The literature on game studies, particularly tabletop role-playing games like

Dungeons and Dragons, does not have an expansive history. D&D is young, brought to

life in 1974, and scholars of the subject are far-and-few between today. Very few

scholastic pieces have been written dealing with Dungeons and Dragons specifically and

there are only a handful that focus on role-playing games in general. For the most part,

few to no pieces or studies have been conducted that examine gender and/or sexuality

specifically, especially in reference to the physical texts used for gameplay.

One of the earliest and most well-known pieces amongst role-playing game

scholars is a monograph11 written by Gary Alan Fine, a sociologist. In 1983, Fine set out

to write about his fieldwork amongst tabletop role-playing gamers and the ways in which

these games functioned to create social worlds for the players. There is no scholarship on

role-playing games that does not use this seminal piece in some way. In fact, it was this

work that opened the doors for role-playing games like Dungeons and Dragons to

scholastic research and study. This piece is considered a crucial mark in scholastic

research on the subject because it began the process of seeing every day, I dare say

ordinary or unremarkable, activities as foci that could be studied through scholarly lenses.

If 1983 is the benchmark for scholastic research, the ‘newness’ of the subject is obvious.

11
Gary Alan Fine, Shared Fantasy: Role-Playing Games as Social Worlds, (Chicago: The
University of Chicago Press, 1983).

19
It is fair to state that, after reviewing the literature and seeing the directions research is

currently moving, a future resurgence of study based on games and especially role-

playing games is imminent. This is also probable when thinking about the importance of

popular culture today and how those aspects of entertainment and lifestyle have slowly

infiltrated other forms of communication and culture.

In United States cultural history, the 1980s was a period of great social change. It

came on the tail of the 1960s and 70s and ushered in changes in technology and society

as well as ways of thinking. Role-playing games, especially Dungeons and Dragons,

received negative feedback and were blamed for a number of runaway teenagers and

murder cases around the nation. Concerned parents believed that D&D influenced their

children to participate in and even encouraged devil-worshiping practices as well as a

number of other Satanic-associated activities.12 During this period, little scholarship

focused on the subject or even questioned the rumors and beliefs that were being

circulated by both mainstream media and smaller, grass-roots type organizations such as

BADD (Bothered About Dungeons and Dragons).13 It was not until the late 2000s and

early twenty-teens that scholarship focused on tabletop role-playing games and games in

general, began to surface. Within the academic sphere, interest in popular culture has

increased due to its prevalence in all corners of American culture today via the digital

revolution.14

12
Michael Witwer, Empire of Imagination: Gary Gygax and the Birth of Dungeons and Dragons,
New York: Bloomsbury, 2015: 143-151.
13
“As BADD as it Gets: An Anti-Dungeons & Dragons Propaganda Booklet,” The Escapist,
http://www.theescapist.com/BADDbook.htm
14
Andrew Harrison, “Rise of the New Geeks: How the Outsiders Won,” The Guardian,
September 2, 2013, accessed November 1, 2016, https://www.theguardian.com/fashion/2013/sep/02/rise-
geeks-outsiders-superhero-movies-dork.

20
Because the base of scholarship for tabletop or even just role-playing games, in

general, is lacking, scholars are often required to go beyond their home discipline. Most

of the work published has been written by sociologists, anthropologists, performative

theory scholars, and communication scholars. The literature used for this dissertation

spans those four categories of scholarship types and includes the work of historians,

media studies scholars including film, psychologists, rhetoric and literature scholars,

American studies scholars, and game studies scholars. Without being willing to go past

my own experience and scholarship ‘home base,’ the lack of scholarship would be

devastatingly visible, making furthering my own research, as well as that on the subject,

quite difficult.

This literature review covers a vast collection of sources and previous literature

written on and around the subjects of role-playing games, tabletop role-playing games,

gender, Dungeons and Dragons, and gaming. Of the seventy sources used as the bulk of

literature for this dissertation, there are six different source types represented: scholarly

articles, monographs or books, magazine articles, online articles, dissertations and theses,

and essays and articles from published scholarly collections. Because the subject is so

dynamic and young, it was crucial to examine more non-conventional sources for

scholarship, including online journals and resources. Within the last 10-12 years, several

different collections of scholarship, mainly essays and articles have been published by

McFarland Press, an independent academic publisher. Of all the literature used, eight

different collections are represented within this dissertation and literature review,

comprising the bulk of published collections dealing with Dungeons and Dragons and

21
role-playing games.15 It seems as if a change is occurring with the dissemination of

information and research. This will be visited later in this review.

The subjects of the literature reviewed do not cover a wide variety of topics.

Generally, most of the literature reviewed is expressly on the subjects of role-playing

games, tabletop role-playing games, and Dungeons and Dragons. Outside of this main

body of literature, pieces also cover gender theory, game theory, storytelling and

narrative research, performance and identity creation, and game history. Several sources

do use games as their own research basis; however, I have chosen to only use Dungeons

and Dragons as my game base. There are hundreds of games that would fit into this

larger dissertation. I chose D&D specifically because it is a game that I am intimately

familiar with and knowledgeable of, few to no other studies have been completed on the

game, and it is the oldest and most well-known tabletop role-playing game; from it, the

masses of others were born. It is important to note here that there are several types of

role-playing games, including one of the most well-known types, the MMORPG

(massively multiplayer online role-playing game). Even though these types of games can

be spotted in current pop culture and cultural knowledge, I chose to omit any research

related to this field since it cannot be equated with games like D&D because it

completely lacks the personal connection. MMORPGs are played online, through a

computer or console and no human-to-human contact is required. While this opens the

playing field for ideas exactly like those I have selected as my major themes (identity,

gender, agency, and performance) they are not observed in the same way they would be

in a face-to-face game around a table. In fact, the result is often almost opposite from

15
As of 2019, McFarland had published another collection of essays titled The Post-Modern Joy
of Role-Playing Games, which was not considered for this literature review.

22
tabletop role-playing games and those that are played in person versus through an

electronic connection. Therefore, I have ruled out using any of these sources because I

do not feel as if they would actively contribute to this dissertation.

While the general collection of literature reviewed for this dissertation and the

larger topics of tabletop role-playing games and Dungeons and Dragons is quite broad,

the subject of this dissertation focuses only on the game Dungeons and Dragons. That

subject alone is still quite broad; the more specific focus of this piece is the representation

and visibility of gender and sexuality within the game’s player’s handbooks. Each

edition or revision of Dungeons and Dragons or D&D consists of several core books that

make up the bulk of materials needed for players. Always included in this core collection

is at least one “player’s handbook” or manual that outlines basic rules needed for

gameplay, but also consists of all the materials and text that one would require to create a

character for the game. This dissertation examines the first player’s handbook for each

edition and revision of the D&D game from its inception in 1974 up to the most current

edition (5th edition) published in 2014, a total of 13 player’s handbooks. The literature

reviewed for this dissertation covers a vast array of subjects and theoretical perspectives,

but all works focus generally on the worlds of tabletop role-playing games, role-playing

games, gender and sexuality representation in popular culture, agency and identity in

games, and gender and sexuality theory. Represented is a vast array of source types,

publication years, scholarly dispositions, and perspectives.

This dissertation fits into a large gap that is evident within the existing body of

literature both on but also relating to the subject of tabletop role-playing games, role-

playing games in general, and D&D. What is curious is that of all the sources examined

23
for this dissertation, fewer than 10 deal with the ideas of gender and/or sexuality in the

game or amongst game players. It seems odd that so many sources exist that examine

topics such as identity, performance, immersion, the creation of narrative, and

community creation but never gender. The open options for a study relating to gender

and/or sexuality are vast and could include topics such as gender performance, how

gender identity is shaped and formed, gender experience, agency, and sexuality, or

general representation in game worlds. The area is ripe with fruit and potential as games

and gamers are paramount sites for negotiating crucial social aspects not only with the

environment and other players but even with oneself.

Methodology
Throughout game scholarship, especially that which has been conducted on

games like Dungeons and Dragons, the most important and prominent methodology used

is participant observation. By allowing oneself to play the game and watch the game be

played, we can take on both emic and etic perspectives, opening more avenues for study

and interpretation. I do not disagree with the importance of participant observation when

dealing with an active group and active play; however, I do not feel that participant

observation is the most important methodology to be used in this dissertation, hence why

I have elected to not use it as the main methodology. On the contrary, I use the raw

materials for D&D in order to examine the actual and physical body of the game as a text

rather than the social interactions.

While scholars have studied gameplay, little to no scholarly work has been

conducted on the actual physical texts of the game. While social interactions and how

players generally interact with each other are important, the physical attributes and

24
artifacts of the game hold just as much importance and merit. Scholars have not

examined the rhetoric used in player’s handbooks and what this implies about the game

as well as those playing the game. The player’s handbooks and other physical

representations of D&D are such rich archives for knowledge and cultural ideas because

they are part of and reflect the cultures that we live and work within. Few studies have

been conducted on the visual rhetoric of the published player materials, which also relay

information to readers and viewers about the culture(s) they live and play in. Recently, a

large volume was released on the art of D&D over the years, but even this is fleeting in

depth as it only takes on the face value of art and never decides to delve any deeper into

intrinsic cultural and social meanings.16 This is where the original questions about the

player’s handbook and the central ideas for this dissertation became prominent; why did

the game creators and writers add in a section in the newest player’s handbook about sex

and gender when in earlier editions this was not the case? What does this literal writing

say rhetorically about the game’s creators, the game’s players, and possibly even the

culture at large? In this dissertation, the player’s handbooks serve as the literal texts

through which I conduct my research and examine the cultural and social changes

occurring and thus reflected within pop culture materials.

While reviewing the literature for this dissertation, I decided to use major themes

that I located amongst the pieces as the starting point for analyzing the body of previous

research available. Because both the subject and the sources available are quite young, it

seemed that using major and recurrent themes would be a more beneficial way to

16
Michael Witwer, Kyle Newman, Jon Peterson, and Sam Witwer, Dungeons & Dragons Art &
Arcana A Visual History: A Compiled Volume of Information and Imagery for Lovers of Dungeons &
Dragons, Including Art, Advertising, Ephemera, and More, (New York: Ten Speed Press, 2018).

25
organize and analyze each piece in order to discover the salient themes of each. After I

located these, I sorted them by the number of occurrences to compile a collection of four

key themes for previous research: gender, identity, agency, and performance. These four

themes serve as the backbone for analysis of this literature review. Each of the four

major themes has several smaller themes that I was also able to extract from the previous

research also. They each fit within the larger theme, for example, one of the larger

themes is ‘gender.’ Within gender, and as a sort of sub-theme, I included ‘gender-roles,’

‘gendered-space,’ and ‘sexism.’ While each of these three sub-themes is substantial

enough to become a larger theme on its own, for this dissertation and the literature

examined, the larger theme of ‘gender’ held a prominent space within the literature and

encompassed several other smaller, sub-themes making it a stronger and more viable

category for organization and analysis.

As mentioned earlier, ‘gender’ is one of the larger themes that is used for the

ultimate organization and analysis of literature for this literature review and this

dissertation. The other three themes used are ‘identity,’ ‘agency,’ and ‘performance.’

While composing a list of the four major themes, ‘sexuality’ was an initially prominent

subject that was situated within several pieces of literature. However, after delving

deeper into each piece, it became evident that sexuality was tied intimately with gender,

especially in reference to role-playing games and D&D. This can be a risky measure

since it seems as if the two areas can often be confused for being mutually exclusive; it is

important to actively discuss them and highlight why each is important on its own, versus

solely being part of a dyad of ideas. While they are similar and linked, it seems like

within the gaming world and especially D&D, gender and sexuality are two very different

26
ideas. Gender tends to be more about the representation of a character or a player

whereas sexuality seems to be linked more to gameplay. Without being said, gender does

have the ability to affect gameplay, but tends to be a more personal characteristic linked

to an individual, almost intrinsic in a sense; whereas sexuality and the play of sex will

often drive or direct gameplay or even create action in the game.

As for the specific mechanics of selecting, organizing, and analyzing the literature

for this dissertation, my process was quite lengthy. For the duration of this project, I kept

a journal in which I wrote any random ideas or notes but also recorded my notes from

each piece of literature I read for this dissertation and the literature review specifically.

Once I completed annotating and making notes for each piece, I then created a

spreadsheet to record all of my hand-written notes and ideas to create a digital

representation of those hours of work. Once my data was collected, I proceeded to add

columns for specific information such as the year of publication, source type,

keywords/themes, and how each piece connected to the larger scope of work. Once the

spreadsheet was completed, I then used the technique similar to ethnographic coding, as a

way to visually map out the similarities between pieces and discover the larger ideas, or

core categories at play between each piece. My organization and analysis techniques ride

a thin line between axial coding and selective coding since I organized my findings both

by smaller themes that give rise to a larger theme (axial coding) and also by integrating

my smaller and larger themes under the super-theme of gender and representation.17 I

17
Joey Saldaña, The Coding Manual for Qualitative Researchers. 3rd edition, (Los Angeles:
SAGE, 2016), Barney G. Glaser and Anselm L. Strauss, The Discovery of Grounded Theory: Strategies for
Qualitative Research, (New York: Routledge, 1995); Juliet Corbin and Anselm Strauss, Basics of
Qualitative Research: Techniques and Procedures for Developing Grounded Theory, 5th ed., (Los
Angeles, SAGE, 2015).

27
find that coding, such as I was trained to do in my Anthropology background, is much

easier for me when hoping to find links between pieces of research and raw materials, but

also visually mapping out how and where sources connect. My familiarity with the

analysis type as well as the ease of transitioning into my current research is the reason, I

chose to use this type of analysis over other forms.

Once I finished coding my spreadsheet of collected pieces of literature by theme,

with colors, it was easier to see how each piece of literature connected to one another,

and then extract those connections for my larger themes to carry through this literature

review. To facilitate this, I quantified each theme type and then selected the five more

populous themes and considered those my top five larger themes that served as the warp

through which the weft or the bulk of the literature was woven in and around. In the

following section, each of these five major themes is discussed as well as the general

patterns and movement of literature on the subject, thus far.

When it comes to the larger portion of analysis and interpretation required for the

player’s handbooks, my methodology was quite similar. I also kept a very detailed

journal for the player’s handbooks. Before beginning my research and analysis, I made

sure to collect the first player’s handbook from each major edition or revision and create

a detailed timeline so I could physically see the number of pieces I would be working

with and the progression through time since 1974. Beginning with the first edition of

D&D, I began my work with the textual analysis. For this, I went through each

paragraph, sentence, and word in the player’s handbook. Here, I was looking for specific

things in each handbook such as pronoun usage, general gendered terminology, and the

use of examples in text that were gendered. For example, for most player’s handbooks I

28
examined, I was able to identify and quantify examples used in text that were given as

male or female, and even sometimes genderless. My goal here was to make sure that I

could quantify how many times males were used in text versus females and vice versa.

The ratios and percentages were important data that I derived from the physical texts

themselves.

Along similar lines, specific gendered ideas or moments in each player’s

handbook I encountered were also key. There were several times in the handbooks that I

was able to make note of a special or specific example or moment that was tied directly

to either gender or sexuality. While the overall quantifiable data that I sought out was a

crucial piece of the overall fabric of the analysis for this dissertation, those smaller and

more isolated points in the text were just as important if not a little more because while

they existed in the overall matrix of ideas represented in the player’s handbooks, they feel

like even more pivotal and perhaps raw representations of ideas and culture at the time,

within a larger context. Those moments, for me, opened up the world and worldviews of

the creators and writers in a way that could be analyzed and interpreted.

For the visual half of the player’s handbook analysis, the method was quite

similar. While for the textual analysis I had a specific set of parameters that I examined

each player’s handbook for, I also employed similar methods for the visual aspects of the

handbooks. While the text is key for gameplay in D&D, the pictures and illustrations

within the pages have an even stronger attraction for players and even non-players. The

art is usually very grabbing and will pull someone in, even if they do not play the game

or have no ideas about it. As the general visual analysis, I examined each player’s

handbook included in my study sample and quantified how many times I found a male

29
and a female represented. Within those two categories it was broken down even more

into a male or female in an active or passive pose. My goal here was to show first, how

often a male is depicted versus a female and then even further, how many of those male

and female illustrations were passive and how many were actively doing something.

These statistics derived from the study sample were very telling in terms of the ratio

between male and female and what percentage of those were active or passive.

Just as with the textual analysis, there were points in the player’s handbooks that

were clear and important enough to make special notes about them, just as the text had

certain moments that spoke volumes. For me, those specific illustrations or examples

were much louder than the overall art proportions because they were easier and quicker to

see versus a long-standing inequality of gender representations. After seeing this over

and over, for years, it is much easier to become numb to the inequality; when you

encounter specific examples that highlight and reinforce this, you are more likely to take

notice. While the overall trends provide a substantial amount of background data, those

isolated instances serve as highlights to prove points and make arguments.

The basic methodology for this dissertation was simply to let the game materials

and physical artifacts of Dungeons and Dragons speak for themselves. While participant

observation and interviews do provide valid perspectives and ideas related to the culture,

they do not let the game speak about itself for itself. Sadly, little has been done in the

scholarly realm on D&D in general, especially when it comes to groups and social

workings of D&D; this dissertation is crucial because no work has been done on the

physical texts of the game. Analyzing the game for what it is and as it was intended to be

30
read and played out is the underlying and perhaps most important methodology for this

dissertation.

Literature Review Themes

Identity
Amongst all the previous literature reviewed for this dissertation, including

scholarly articles, books, online journal articles, dissertations and theses, and websites,

the most common theme running through the bulk of the literature was identity. It seems

sufficient to say that identity has a major effect both in games and on game players.

Within the theme of identity, I have chosen to include the sub-themes of representation,

bleed, and community. Each of these ideas relates directly back to identity and how one,

whether the player or the character, is perceived in the game, and how this affects the

game. For identity, the literature seems to follow, modify, or comment upon at least one

of four different concepts: the idea that players identify with characters, the idea that the

game allows players to explore identity, the concept that identity can be transferred or

bleeds from character to player and vice-versa, and the idea that identity and community

creation are key factors and/or effects of games like D&D.

1. Players Identify with Characters

Throughout scholarship surrounding role-playing games, the connection between

players and their characters is one that has been discussed and brought up in so many

ways. This theme, perhaps one of the most prominent, runs through both scholarly

sources and those that are for entertainment such as memoirs and how-to-guides. This

seems common, since in most cases, players will create their characters, hand-picking

their attributes and dressing them to their own liking versus having a character that is

31
randomized or pre-designed. When we create something, we automatically feel

connected; the time and dedication put forth to create the character that a player will

explore a new world with translates into a connection.

Along with time and tedious dedication, players also explore imaginary realms

and worlds through the ‘eyes’ of their characters. It is through these avatars that a player

may live. Jennifer Growing Cover The Creation of Narrative in Tabletop Role-Playing

Games (2010) makes the observation that “players may be more likely to see avatars as

extensions of themselves.”18 Cover goes further to label this as emotional immersion,

which is the most intense form of immersion compared to social immersion. In this case,

being emotionally tied to an avatar or character creates a much stronger connection and

therefore increases a player’s possibility of identifying with their character.

In his memoir, David Ewalt Of Dice and Men: The Story of Dungeons and

Dragons and the People Who Play It (2013), says that “D&D players live vicariously

through their characters”19 because the game is a performance, on multiple levels. The

layers of identity that a player puts on in a game can also give away some clues to their

actual, real-world personality and egos. This identity layering has been noted in several

pieces of literature, including J. Eric Holmes’ seminal book Fantasy Role Playing Games

(1981).

As an example of this type of layering of identity ideas and what these may say

writ large, avatars, although there are no physical manifestations of them in games like

18
Jennifer Growling Cover, The Creation of Narrative in Tabletop Role-Playing Games (Jefferson,
NC: McFarland Press, 2010), 113.
19
David M. Ewalt, Of Dice and Men: The Story of Dungeons and Dragons and the People Who
Play It (New York: Scribner, 2013), 22.

32
D&D, become representations of what players want to show to the world. In Imaginary

Games (2010) Chris Bateman makes specific note of this phenomenon and furthers it to a

sense of representation within gaming that is otherwise non-existent.20

2. The Game Allows Players to Explore Identity

The idea that players identify with their character in games is directly linked to

other identity-based ideas such as how the game can allow players to explore aspects of

their identity and how those may or may not interact with the world. Identity exploration

is a topic that has been discussed multiple times throughout the small body of literature

that exists on the subject. Perhaps this is because the connection between player and

character is easier to see than other theoretical concepts; it is much easier for a player to

feel the connection between their character and identity, versus other theoretical

concepts.

Identity, as has been discussed in scholarly contexts for years, is a creation that is

a result of social and societal pressures or catalysts. It is how we want to represent

ourselves and be seen by the world, and therefore a critical concept for individuals. It has

been posited that activities, such as gaming have significant roles in influencing or even

creating one’s sense of identity. Katherine Cross, in her article “The New Laboratory of

Dreams: Role Playing Game as Resistance,” discusses complex identity creation and

how games act as an active party when dealing with identity building. She states that

“gaming activities are not neutral or isolated acts, but involve a person’s becoming and

acting in the world as part of the construction of a complex identity.”21 She goes on to

20
Chris Bateman, Imaginary Games, (Alresford, Hants, UK: Zero Books, 2010).

Katherine Angel Cross, “The New Laboratory of Dreams: Role Playing Game as Resistance,”
21

WSQ: Women’s Studies Quarterly 40, no. 3 & 4 (Fall/ Winter 2012), 72.

33
state that play is a process and creates constructions and ideas of self. In this sense, play

and games have a much higher function than just play; they transgress traditional ideas of

what a game is and its functions, to become a much more pertinent social and individual

building activity.

Games teach us about identity and what it could entail, but in a way that removes

preconceived notions related to identity. In imagined games, like D&D, characters are

created from a vast array of different races and ethnicities. When a player creates a

character or plays a character in one of these imagined worlds, the earthly notions of

social status, class, and race are stripped away. In Sarah Lynne Bowman’s, The

Functions of Role-Playing Games: How Participants Create Community, Solve

Problems and Explore Identity (2010), the importance of role-playing games and their

ability to help identity formation is expounded. She explains that “gaming scenarios

place players in crisis situations where characters must rely on each other for building

bonds between people, offering them the chance to look beyond surface forms of

identification such as age, race, sex, and occupation.”22 Bowman makes clear the

importance of the social work of games, even elevating them past entertainment and fun

and placing them into a new category of self-improvement and exploration.

Other pieces of literature also note the importance of identity and how games can

provide a valid space for exploration. Shelly Mazzanoble, in Confessions of a Part-Time

Sorceress: A Girl's Guide to the Dungeons and Dragons Game (2007) and Everything I

Need to Know I Learned from Dungeons and Dragons: One Woman's Quest to Turn

Self-Help into Elf-Help (2011), writes extensively about her connection with her

22
Sarah Lynne Bowman, The Functions of Role-Playing Games: How Participants Create
Community, Solve Problems and Explore Identity, (Jefferson, NC: McFarland and Company, 2010), 61.

34
character and how that influenced her own identity both in the game and in the real

world. She says that when creating and playing her first character, she came to identify

with her. At some points, she even goes as far as referring to her character as her alter-

ego and her “mini.”23 In her texts, Mazzanoble has no problem admitting how close the

identities of herself and her character were. In Everything I Need to Know I Learned

from Dungeons and Dragons: One Woman's Quest to Turn Self-Help into Elf-Help

(2011), Mazzanoble says that playing D&D and creating a character allows you to filter

out the bad parts of your personality,24 in order to create a character who both makes you

proud and embodies all the good aspects that perhaps you, yourself do not encompass.

Mazzanoble even credits playing D&D with helping her explore aspects of her identity

that are related to her spirituality. While this is not as common in other pieces of

literature reviewed, it still represents the strong connection between games and identity

exploration. While Mazzanoble’s writing style is witty and more for entertainment, she

breaches some heavy topics in her texts related to identity and character creation, as well

as having a connection between the real world and the game world. The ideas presented

in her texts meshes well with a major idea presented in Michelle Nephew’s doctoral

dissertation, “Playing with Power: The Authorial Consequences of Role-Playing Games”

(2003). In this piece, Nephew states that “roleplaying becomes a locus for issues of

identity.”25 This is not a moot point; as previously discussed, role-playing games do

23
Shelly Mazzanoble, Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons and
Dragons Game, (Renton, WA: Wizards of the Coast, 2007), 39.
24
Shelly Mazzanoble, Everything I Need to Know I Learned from Dungeons and Dragons: One
Woman's Quest to Turn Self-Help into Elf-Help, (Renton, WA: Wizards of the Coast, 2011), 126.
25
Michelle Andromeda Brown Nephew, "Playing with Power: The Authorial Consequences of
Roleplay Games" (PhD diss., The University of Wisconsin-Madison, 2003), iv, ProQuest Dissertations and
Theses Global.

35
indeed create landscapes upon which ideas and conceptions of identity are contested and

reformulated. The idea of role-playing games becoming not just places to play, but also

plays to do work was known even early on. Five years after D&D was released, Leonard

Kanterman, a medical doctor and fan of role-playing games wrote an article for Different

Worlds: The Magazine of Game Role-Playing titled “My Life and Role-Playing” (1979)

in which he stated that “by exploring the possibilities of different courses of action, even

to the point of different morality systems, through the ‘safe’ medium of fantasy, people

can learn who they are and why they think and act the way they do.”26 Since this article

was written shortly after the birth of Dungeons and Dragons, and it was probably seen by

a large audience because of the magazine it was featured it, it was obvious to players and

fans that role-playing games were important and had a specific job that perhaps was not

intended or planned in the beginning.

While people were playing the game(s) they were also working through complex

identity ideas and cultural concepts while negotiating their own personalities and motives

for themselves through a medium that was fun. Games give players a space to look at the

world, through a reframed lens —often outside of their ordinary— and experience

connections with others that are not built upon superficial ideas of what identity is or

should be. In a sense, identity creation and connection in games may seem more

authentic and true to one’s self than what is found in the real world because of that ability

to slough off what we know and have come to grow in and look at it through new,

outsider eyes. Rather than creating new identities or getting outside of culture, players

26
Leonard Kanterman, M.D., "My Life and Roleplaying," Different Worlds: The Magazine of
Game Role-Playing No. 1, (The Chaosium),1979, 8.

36
learn to negotiate identity within the culture of Dungeons and Dragons and the larger,

real-world culture.

3. Identity can be Transferred or Bleeds

While it may seem obvious, it is crucial to mention that, while each of these sub-

themes under identity may focus on different aspects of the larger idea, all four of the

sub-themes explored here are very similar and work together cohesively to create the

larger theme of identity for the literature reviewed. The concept of bleed or transfer is

major in role-playing games, especially D&D and when discussing larger ideas like

identity and how it is affected by or affects gameplay and personal development.

The concept of ‘bleed’ is not new; several scholars of role-playing games and

identity formation processes have discussed the ways in which personality and identity

traits seem to flow and move between characters and players. The imaginary membranes

between the two are quite porous, allowing for bleed and transference to easily occur. In

general, bleed or transference can go two ways, from player to character or from

character to player. Remember, the player is the physical person playing the game and

the character is a created, imaginary entity used to explore and live in the imaginary

realms.

William White, J. Tuorras Harviainen, and Emily Care Boss in their article

“Roleplaying Communities, Cultures of Play, and The Discourse of Immersion” (2012)

liken bleed to leakage. They make clear that bleed affects the psychological reality of a

player27 and define three types of bleed: bleed-out, bleed-in, and direct bleed. According

27
William J. White, J. Tuorras Harviainen, and Emily Care Boss, "Role-playing Communities,
Cultures of Play and the Discourse of Immersion," In Immersive Gameplay: Essays on Participatory
Media and Role-Playing, (Jefferson, NC: McFarland Press, 2012), 71-72.

37
to this text, bleed-in is leakage from player to character, bleed-out is leakage from the

character to player, and direct bleed is akin to a player’s psychological response to the

events of a game that should belong to the character, but the player takes on instead.

It seems quite difficult to play a game, especially a role-playing game and not

have some sort of bleed occur since Gary Alan Fine Shared Fantasy (1983) says that

gaming is an extension of the self or a compromise between the real self and the role

self.28 In fact, Fine discusses the social role of games, especially in regards to identity

and community formation. While the subjects of this seminal monograph are critical for

the study of role-playing games, what is perhaps even more paramount about his 1983

text is that it was the first to study role-playing games in a professional and scholarly

light and set the bar for studying such a subject as a serious matter. In reality, this

dissertation rests on the backbone of Fine’s work as the starting point for examining a

leisure subject like role-playing games in a scholarly way. This text, while it considers a

multitude of ideas and social concepts, stands as an indispensable piece of scholarship on

role-playing games, and gaming in general.

Role-playing games, specifically Dungeons and Dragons in the case of Ethan

Gilsdorf’s text Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among

Role Players, Online Gamers, and Other Dwellers of Imaginary Realms (2009) help to

build the confidence of the players both in the game and outside of the game as well as

ideas of who players are. Gilsdorf, who became a role-player and used gaming to get

through some of the roughest times of his childhood and adulthood, states in his text that

28
Gary Alan Fine, Shared Fantasy: Role-Playing Games as Social Worlds, (Chicago: The
University of Chicago Press, 1983).

38
D&D “made ‘me’ more me.”29 Throughout his text, Gilsdorf touts the social work and

impact of role-playing games, as well as how strongly they serve as places to negotiate

and explore identity and ideas of self. This, while not explicitly stated as bleed or

transference, is easily translatable and perhaps transmutable. Confidence gained within

the game setting will be visible on the player outside of the game setting. The same

occurs in the identity building process and goes both ways between the player and the

character. When a character learns who they are and works with the character traits they

may have been given or developed, the player, in turn, is allowed to discover more about

themselves through the guise of play and role-playing. Role-playing is not just ‘playing’

but also akin to trying on a new role or multiple roles to see which fit. Once these have

been ‘tried on for size,’ a player may learn more about their own play styles, personality,

or motives which can then be incorporated into one’s idea of self or allowed to bleed in

or out during gameplay and in the real world.

While Daniel Mackay’s text focuses more on performance in role-playing games,

he also writes a strong basis for understanding identity and how the contact between

player and character is crucial. While not explicitly stating this as bleed or transference

between the two entities, it is obvious that Mackay has noticed this occurring within the

game; he sees this directly connected to the performative aspects of the game, which is

true being that role-playing is highly performative on multiple levels. Mackay suggests

that the character becomes the imaginary point of contact between the player and the

fictional world, and in turn, the everyday self is reconstructed and reconstituted through

29
Ethan Gilsdorf, Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role
Players, Online Gamers, and Other Dwellers of Imaginary Realms, (Guilford, CT: The Lyons Press,
2009), 199.

39
both the player self and the game self.30 In other words, because of the bleed between

player and character and the acknowledgment—which may be active or passive—of the

connection between the two selves and their interaction, identity is created and re-created.

Without that bleed, according to Mackay, the everyday self and who we are as players

would not be influenced by or influence who we are as players. In this case, the role-

playing game would cease to be what it is, as role-playing would not occur. To be part of

a role-playing game is to be actively playing multiple roles, and regardless of which is

which, they will begin to bleed and co-mingle because the player and character take up

the same physical body. Complete separation of the two would be nearly impossible.

4. Identity and Community Creation as Key Factors and/or Effects of Games

The final aspect of the larger theme of identity that is apparent amongst a large

amount of the literature on the subject is related to the formation and idea of community

within a role-playing game and how that relates to identity writ large. Because role-

playing games such as Dungeons and Dragons are played with a usually static group of

individuals and involves an amount of communitas31 through both play and socialization,

it is obvious that some forms of community would be created. It seems as if the sense of

community and the bonds that are created are what help role-playing games like D&D

prosper.

Several scholars and role-playing game writers have noted the inclusion and

appearance of community and its importance to both players and the game itself. Ewalt

30
Daniel Mackay, The Fantasy Role-Playing Game: A New Performing Art, (Jefferson, NC:
McFarland and Company, 2001).
31
Victor Turner, The Ritual Process: Structure and Anti-Structure, (London: Routledge and
Kegan Paul, 1969), 131-133.

40
(2013) states that the “play community generally tends to become permanent even after

the game is over”32 and that the bonds created through the events of gameplay often

persist. Ewalt goes on to explain that this deep-connection and community building

occurs because the people you play a role-playing game with “become your clan...they

share your experiences, know your strengths and weaknesses, and help protect you from

a dangerous world”33 and “when a group of people play a game together, they enter a sort

of alternate reality where friendships form at an accelerated rate,”34 thus creating strong

social bonds that last outside of the game.

Fine similarly states that “shared orientation for games produces a sense of

community.”35 The importance and permanence of the play and game community was

even noted before role-playing games became popular when Johan Huizinga, game and

play scholar wrote in his crucial text, Homo ludens: A Study of the Play Element in

Culture (1950) that communities that are created and reified through play often become

permanent after play is complete; the act of play and the social work it does solidifies the

community surrounding it. This is echoed in Ewalt's ideas above and tends to be found in

most role-playing scholarship examined for this literature review in regard to identity and

identity formation both inside and outside of the game.

32
David M. Ewalt, Of Dice and Men: The Story of Dungeons and Dragons and the People Who
Play It, (New York: Scribner, 2013), 119.
33
Ewalt, Of Dice and Men, 119.
34
Ibid, 118.
35
Gary Alan Fine, Shared Fantasy: Role-Playing Games as Social Worlds. (Chicago: The
University of Chicago Press, 1983), 36.

41
Gender
While identity holds as the top theme found running throughout the literature on

the subjects of role-playing games, tabletop role-playing games, and Dungeons and

Dragons, gender was located as the second most populous theme within the literature.

This is curious, as few to no full studies of gender and/or sexuality and its effects both in

and outside of gameplay have been conducted. In fact, while there are some smaller

articles and pieces of literature and research that do delve into gender and gender politics,

they only scratch the surface when it comes to the subject in relation to role-playing

games. The idea of gender in games is intimately linked to that of performance, which

will be discussed later. This is because role-playing games include performance as part

of their game base since role-playing or literally playing a role of another being is a

performance at its core. Connected with this is the idea and construct of gender and how

that functions within the game. Within the theme of gender, I was able to filter out three

specific areas of ideas that were proliferated throughout the literature: the idea that D&D

is a gendered space and is structured by gender ideals, the belief that gender is

performative, and finally the notion that sexuality can be a form of identity for players.

1. D&D is a Gendered Space and is Structured by Gender Ideals

Gender and sexuality are two terms that have been contested over the years and

have coming in question more than once. Literature used in this review tends to see

gender and sexuality as two very different concepts with different bases of comparison.

Generally across the literature, gender can be socially-based on who has primary care of

42
children,36 is an emergent feature of social situations,37 can be the socio-cultural aspects

of being a man or woman,38 is the “social and cultural identity that influences the way

people present themselves to the world and the way the world acts to them”39 or is the

“repeated stylization of the body, a set of repeated acts within a highly rigid regulatory

frame that congeal over time to produce the appearance of a natural sort of being.”40 In

the most general sense, gender is cultural and created from culture and society.

Sexuality, on the other hand, is not as often described or defined within the literature, but

is generally the result of a sexual designation (male, female, or other) and tends to be

seen as more authentic than the gender that we perform41 because it is an innate feeling or

idea, versus one that is projected or performed on a body versus for a body. Because of

this, and as Paul Fry, Queer Theory and Gender Performativity (2012) believes, sexuality

stands outside of traditional gender coding and is a completely separate concept.

The literature tends to agree, sexuality seems to stand outside and beside gender,

especially when dealing with role-playing games where sexuality is not seen as being as

important of a character factor as gender is. Gender tends to serve as the more important

36
Epstein, Linda B. "What Is a Gender Norm and Why Should We Care? Implementing a New
Theory in Sexual Harassment Law." Stanford Law Review 51, no. 1 (1998).
37
West, Candace and Don H. Zimmerman. “Doing Gender.” Gender and Society 1, no. 2. (June
1987).
38
Zalewski, Marysia. "'I Don't Even Know What Gender Is': A Discussion of the Connections
between Gender, Gender Mainstreaming and Feminist Theory." Review of International Studies 36, no. 1
(January 2010): 3-27. http://www.jstor.org.ezproxy.library.astate.edu/stable/40588102.

Jo Bryce and Jason Rutter, “Gendered Gaming in Gendered Space.” In Handbook of Computer
39

Game Studies, eds. Joost Raessens and Jeffrey Goldstein, 301-310, (Cambridge: MIT Press, 2005), 302.
40
Judith Butler, Gender Trouble: Feminism and the Subversion of Identity, (New York:
Routledge, 2006), 45.
41
Paul H. Fry, "Queer Theory and Gender Performativity." In Theory of Literature, 299-311.
(New Haven, CT: Yale University Press, 2012), 303.

43
aspect to examine and take into consideration because role-playing games spaces, such as

Dungeons and Dragons, are gendered spaces rather than sexual spaces. The difference

and significance between the two are crucial, as they are not interchangeable.

Ideas and representations of gender run heartily throughout literature for this

review, although it is often not at the forefront of discussion. In “Circles, Charmed, &

Magic: Queering Game Studies,” Adrienne Shaw notes that “both queer and feminist

approaches to games reveal how all aspects of game culture, texts, and production are

structured by norms of sexuality and gender.”42 Indeed, using these ‘queer’ forms of

study to examine games and scholarship would indeed create a lens through which the

effects of society's norms would become evident. In fact, this is what this dissertation as

a whole seeks to do; to undermine the dominant ways of studying the male-sphere of

role-playing games, of examining the physical texts of role-playing games, and to extract

new conclusions about the game from a more queer perspective than what has been done

in the past. In doing this, the old gender and sexuality norms upon which the foundation

of role-playing games and D&D was built, as Gary Alan Fine also comments on in

Shared Fantasy (1983)43 can first be identified, and then have to be dismantled and

disarmed. Indeed, as J. Jack Halberstam states in Gaga Feminism (2012), if we were to

see gender categories as actually saturated with contradictions and as being

discontinuous, we could notice the more queer or odd forms of representation that are

42
Adrienne Shaw, “Circles, Charmed, & Magic: Queering Game Studies.” QED: A Journal for
GLBTQ Worldmaking 2. No 2 (summer 2015), 76.
43
Gary Alan Fine, Shared Fantasy: Role-Playing Games as Social Worlds, (Chicago: The
University of Chicago Press, 1983), 76.

44
buried.44 It is getting past those old notions and antiquated ideas of gender that takes

work.

To further the idea of role-playing games being gendered space and space that are

steeped in gender and societal norms, Matthias Doepke and Fabrizio Zilibotti in “Boys

versus Girls: The Transformation of Gender Roles” (2019), claims that gender roles

reflect the economic circumstances of the society.45 This is not an idea lost to imaginary

worlds and role-playing games like D&D, because these worlds and societies are based

around the ideas of the real realm we experience every day. Because modeled after the

real thing, gender roles in imaginary worlds can often also mimic or mirror real-world

societies. In some cases, they can even exaggerate them, creating an almost comical

representation of society.

While on the subject of gender roles in gendered spaces, Jo Bryce and Jason

Rutter in “Gendered Gaming in Gendered Space” (2005) state that “the gendering of

computer gaming is consistent with the reinforcement and reproduction of established

gender roles, and the gendering of particular leisure activities.”46 While this resource

does specifically discuss computer-based gaming, it draws attention to how gendered

spaces within game help to reproduce and reinforce, often antiquated, gender roles and

44
J. Jack Halberstam, Gaga Feminism: Sex, Gender, and the End of Normal, (Boston: Beacon
Press, 2012), 71.
45
Matthias Doepke and Fabrizio Zilibotti, "Boys versus Girls: The Transformation of Gender
Roles." In Love, Money, and Parenting: How Economics Explains the Way We Raise Our Kids, 185-214.
(Princeton; Oxford: Princeton University Press, 2019), 196.

Jo Bryce and Jason Rutter, “Gendered Gaming in Gendered Space,” In Handbook of Computer
46

Game Studies, eds. Joost Raessens and Jeffrey Goldstein, 301-310. (Cambridge: MIT Press, 2005), 301.

45
ideas. This quote goes on to state that, this happens in other leisure activities as well.

Here, we can include role-playing games.

The gendered basis for role-playing games like D&D also is evident throughout

several pieces of literature as they discuss the prominence of gendered titles and

categories and how they reflect antiquated ideas related to what a female does/can do and

what a male does/can do.

While not explicitly about games, but Culture in general, Judith Butler, in

Undoing Gender (2004) notes how marked categories produce marked objects, which in

turn draws unnecessary attention to the identification and deployment of gender when it

does not serve an innate or important purpose. Especially in earlier editions of Dungeons

and Dragons, marked categories proliferated the pages of the player’s handbooks.

Generally, the texts used almost exclusively male markers but did use marked categories

when discussing specific female examples. Marked categories often exists in pairs where

one label is specific to a group. In this case, genders are marked upon a title or noun.

For example, in the word pair priest and priestess, the gender is marked up on both titles

but more expressly the title of ‘priestess’ since the male form ‘priest’ is considering the

neutral form. This calls unneeded attention to gender and power dynamics. In some

cases, the ‘marked category’ can denote something of lower class or power. The use of

marked categories did not change the game or affect gameplay but just called unneeded

attention to gender and gender categories in the game, and the lack of equal

representation.

46
2. Gender is Performative

After identity and gender, performance was a major theme woven throughout the

resources examined in this literature review. While performance is crucial to role-

playing games and makes up the bulk of the activity within the game, the idea of gender

as performance, especially in the game is central to several crucial pieces examined for

this literature review.

When it comes to cultural and social theory, Judith Butler is a reigning champion

when discussing gender and performance. Part of the main platform from which she

works is that gender is a performance, on multiple levels. While Butler does not write

expressly about cultural phenomena like games, she does write from an open perspective

which allows the ideas and theories to be adapted where they are fit. For this literature

review, Judith Butler’s work heavily swayed the ideas of gender as performance and

stands as the base of this theoretical perspective.

In Gender Trouble (2007), Butler makes a direct connection between gender and

performance, stating that gender is almost always a form of performance, and she even

goes on to discuss parodic performances. For Butler, these parodic performances, or

drag, highlight the misunderstood and murky areas of gender ideals. Because gender is a

performance, but also an action, these representations do work within culture and society.

Other scholars make the connection between gender and performance. Paul H. Fry in

“Queer Theory and Gender Performativity” (2012) states that gender is always a

performance, Candace West and Don H. Zimmerman in “Doing Gender” (1987) also

elaborate on the idea that gender is performed and reinforced by performance, Rhiannon

O'Neal discusses how gender is a performance in her master’s thesis “Gender, Identity,

47
and Tabletop Roleplay Games” (2011), and Jennifer Jenson and Suzanne de Castell in

“Theorizing Gender and Digital Gameplay: Oversight, Accidents, and Surprises.” (2008)

come to the same conclusion that gender is always a performance, and, to go further, a

hegemonic one.

In Undoing Gender (2004), Butler says that self-expression is a form of

confession; even this when thinking about gender performances makes sense since

gender is a societal construction and is acted out on a body for outside consumption.

Here, gender is self-expression, no matter how it is created or represented. Paul H. Fry,

“Queer Theory and Gender Performativity” (2012) goes on to say that drag

representations “show us once and for all what’s behind the seemingly natural categories

of gender that we imagine ourselves to inhabit like a set of comfortable old clothes.”47 In

this, we can see how performance, gender, and self-expression work together.

In role-playing games, this idea is pertinent because gender and the expression of

gender in the game can and often does have a significant effect on the player, the

character, and/or the gameplay. Because games are played within a cultural and social

setting, which no one can fully escape, those aspects seep into the way we play and the

ways we understand worlds. Just as a character and player identity can bleed, real world

and game realms can bleed in and out, causing issues with leakage of gender ideals and

norms for both players and characters. What is important here is to note that these things

do occur and to recognize that these game realms, although imaginary, are indeed

gendered spaces and that gender is always, already a performance.

47
Paul H. Fry, "Queer Theory and Gender Performativity," in Theory of Literature, 299-311,
(New Haven, CT: Yale University Press, 2012), 310.

48
3. Sexuality as a Form of Identity for Players

Finally, the last sub-theme for gender and sexuality is the idea that sexuality

within a gamespace or game idea can be a form of identity for players. This final sub-

theme may seem a bit out of place, since the others before focused more heavily on

gender as a concept and how that works within ludic expressions. The answer to this is

simple: while gender and sexuality are often lumped together as similar or even duplicate

ideas, they, in fact, are not. In the sense of role-playing games as well as the literature

used for this project, gender and sexuality are different branches on the same tree.

To begin, as we have already discussed, sexuality seems to exist outside of typical

gender coding, according to Paul H. Fry in “Queer Theory and Gender Performativity”

(2012). Sexuality, while being part of an identity, also has more work than what is seen

on the surface. Because sexuality is not performed or put on like gender is and is outside

of gender coding, it is seen as a more authentic idea of self and therefore, truer and

connected to a deeper level of mental and psychological awareness than gender. Because

it is ‘deeper,’ it is often embedded in areas of games and gaming spheres that are not

visible at first glance. For example, Jaako Sternos and Tanja Sihvonen in “Out of the

Dungeons: Representations of Queer Sexuality in RPG Source Books,” (2015) claim that

games generally tend to be conservative, but do have the potential to appeal to males

using sexuality.48 This is a very common device in games like Dungeons and Dragons

whose initial fan base and audience were males; the evidence of the use of sexuality is

rampant within the texts used for the game since the original edition from 1974. In many

48
Jaako Stenros and Tanja Sihvonen, “Out of the Dungeons: Representations of Queer Sexuality
in RPG Source Books,” Analog Game Studies 2, no. 5 (Summer 2015).
http://analoggamestudies.org/2015/07/out-of-the-dungeons-representations-of-queer-sexuality-in-rpg-
source-books/

49
cases, the heteronormative ideas of sexuality are reified and reinforced by game materials

and gameplay. Aaron Trammel, “Misogyny and the Female Body in Dungeons and

Dragons” (2014) suggests that early representations of females and sexuality reinforce

the idea that women are sexual creatures for men, men can use sex and sexuality as

power, and that beauty is key for power.49 While perhaps not as obvious as the earliest

edition of D&D, the use of sexuality is still key to maintain the conformation to gender

roles for players by characters. Although it does seem negative, the use of sexuality in

game, if used by specific parties, can impart a sense of identity along with agency

throughout the game.

Agency
While the first two themes of identity and gender fall into larger schemas of

theoretical ideas, the final two are much smaller in comparison, but are just as important

to both the scholarship and literature on the subject of role-playing games and the games

themselves. Agency, which is often defined as the ability to act on something, is key for

role-playing games because a significant descriptor of the role-playing games is a sense

of agency. Without this, role-playing games would not be what they are.

Agency, in general, is pivotal, but within that theme, there are two smaller sub-

themes —escapism and agency in text creation— that prove even more substantial both

to the game and the literature on the subject. One of the most popular reasons for both

games and playing games is the sense of agency they can impart to players, oftentimes

giving them a sense of meaning in life and helping players to create meaningful

49
Aaron Trammel, "Misogyny and the Female Body in Dungeons & Dragons," Analog Game
Studies 1 no. 3 (2014). http://analoggamestudies.org/2014/10/constructing-the-female-body-in-role-
playing-games/

50
relationships and experiences in their lives. This is a very common rationale and is given

in several pieces of literature on the subject, including Joris Dormans’ “On the Roll of the

Die: A Brief Ludologic Study of Pen-and-Paper Role-Playing Games and Their Rules”

(2006), Chris Bateman’s Imaginary Games (2010), David Ewalt’s Of Dice and Men: The

Story of Dungeons and Dragons and the People Who Play It (2013), Alexandra

Galloway’s Gaming: Essays on Algorithmic Culture (2006), Jon Peterson’s Playing at

the World: A History of Simulating Wars, People and Fantastic Adventures from Chess

to Role-Playing Games (2012), and Michael Tresca’s The Evolution of Fantasy Role-

Playing Games (2011). Within each of these significant pieces of literature, the idea of

the importance of agency as well as what it does both in a game for a character and out of

a game for a player is highlighted and plays a significant role in the discussions therein.

In each case, agency is seen as a crucial particle for gameplay and as a necessary

component for individual interest and activity in gameplay. Without agency, as stated

previously, the game just would not be what it was meant to be.

1. Escapism as a Key Aspect of Games and Gaming

Games are fun and provide a momentary entertainment break for those who play,

but often games that have larger social and cultural aspects and implications often serve

the deeper purpose of escapism and social release. A large portion of the pieces of

literature considered in this review mentions the use of role-playing games and/or

Dungeons and Dragons as a sort of escape hatch or valve with the function of releasing

pent-up energy of players.

Stephen Hunt in his article “But We're Men Aren't We!: Living History as a Site

of Masculine Identity Construction” (2008), states that since the early 2000s, Americans

51
have for two centuries devised plans and collections of escape hatches, which are

maintained at the collective level of male identity. Hunt is specifically discussing the

idea of manhood in American history and culture and goes on to discuss different types

of ‘escape hatches’ for the ideals of masculinity. This, for Hunt, includes escapism that

reifies displayed violence as masculine, as well as keep anything considered feminine or

homosexual away.50 When discussing Dungeons and Dragons, he states that it is a form

of escapism into the super-masculine that provides a safe space to express those hyper-

masculine ideas. If we consider these ideas related to agency and escapism for the hyper-

masculine, the connection to gender and performance also becomes evident; in this case,

the male gender ideal is performed through gameplay via escapism.

Escapism and the ability of role-playing games like D&D to provide that small

outlet for release is found within several pieces of literature; Mark Barrowcliffe, in The

Elfish Gene: Dungeons, Dragons, and Growing Up Strange: A Memoir (2007) states that

D&D provided an escape from a dull life, and even Gary Alan Fine recognized this

purpose in Shared Fantasy (1983), when he noted that games were an escape from

oneself and social norms. Ethan Gilsdorf, whose book Fantasy Freaks and Gaming

Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other

Dwellers of Imaginary Realms (2009) details growing up as a gamer and its effects in

adulthood, notes that fantasy and games were a place to escape. This idea is mirrored in

an earlier text written by J. Eric Holmes, Fantasy Role Playing Games (1981) where

“play and fantasy are ways of dealing with frustration, of solving problems”51 and that

50
Stephen J. Hunt, "But We're Men Aren't We!: Living History as a Site of Masculine Identity
Construction," Men and Masculinity 10 no. 4 (2008).
51
J. Eric Holmes, Fantasy Role Playing Games, (New York: Hippocrene Books, Inc, 1981), 208.

52
fantasy life provide an outlet for day-to-day frustrations of ordinary life. It is obvious

that role-playing games as a release from everyday life and pressures were a very

common thread since their inception. Perhaps the game itself was created as a form of

escapism in the beginning.

There is also a thread of ideas related to escapism that deal directly with gender

and masculinity. Katherine Castiello Jones, in “Gary Alan Fine Revisited: RPG

Research in the 21st Century” (2012) discusses the idea of games as escape hatches and

notes that “masculine leisure culture seems as an ‘escape hatch’ for changing cultural

understandings of masculinity, and provides a space removed from the real world where

men can enact more traditional forms of masculinity.”52 Although this may not always

be the case in terms of games and function of those games, it still has a strong basis being

that gender is performed and would include ‘traditional’ ideas of masculinity as they are

innately tied to the gender ideas of men and the masculine.

Jones is not the only scholar to bring up this idea. In her article, “Playing with

Identity: Unconscious Desire and Role-Playing Games,” (2006) Michelle Nephew also

notes the idea that games could serve as escape hatches for men and masculinity. In this

piece, she states that “games can allow male players to escape into a game world that

validates their own sense of worth by making their characters physically and socially

superior to others around them, whether they happen to be monsters or women.”53 In this

case, the game world provides the escape needed to reify the masculine ideals and

52
Katherine Castiello Jones, "Gary Alan Fine Revisited: RPG Research in the 21st Century." In
Immersive Gameplay: Essays on Participatory Media and Role-Playing (Jefferson, NC: McFarland Press,
2012), 91.
53
Michelle Nephew, "Playing with Identity: Unconscious Desire and Role-Playing Games." In
Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games (Jefferson, NC:
McFarland Press, 2006), 131.

53
feelings desired by some male players. This idea is related to an earlier idea Michelle

Nephew expounded upon in her doctoral dissertation, “Playing with Power: The

Authorial Consequences of Roleplay Games” (2003). Here, Nephew states that

roleplaying provides an outlet or escape for the erotic desires of the players through the

gender inequality that many RPG settings and gaming groups indulge in.54

Perhaps the final two ideas from Michelle Nephew stated it more bluntly, but

role-playing games and especially Dungeons and Dragons are not just places or ways to

enjoy a game or be entertained. These games, which become sites for contestation and

dissemination of ideas, do social and cultural work. The literature reviewed

demonstrated that these games, rich in agency, serve as escape hatches or valves to

release some sort of cultural or social pressure from the players. In turn, examining the

games and game spaces as these social release systems brings to light issues related to

gender norms and ideas, as well as common conceptions or misconceptions of the playing

public. Just as drag performance allows one to see the seemingly natural, but not so

natural categories of gender and performance, these release valves allow one to see where

issues in the ideas of gender and personality may arise.

2. Texts are Created by the Reader; Games are Created by the Player

Agency, while used quite broadly as the theme of this section can also include

how players interpret, read, and create the texts they use for playing a game. Some of the

literature reviewed included this idea in its own discussions and it felt like a pertinent

topic, as it becomes a conjoining theme amongst several pieces. Within literary theory,

54
Michelle Andromeda Brown Nephew, "Playing with Power: The Authorial Consequences of
Roleplay Games," (Ph.D. diss., The University of Wisconsin-Madison, 2003) ProQuest Dissertations and
Theses Global, 181-182.

54
reader-response criticism is a popular way of thinking about texts and the interaction

between reader and text. Loosely, in this theory, the reader is recognized as a crucial part

of a text who actively gives the text meaning through their reading and interpretation of

it.55 Without a reader, according to this theory, a text would not truly matter,56 as it is

meant to be read.

In a sense, all of the Dungeons and Dragons game can be viewed actively through

the reader-response criticism theory. At best, any text for gameplay is interpreted

through a reader and then given life through that reader’s actions. Without a reader,

D&D manuals, handbooks, and gaming modules are literally only words on pages and

only become ‘real’ through a reader. In theory, this gives readers and players the most

agency of the game since they ultimately decide not only what happens in a game, but if

anything does. Chris Bateman in Imaginary Games (2010) hints to this reality with the

statement that “agency is the capacity to turn action in a synthetic world or to choose how

to affect a fictional world.”57 Jennifer Growling Cover also realizes the importance of

this idea and its connection to the concept of agency in her text, The Creation of

Narrative in Tabletop Role-Playing Games (2010). Here, she relays the postmodern idea

that all readers, to an extent, are responsible for authorship of a text, and in turn, their

agency becomes apparent through the text. In Cover’s example as well as Bateman’s

agency is an important aspect to texts, especially when they are participatory texts like

role-playing games.

55
Lois Tyson, Critical Theory Today: A User-Friendly Guide, (New York: Routledge, 2015),
161.
56
Stanley Fish, Is There a Text in this Class? The Authority of Interpretive Communities
(Cambridge, MA: Harvard University Press, 1982).
57
Chris Bateman, Imaginary Games. (Alresford, Hants, UK: Zero Books, 2010), 83.

55
Performance
The final theme that serves as a linkage between the mass of literature reviewed

for this dissertation and on the subject is performance. There have been several places

already, where performance was mentioned, and its importance delineated. To continue

the discussion of performance and how it is used in the literature on the subject of role-

playing games, tabletop role-playing games, and Dungeons and Dragons, two sub-

themes will be discussed. These sub-themes are that performance, in a variety of types, is

central in games and secondly that role-playing games require active storytelling

mechanics.

1. Performance, in a Variety of Types, is Central in Games

To begin, let’s recount the ways in which performance has already been discussed

in this literature review. In the first theme of identity, it was noted that performance is a

key aspect of identity since it is performed both in and outside of games and gaming.

Identity, in most forms of the word, is an internal ideal of oneself that is not just

displayed for others to see, Stephanie K. Fleischer, in her doctoral dissertation “Playing

with Identity: Literacy, Discourse, and Identity in Role-Playing Gaming” (2007) made

clear that identity is performative. Rather, identity is performed upon the body; it is what

makes an individual unique. Without performance in identity, concepts of representation

and bleed would not be applicable to identity and identity formation processes.

Secondly, we saw that performance encompasses a large part of what gender is since

gender is inherently different from sexuality. Where sexuality is a deeper-seated idea of

oneself and preferences, gender is a socio-cultural idea that is performed on a body

through layers. Sexuality is not solely subject to the coding of gender upon a body —it is

not always seen on the outside— and therefore different. Lastly, the use of performance

56
and its relation to agency was discussed, including how some forms of agency can relate

to or give rise to types of performances, especially those dealing with gender.

To add on to these discussions of the importance of performance in role-playing

games, it should first be noted that play, in general, requires performance. Because play

is not something ‘real,’ but based on imaginary worlds or fantasy realms, it requires a

level of performance because a player is not re-enacting real life or enacting real life, but

just playing a part or a role. Without the concept of performance, play would not exist.

Cross, in “The New Laboratory of Dreams: Role Playing Game as Resistance.” (2012)

finds that play is a process in which constructions and ideas of self and society are

created and performed. Play here is not just entertainment or escape, but an action.

2. Role-Playing Games Require Active Storytelling Mechanics

The final sub-theme for performance is that active storytelling mechanics and

‘performance’ are required for role-playing games. At first, this may not appear as

important as other themes and sub-themes discussed in this literature review, but a

stunning number of sources included a clear discussion of gameplay mechanics and the

importance of performance and active storytelling. It seems as if the storytelling and

narrative building aspects are crucial because they link back to the other broader themes.

Active storytelling required identities of players and characters in order to create a

cohesive story and game. Without the construction of identities, the game would fall flat.

Gender works within active storytelling because it becomes a major plot device for

gameplay, but because it is a performance, it instructs players and character on how to act

and interact, and even how to break the molds and make use of more queer forms. As for

agency, it creates the narrative and game, since texts are just texts until they have readers

57
and games are just words in a book until they have players. Active storytelling also

requires performance, because as we should know by this point, performance in a variety

of forms is crucial for a role-playing game. Active storytelling mechanics run through all

of the major themes found within the literature and form the backbone of gameplay

aspects and theory.

Dungeons and Dragons is a unique game when it comes to active storytelling

mechanics, which includes the confluence of narrative and play, known as participatory

storytelling, because it was the birth of it. Before D&D, “there were no mechanics for

this kind of play.”58 Role-playing games today are known for their specific narrative

elements, as Sarah Lynne Bowman calls them in The Functions of Role-Playing Games:

How Participants Create Community, Solve Problems and Explore Identity (2010) which

not only determine gameplay but usher it forward. The storytelling leads to narrative

building, which in turn creates more stories. Role-playing games are “valuable to players

because of the way [they] immerse [players] in narrative experiences”59 and they put you

in the game instead of just telling a story.

Overall, the literature reviewed for this project tended to expound upon what was

already known about role-playing games and Dungeons and Dragons while adding some

details especially in the areas of gender and identity. The literature demonstrated that

amongst previous studies and texts, identity and identity formation process was one of the

common threads amongst scholarship. The attention to identity was expected because

role-playing games and most games, in general, have a significant amount of identity and

58
Chris Bateman, Imaginary Games, (Alresford, Hants, UK: Zero Books, 2010), 122.
59
Jennifer Growling Cover, The Creation of Narrative in Tabletop Role-Playing Games,
(Jefferson, NC: McFarland Press, 2010), 107.

58
the identity building present. For role-playing games, this is important because, in order

to play the game and participate, you make take on a role. In this case, you must take on

an alternate identity. In some cases, a role-playing game does not last just a matter of

hours, but may carry on over periods of weeks, months, and sometimes even years. Over

time, the identity of the character you play becomes ingrained in your own personal

identity, melding together and ‘bleeding’ or transferring in some respects.

Literature in this review also made clear the importance of performance and

agency and how these two aspects work together and are woven all throughout role-

playing games. Agency is crucial when it comes to creating a text and modifying a text,

and the performative aspects of role-playing games have their own form of agency that

adds to the game and its mechanics. Performance, although it may not seem so at first

glance, is ascribed to all parts of role-playing games. Not only in the most literal sense of

performing a character, but also performing gender and performing a role, and modifying

those things in order to have them work within the game scape.

While the themes exacted for this literature review, from the sources examined all

seem to be very separate entities, what is true is that they all work and meld together to

form what we know as a role-playing game. It is impossible to separate gender from

performance, not to mention the impossibility of separating identity from gender or

performance or agency. All the themes that were found to be crucial and overarching for

the literature examined are in fact all facets of the same piece. Like a polyhedral die,

each theme represents a different side; without each side coming together as one, the

actual object or thing would not exist. Without gender, which in turn gives rise to

identity and is a type of performance that can deal with agency in readership and

59
representation, a role-playing game could not exist. These relationships can easily be

switched around; putting performance, agency, or identity at the pinnacle and having the

other themes in relation to it. All of these ideas and theories exist symbiotically with one

another, in order to create an active storytelling mechanics-based game, known as a role-

playing game.

Currently, the literature on the subjects of tabletop role-playing games, role-

playing games, and Dungeons and Dragons is slowly growing. Over the past 10 years,

several scholarly collections of articles and essays based on role-playing games and

games, in general, have been published, each incorporating new perspectives and

deepened studies of these cultural phenomenon, adding to the rich bank of data and

information that is currently available. As of early 2019, when this literature review was

written, the bulk of research and scholarly essays are included in this literature review

and larger dissertation. The area of game studies is very young; the first official text to

study a role-playing game group was written in 1981. Since then, several articles, books,

and dissertations and theses have been written, expounding upon Gary Alan Fine’s

original 1981 text, Shared Fantasy. I expect the scholarship to continue to grow as the

concept of Geek Culture and the rise of interest in Pop Culture have steadily increased

over the years due to higher availability and visibility amongst the masses and a general

change in acceptance of role-playing games and things that were once not considered hip

or mainstream. McFarland Press, the leading publisher for essays and scholarly article

collections in this area has consistently released collections of pieces that deal with Pop

Culture and Geek Culture, but especially with games of all varieties. It appears that they

60
have a good hold on the publication world and will continue to do so, allowing more

pieces to be disseminated to the masses via themed essay and article collections.

When it comes to what the current literature and scholarship covers, in terms of

themes and subjects, there is a noticeable lack. To begin, little has been done on the art

of role-playing games, and specifically Dungeons and Dragons. In 2018, Michael

Witwer, Kyle Newman, Jon Peterson, and Sam Witwer, in conjunction with Wizards of

the Coast, released a massive 440-page all color tome that detailed the history of D&D art

since its inception in 1974. While this is a substantial addition to scholarship surrounding

the D&D franchise, there is a very noticeable gap when it comes to identifying

representation of genders and sexes in art. There are some places in the text where this is

alluded to, but it is never discussed in detail.

Along with this, no full-sized studies have been conducted that deal with gender

and/or sexuality in role-playing games, let alone representation of genders in role-playing

games. Several smaller, article-length pieces have been written, but these together only

represent a dotted history and analysis of these issues.

Similarly, no other full-length monographs on role-playing games or Dungeons

and Dragons have been published.

Because several gaps and flaws do exist when it comes to scholarship and

research on role-playing games and Dungeons and Dragons, there is great potential for

future study. Role-playing games are unique in that they do not belong to one discipline

and can be studied using an arsenal of techniques and theories. Game studies itself is

still quite new and can also be approached through a variety of lens if one only thinks to

apply them. Cultural objects like role-playing games, and even games in general beg to

61
be examined in a multidisciplinary setting in order to extract the most information from

them.

Future study for either role-playing games or games like Dungeons and Dragons

could include topics pertaining to art, art and representation, gender (in)equality,

performative aspects and how they shape gameplay, identity creation theory, hegemonic

reification in gameplay and performance, narratology and the creation of stories, or

language use and representation. Along with these ideas, there is a variety of theoretical

perspectives one could study games from, and well as major schools of criticism, thought,

and philosophy. As far as future study goes, the board is still quite open for a plethora of

scholarly lens and angles to study role-playing games and their kin.

The research I have conducted and compiled for this dissertation, including what

was ascertained through this literature review fits neatly into the gap in scholarship and

research previously discussed. This dissertation examines the ideas and representations

of gender and somewhat sexuality in the first player’s handbooks for each edition and

revision of Dungeons and Dragons. For each player’s handbook examined, my goal was

to study the written text and the visual representations and illustrations throughout in

order to view these sources semiotically. Through my semiotic analysis of the written

text and art for each, I was able to extract ideas and make generalizations about the game

and what they say about gender and representation. Because little to no work has been

previously conducted on art and text and its relation to and representation of gender in

D&D my research serves to fill a small part of the scholarship gap and hopefully

encourage others to do more work similar to it later.

62
My research is done from the perspective of Heritage Studies, which for me

becomes a highly multidisciplinary approach in which I can use my own backgrounds in

Anthropology and Folk Studies, as well as my knowledge of Cultural Studies and Gender

Studies to serve as the lenses through which I view role-playing games and Dungeons

and Dragons specifically. It is my goal to create a cohesive piece of literature that

examine gender and its representations but also helps to fill in the gaping hole within the

scholarship.

63
CHAPTER 3:

VISUAL AND TEXTUAL SEMIOTIC ANALYSIS OF DUNGEONS AND DRAGONS


PLAYER’S HANDBOOKS

Within the tabletop role-playing game, Dungeons and Dragons (D&D), the

player’s handbooks and manuals serve as the key between real life and play. These

volumes hold all the formal or written rules created by the game makers and writers that

are needed to play a game. Like many cultural forms, the handbooks that are used by

thousands of players often have a second “language” that resides behind or below the

written text. This language is not one that is formally taught, but rather, it is transferred

through time amongst game players who consume the products. When a game like D&D

is played, the cultural ideas, values, norms, and mores embedded within the written and

non-written text of game supplements are transferred and transfixed in the player’s

minds.

This chapter will focus on the player’s handbooks and manuals from every edition

of Dungeons and Dragons published. Since D&D game writers sometimes liked to

include a plethora of play options for their enthusiasts, some editions of the game have

multiple player’s handbooks. For example, the fourth edition of D&D had three separate

handbooks, each with hundreds of pages. The three handbooks are comprised of a

whopping 780 pages devoted solely to creating characters, character races, and character

classes. Because there can be multiples in each edition, I have chosen to only examine

the first player’s handbook for each edition. As noted in the timeline, there are master

reprints of two of the players’ handbooks over the years. Since these are not new edition

64
additions, but those that were merely reprinted for sale, I have also chosen to not examine

these.

While at first glance they may just appear to be books that hold a lot of details

about playing a role-playing game based in the imagination, player’s handbooks and

manuals actually have much to convey. Because of this, I hypothesize that player’s

handbooks communicate ideas on two levels, verbally and visually. A handbook may

explicitly say something, or it can communicate the same idea using art and illustrations,

rather than written text. Dungeons and Dragons player’s handbooks are rich collections

of ideas that have been amassed and composed over the years. Like ideas in general, they

are not rigid or static, but fluid and can be manipulated with time and cultural changes.

Since these two levels of communication exist in the player’s handbooks, this chapter

will focus exclusively on player’s handbooks and the semiotic exploration of their texts.

Semiotics

Semiotics is the study and analysis of signs or the functions of signs within

systems of culture and understanding. In even simpler terms, semiotics involves locating

and examining specific elements of culture and deciding what those elements mean in

both larger and smaller scopes and how they work within Culture and between groups of

people. While the idea seems simple —looking at parts of our cultures and thinking

about them— semiotics has quite a convoluted and murky base that is packed with dense

terminology that can often be confusing or unintelligible almost like a puzzle of signs and

signifiers.

On a basic level, signs are not isolated in culture but have layers of meaning that

are related to the thing itself that is being discussed and the social and cultural elements

65
that surround it with meaning. In linguistics, a sign is two-sided and comprised of the

signifier and the signified. The signifier is the material aspect of the sign (idea being

conveyed).60 For linguistics, this is the physical word that is being written or the audible

sound of a word that is spoken. On the other hand, the second part of a sign, the signified

is a mental concept of the idea being conveyed. For linguistics, this would be the mental

or cultural idea of the word that is being spoken or written or heard.61

Already, this jumble of ideas is confusing so for simplification of terms let's look

at the word “game.” In this example, the physical word “game” that is typed here is the

signifier. If you read this paragraph out loud, the word “game” that you read out loud is

the auditory and physical version of the signifier. In this case, the signifier is what we

can actually see and hear and perceive in the physical world. Now, if you read the word

“game,” you probably can picture a game example in your head. For you, the reader, that

mental manifestation is the signified. While the signifier can have a specific set of

parameters that it fulfills and be quite similar for a variety of individuals, the signified

version of the sign (in this case, the concept of “game”) can vary vastly as there are

multiple versions of what a game is and examples from a variety of cultures.

This breakdown of semiotics is very basic. Semiotics can involve so many other

aspects and ideas; it is obvious that because cultures vary so much between individuals,

even something as simple as the idea of a game can take on multiple meanings and ideas.

Because it is such a vast subject and crosses so many disciplines and schools of thinking,

60
Gary Genoshko, Critical Semiotics: Theory from Information to Affect (New York: Bloomsbury,
2016).
61
Paul Cobley and Litza Jansz, Introducing Semiotics: A Graphic Guide, (London: Icon Books,
LTD., 2014).

66
there are several scholars who have been credited with shifts and changes within

semiotics over the years. While semiotics is still a valid school of thought today, I chose

to rely heavily on the basis of semiotics and take my own interpretations from Saussure,

Pierce, and Barthes who were each crucial figures within Semiotics. There are plenty of

other scholars who have informed or changed the way semiotics is used or perceived, but

for this dissertation, I wanted to stick to early basics to establish my research techniques

and make sure they were well-rooted.

Games can be examined and analyzed in so many ways, but for this dissertation

and project as a whole, I wanted to use semiotics in my analysis because it appears to be

a valid way to approach a game that is so heavily steeped in culture, and helps to create

culture, as Dungeons and Dragons seems to be. In current scholarship, little is being

conducted featuring theoretical frameworks like semiotics. Perhaps it seems too easy to

identify elements in a tabletop role-playing game but since it has not been done as of this

writing it is crucial that it be done. This dissertation, while original in its ideas and

methodology, seeks to stand as a solid foundation for other future works focusing on

D&D or tabletop role-playing games that may or may not feature semiotics. At its core,

D&D and games like it rely heavily on the sign/signified/signifier relationship, especially

since D&D is a game based in the imaginary realms and worlds of its players. Because

there is a drastic lack of physical game elements and artifacts, the relationship of player

to game idea is key.

In this dissertation, I use semiotics in two distinct ways. First, I examine the

physical text of the player’s handbooks and search for places where culture and/or society

may leak or bleed into the game and vice versa. For this section, the physical signifier is

67
at the forefront in analysis. Afterwards, I conduct a semiotic analysis of those signifiers

in order to delve into the cultural and social ideas tied to them and what these signifiers,

or physical words and descriptions may be saying about culture. The physical text of the

player’s handbooks serves the purpose of not only being a system of rules and guidelines

for gameplay, but also being handbooks through which cultural norms and systems of

mores and values are represented. Succinctly put, “all writing contains signs, that

indicate a social mode.”62 In this case, that social mode and perhaps even cultural mode

is what this dissertation seeks out. Of course, these systems are highly gendered; this is

the area where this dissertation thrives and seeks to expose and make sense of those

gendered areas.

When it comes to visual semiotics, this examination is not only interested in the

numbers of female versus male illustrations and figures, but also how each of these

categories are presented in the art and illustrations of the player’s handbooks. To

compare the categories, I have not only counted each male and female illustration in the

texts but have also delineated between whether the illustrations are pictured in an active

pose or a passive pose. In the earliest edition handbooks, the difference between active

and passive stances or poses are less noticeable than those of the later editions. Due to

increased quality in both illustrations and printing, it is obvious that differences between

poses and stances are also easier to see. Earlier editions and versions of D&D also have

somewhat poorer-quality illustrations compared to those in later editions. In illustration

examples in this chapter, those differences will become apparent. It is crucial to note

here that, while the first half of this analysis that deals with the physical text is quite close

62
Jonathan Culler, Barthes: A Very Short Introduction, (New York: Oxford University Press,
1983), 18.

68
to classic linguistic semiotics, this second half that deals with images is not. Images, as

they are also forms of signifiers, can also be studied using semiotics but the idea must

change just slightly to accommodate a physical representation and move away from

linguistics. This section was inspired by the work of Barthes, as in his 1957

Mythologies,63 he sought through a series of collected essays to discuss elements of

culture and what they said about those who subscribed. This section of my analysis was

inspired by Barthes’ quick use of semiotics and how it applies to a vast array of cultural

objects. While the range of topics in Mythologies is wide, I was able to discern that a

similar kind of analysis could be applied, in a much smaller scale, to tabletop role-playing

games like Dungeons and Dragons and the material included in their physical player’s

handbooks.

Brief History of Dungeons and Dragons Player’s Handbooks

When Gary Gygax and Dave Arneson published the first edition of Dungeons and

Dragons, after two years of play testing in Gygax’s basement, the world of tabletop role-

playing games came alive. The first edition of D&D was based on a series of rules

created by Gygax for his 1971 war game Chainmail and Arneson’s war/castle game

Blackmoor. While Gygax’s game incorporated combat and character role-playing,

Arneson’s game incorporated explorations and dungeons. From here the duo teamed up

to write the first edition of D&D rules. This game was different from war games in that

players would have control over one character, instead of massive armies. In this game,

all players would be their own heroes who would work with others in a group for a

cooperative gaming experience. It was finished, in rough-draft form, in 1972. In

63
Roland Barthes, Mythologies (Hill and Wang: New York, 2012).

69
Gygax’s basement, the game was play tested and improved upon more. After the name

“The Fantasy Game” did not fare too well for excitement and explanation, the game was

officially named “Dungeons and Dragons.” The final version of the first edition of D&D

was published in January of 1974.64 TSR Inc. (Tactical Studies Rules), the company

created by Gygax and investors, printed 1000 copies of the rulebooks and sold the

cardboard box covered in wood-grain paper via mail order. The game had a slow start,

but in 1977 after the rules were re-written to be more user friendly and players began to

share the game with others, the fantasy tabletop role-playing game spread like wildfire.

Since the first edition in 1974, 11 other editions or versions have been released.

The first came in 1977, when the Dungeons and Dragons system split into basic and

advanced. In 1978, the first edition of Dungeons and Dragons Basic and Advanced

Dungeons and Dragons were published. Game writers noted that the advanced edition

contained more in-depth details of gameplay and character creation. This is backed by

the sheer size of the two manuals. Side-by-side, the D&D basic player’s handbook is 48

pages long, while the AD&D player’s handbook is 128 pages long; almost three times the

size! The two lines of D&D survived as separate product lines until 2000, when a new

edition of D&D was released, which is said to have reworked the system to incorporate

rules of play from both the basic and the advanced game handbooks. Between the first

version in 1978, AD&D saw 2 revised publications and D&D Basic saw 3 revised

publications. Although the AD&D product line is noted for its more in-depth gameplay

rules, the famous and widely known “Dungeons and Dragons red dragon” comes from

the Basic D&D product line (specifically the 1983 Red Box).

64
Shannon Appelcline, Designers and Dragons, (Silver Spring: Evil Hat Productions, 2014).

70
In 2000, Dungeons and Dragons game owner Wizards of the Coast published the

new 3rd edition of the game. This version introduced the new D20-based game system

and a new Open Game License. Before this, gameplay was based on polyhedral dice

rolls, but did not use the 20-sided die as the basis for gameplay. After polling players and

taking suggestions under consideration, Wizards of the Coast released a revised version

of the 3rd edition, in 2003. Five years later, in 2008 a brand new 4th edition was

published. This edition expanded the character level cap from level 20 to 30, changed

some mechanics of game play and spell usage, and introduced multiple player’s

handbooks rather than the singular, as other editions and versions had done. Six years

later, in 2014, Wizards of the Coast published the newest edition, 5th Edition. This

edition simplified many of the gameplay rules regarding skills and checks, and the

reworked the system of magic and spells used in gameplay. The 5th edition, unlike other

editions, was created partially based on public playtesting. The general public was

permitted to play early versions of the edition and provide feedback for game designers

and writers to incorporate into the product. Fifth edition D&D writers and designers

credit the public’s opinions as driving the majority of changes to this edition, making a

game more about the players and audience rather than the designers.65

Men & Magic, 1974

The first edition of Dungeons and Dragons published was titled “Dungeons and

Dragons,” but consisted of three booklets, each with their own title: Men and Magic,

65
Ethan Gilsdorf, “Players Roll the Dice for Dungeons & Dragons Remake, The New York Times,
9 January 2012, accessed June 13, 2017 http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-
dragons-remake-uses-players-input.html.

71
Monsters and Treasure, and Underworld and Wilderness Adventures. Each title

conveyed the subjects covered in each booklet. The first booklet, Men and Magic

covered the details pertaining to character types and creation, as well as the use of magic

by magic-users. Upon reading this edition, it is clear that this is the first in the series.

The text is not as clear as later editions, the game play and mechanics are very specific

and use much more math and percentages than later editions. At this point, Dungeons

and Dragons appears very similar to early wargames, but with a fantasy twist.

Textual Semiotic Analysis

The first edition of Dungeons and Dragons, sometimes referred to as Edition 0,

gives a total of three classes from which players can choose: fighting men, magic users,

and clerics. Throughout this entire player’s handbook, only masculine pronouns are

used. There are no instances where feminine, third-person singular pronounces (she/her)

are used and no instances where any example written in the text is focused on a female.

In addition, gendered language is used in some character class descriptions. For example,

for the fighting-men class, some class level titles include swordsman, superhero, and lord.

In the magic-user class category, some class level titles include wizard and sorcerer. And

lastly, for the cleric character, some class level titles include vicar, bishop, and

patriarch.66 As far as textual analysis, this edition of Dungeons and Dragons lacks depth

for extrapolation, other than the complete lack of any female or gender other than male.

66
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval
Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, (Lake Geneva: Tactical
Studies Rules, 1974).

72
In 1974, when Tactical Studies Rules released the first edition, also called the

Dungeons and Dragons Original, ideas of sexuality and gender had been long based in a

system of binaries. Gender was one of two categories, male and female.

Visual Semiotic Analysis

Just as the way in which words literally say things, visual images and illustrations

can also speak. Illustrations and images serve as a text through which signs and ideas are

read without literal textual words. The 1974 edition of Dungeons and Dragons, unlike

later versions of the game, is not graphically dense. There are few illustrations and

images; a total of 15 images in the entire first booklet of the set. Of these 15 illustrations,

66% (n=10) are male while 13% (n=2) are female. Figure 1 below gives the breakdown

of male and female illustrations in this D&D edition.

Male Active Passive Male


Illustrations Male Male Percentage

10 6 4 66%
Female Active Passive Female
Illustrations Female Female Percentage

2 0 2 13%
Table 1. Numbers of Male and Female Illustrations in 1974 Dungeons and Dragons
Player’s Handbook.
Cover art for player’s handbooks are often the first impression one gets of the

game. Over the years, cover art has changed drastically. On the 1974 first edition of

Dungeons and Dragons, the cover art is not as complicated or involved as it is in the

newest edition. The 1974 cover of Men and Magic shows a man, fully clad in armor,

ready for battle. He holds a shield and a longsword, both ready for opponents. His face

is obstructed by his helmet. What body is visible outside of the armor is very muscular

and tense, as if ready to spring to life for the battle. He stands in an open stance, his legs

73
are apart, and his head is tilted slightly up, reflecting a haughty pose one would take in

the face of opponents. What is not shown are females or characters other than a strong,

human male. The cover art leaves out other genders, race, or classes, focusing on the

strong male human fighter character.

Unlike textually, where females are entirely left out, there are two examples of

females used in visual illustrations in the 1974 edition of D&D. The first example is

found on an early page of the player’s handbook. It is tucked beneath a table of statistics

and labeled “witches.”67 It is not explicitly stated that the two figures in the illustration

are female, but it can be assumed by the term “witches” since traditionally, witches were

seen as female. The two humanoids in the illustration have long hair and could be

wearing long black dresses. Even those details are difficult to say for sure.

Figure 1. Witches Seated at Cauldron.68


The second female illustration found in the 1974 edition of Dungeons and

Dragons is found near the end of the first third of the player’s handbook. In this

illustration, two females are pictured, each with their own label. On the left is a

67
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval
Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, (Lake Geneva: Tactical
Studies Rules, 1974: 17).
68
Gygax and Arneson, Dungeons and Dragons, 17.

74
“Beautiful Witch” and on the right, is an “Amazon.” Each female figure is drawn in a

suggestive and highly sexualized manner; the Amazon female is topless and what

clothing she is wearing is scant. The Beautiful Witch is wearing a curve-hugging dress

with a deep scoop-neck and tall slit in the skirt portion. Neither female is illustrated in an

active manner, which would seem needed since the game is one of adventure. It could

even be gathered that both females are drawn in ways that suggest openness or

willingness. The Beautiful Witch is posed so that her leg is visible through the slit in her

gown, which accentuates her hourglass figure. Her face is positioned downwards, adding

to her demure stance. The Amazon, on the other hand, is drawn in a way that beckons

viewers to look at her. Both of her arms are away from her body, in a way that opens the

entire front of her body up for view.

Both examples of female illustrations are texts that focus on women as well as the

place of women and females in early Dungeons and Dragons. In the first image, the

women are fully covered, seated, and do not appear to be attractive. Even the title only

labels them as “witches.” This draws upon the image of the matronly or even crone

figure. These women are wise (witches), older, not attractive, and usually not sexually

viable. The second image, however, changes drastically as both females are young,

highly attractive, and welcoming to their viewers. Even the name of the witch changes to

include the qualifier “beautiful” to help make clear the difference between her versus the

two previous females.

75
Figure 2. A Beautiful Witch and an Amazon are Pictured.69

Dungeons and Dragons Basic -1977 Holmes Revision

In 1977 John Eric Holmes, a professor of neurology, fantasy writer, and

enthusiast edited the second edition of the first Dungeons and Dragons player’s

handbook, producing what is now known as the Holmes Revision. John Eric Holmes was

introduced to the world of D&D by his oldest son in the 1970s after the first edition was

released. Holmes immediately was taken by the game and tried to play but had trouble

understanding the rules. He realized that to play the first edition of Dungeons and

Dragons, he would also need to purchase another game written by Gary Gygax,

Chainmail. Sometime between 1974 and 1977, Holmes wrote to Tactical Studies Rules

(the company headed by Gygax and in charge of game production) to offer to write an

introductory book for the first edition of D&D, for free. Because the game was not well-

69
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval
Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, (Lake Geneva: Tactical
Studies Rules, 1974: 27).

76
known and money was tight, TSR called Holmes back and took his offer. The “Holmes

Edition” features more clearly defined rules of gameplay than the previous edition.

Holmes’ youngest son, Chris, remembers his father as loving games and

especially D&D because of its fantasy base. In the May 11, 2016 podcast hosted by

“Save or Die: A Classic Dungeons and Dragons Podcast,” Chris Holmes is interviewed.

Here, Chris Holmes tells stories of his father and talks about what it was like for his

father to re-write the D&D player's handbook edition.70

Textual Semiotic Analysis

If viewing the player’s handbooks as a timeline and noting the progression from

one edition or version to the next, the Holmes Revision stands as a middle point between

the first edition and the edition that follows. Where the first edition exclusively used the

masculine pronoun and did not mention females in the text, this second edition, edited by

John Eric Holmes, did begin to incorporate some examples of pronoun change and the

general idea of females being included in the game.

In this edition, the text begins with the he/she pronoun and includes both male and

female character examples as early as page 5 in the text. This edition goes further than

the previous and states that “characters can be either male or female.”71 Although there is

incorporation of the female in the form of character examples or pronouns throughout

this edition, there is still a generalized use of the masculine as the neutral. Throughout

70
Save or Die, “Episode 122: Save Vs. Chris Holmes,” Podcast Audio, May 11, 2016,
http://saveordie.info/?p=1449.
71
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval Role
Playing Adventure Game Campaigns Playable with Paper and Pencil and Miniature Figures, ed. Eric
Holmes (Lake Geneva: TSR Hobbies, 1977: 7).

77
the entire text, 5 examples are given to demonstrate the difference between character

types and how to generally play the game. Of those 5 examples, only 1 is female. While

this example is a nice change from the previous edition where no female examples

appeared in the text, it still is limited and bound by conventional gender norms and

stereotypes regarding females in active roles and gameplay of the time. In this single

example of a female in the game text, the female discussed saves the masculine

characters after the long-fought battle. She appears out of nowhere, after the fighting and

battle has finished and other characters are facing death from their adversary. She swings

her weapon once and kills the attacking spider and saves the other male characters.

This passage can be read multiple ways. First, it can be a positive event since a

female must save the males, after they have fought too hard and are still coming out on

the losing team. They are facing imminent defeat and death until a female figure comes

out of nowhere, steps into the fray, and kills the attacker, thus saving the nearly defeated

male characters. On the other hand, we can read this passage a completely opposite way.

In this case, the male characters fought, eventually exhausting their abilities and energy

supplies to only be defeated in the end in a clean and fair battle. They are facing their

imminent defeat and possibly death, when a female character approaches and defeats the

attacker. Here, while the female is ultimately the character who saves the group, she

arrived almost too late and nearly cost the males their lives. Along with being late, she is

not allowed to fight in the same manner and depth as the males are. The male characters

can show their full abilities and fight almost literally to the end, thus weakening the

enemy. It is then that the female character can kill the enemy. Without the males

exhausting themselves, perhaps she could not have even gotten close enough to attempt

78
to kill the enemy. While she is the saving character here she must only come into battle

at the end when she is able to fight the enemy effectively because it has been weakened

and although she saves the adventuring party, it is only because of the work the other

male characters had already done.

When applying semantics and semiotic analysis to such a passage, it is difficult to

fully grasp what message the author was truly trying to get across to readers. Perhaps

Holmes and whomever else edited the first edition to create the second edition merely

wanted to make the female presence visible, creating a more open and fluid audience for

the game. Regardless of what the author(s) intended in the writing and editing, the text

itself still says specific things to readers when it was published and today.

Like the previous edition where examples and references were to male and

masculine character or examples, the same occurs in this second edition but with fleeting

mentions of the female. Perhaps here, these occurrences take the form of the “token

other”, in this case, “the token female,” a form of Tokenism. Tokenism refers to the

inclusion of minority groups into the larger group for the sake of having some diversity.72

Tokenism usually appears in tropes, which occur throughout television, media, and

games. Each has a specific name, such as the Smurfette Principle which takes place in

television when a cast is exclusively made up of males and only one female.

While they perhaps do not provide any real diversity, or change in the text, the

female examples are simply provided as merely covering the basis of including the

female in case of repercussions from audiences. It is not until the introduction of later

D&D editions that this pattern seems to change, and the incorporation of females and

72
Vivian Giang, “Feminism 101: What is Tokenism,” Femme Magazine, 20 November 2016,
accessed 2 May 2017 https://femmagazine.com/feminism-101-what-is-tokenism/.

79
feminine characters becomes a normal facet of Dungeons and Dragons, rather than an act

of tokenism.

Visual Semiotic Analysis

Although the textual basis of the Holmes Edition of Dungeons and Dragons does

work to incorporate more females into the rules, the same cannot be said about the

artwork used throughout this player’s handbook edition. Perhaps this is an issue of artists

commissioned to produce pieces for this player’s handbook, or maybe there was not a

visual bank of images and illustrations to pull from, at the time this edition was written,

that used females in active roles.

Of the 39 figures used in this D&D edition, 19 were males (48%). Females

represented zero; the remaining 20 figures were monsters or inanimate objects such as

swords or treasure chests. When the term “figure” is used regarding this analysis, it

represents one figure or one being. An illustration may contain multiple figures. Of the

19 male figures, 16 or 84% were shown in active poses and the remaining 3, or 16% were

shown in passive poses. Generally, active poses include fighting in battle or using magic

if the figure is a magic-user.

Even though there are no females represented in this D&D edition, the remainder

of the figures is still important to examine. First, the cover (Image 3 below) shows two

men- a wizard and a human fighter- in battle against a dragon. This cover, while not

expressly stating anything other than the game title, could be construed as demonstrating

the crucial aspect of males in gameplay, since the two figures shown are fighting the

dragon. One could argue that there is no way to know if the figure on the right of the

cover is a male or female. At first glance however, most people would think that it was a

80
male since it follows the gender stereotype of both D&D players and D&D characters. It

is not generally assumed that females wear that much armor, especially in a game where

that has not been the case normally, and that females would be playing in the first place.

Wizards are not considered the conventionally strongest of the character types either, as

they do not wear armor and use their cunning, intelligence, and knowledge of magic in

order to create spells and deal damage. Wizards do not yield weapons and do not,

generally, do melee or hand-to-hand combat as other character classes may. Because of

this, some may already see the wizard as a physically weak and possibly more feminine

character. In that case, there would be no need for a physically female character because

the wizard already represents that facet.

Figure 3. Cover Art for the Holmes Edition of Dungeons and Dragons.73

Although no female characters are shown in the edition, there is one illustration in

the later section of the handbook that shows three males fighting three harpies (Image 4).

73
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval Role
Playing Adventure Game Campaigns Playable with Paper and Pencil and Miniature Figures, ed. Eric
Holmes, (Lake Geneva: TSR Hobbies, 1977).

81
This is the only “female” illustration in the entire handbook. Being cautious with calling

this a female illustration stems from the fact that harpies, by tradition, are always female.

Drawing on ancient Greek mythology, harpies have the body of a bird, specifically an

eagle and the head of a woman. Harpies are said to be extremely ill-tempered and were

sent to tempt men and do the work of Hades.74 Their use in the player’s handbook is

important because they are drawn in such a way as to not mistake them for monsters or

merely birds. Rather, they have exaggerated breasts. Since there are no other female

forms in this D&D edition player’s handbook, the exaggerated female form is shocking,

perhaps even grotesque, in line with the other male and monster figures throughout.

Figure 2 below, gives the breakdown of female and male illustrations in the Holmes

Edition.

Figure 4. Harpies Illustration with Exaggerated Female Forms.75

74
Bernard Evslin, Gods, Demigods, and Demons: An Encyclopedia of Greek Mythology (New
York: Open Road Integrated Media, 1975: 213) OverDrive Ebook.
75
Gary Gygax and Dave Arneson, Dungeons and Dragons: Rules for Fantastic Medieval Role
Playing Adventure Game Campaigns Playable with Paper and Pencil and Miniature Figures, ed. Eric
Holmes (Lake Geneva: TSR Hobbies, 1978: 28).

82
Male Active Passive Male
Illustrations Male Male Percentage

19 16 3 48%
Female Active Passive Female
Illustrations Female Female Percentage

0 0 0 0%
Table 2. Numbers of Male and Female Illustrations in 1977 Dungeons and Dragons
Player’s Handbook.
What is most important to take from the visual semiotic analysis of this Dungeons

and Dragons is the complete lack of females, in any form except for harpies. It seems as

if writers, or Holmes, as the editor did think about incorporating females into gameplay

by introducing some female examples in the text and using the feminine pronoun at least

once. The illustrators, on the other hand, seem to be lagging in this area, as no true

females were shown in the text’s illustrations. While the bare facts and numbers are easy

to see, the true reasoning behind this is more difficult to translate. What is important is

the obvious change to both the artwork and the text of the Dungeons and Dragons

player’s handbooks that follow.

Dungeons and Dragons Advanced -1978

While Eric Holmes was creating an easier to read and play revision of the original

Dungeons and Dragons, Gary Gygax and his team at TSR were working to create a

second version of the original D&D game. This new version was more complex and

included more rules for play. In 1977, TSR began releasing the first set of Advanced

D&D. This game was published in a series of four volumes from 1977 to 1980. While it

may seem like a non-needed publication to some, Advanced Dungeons and Dragons was

83
an important release to the role-playing game world as it produced one of the first

collections of monsters as a single text and served as a compilation of notes and

suggestions on how to create RPGs. Other editions left this information out and focused

only on character creation and monsters in gameplay. At this point, the Dungeons and

Dragons line was split into three very distinct sides: the original (OD&D) which was

based on the original 1974 edition’s rule and guidelines, the D&D Basic line with

simplified rules, and the Advanced D&D line with more difficult rules and guidelines as

well as the tools to create and play more RPGs.76

Textual Semiotic Analysis

Unlike its predecessor, the original Dungeons and Dragons 1974 Edition,

Advanced D&D, AD&D for short, incorporates the use of both masculine and feminine

pronouns, more so than the Holmes edition. Along with this, AD&D 1978 also uses

gendered language that is equal. As discussed elsewhere, it is not common practice today

to use such gendered nouns because they draw unwanted attention to gendered and

gendering practices of our culture. In this player’s handbook, for example, the noun

patriarch and its opposite matriarch are used. The same goes for priest and priestess,

grandfather and grandmother, and guildmaster and guild-mistress.77 On the opposite side

of this, class titles are always given as male. This is the case with most early editions of

D&D and still plays into the previous idea that specific attention is given to female

positions which warrants the special noun. This in turn, sets up the masculine as the

76
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 70-79,
(Silver Spring: Evil Hat Productions, 2014: 33-34).
77
Gary Gygax, Advanced Dungeons and Dragons Player’s Handbook, (Lake Geneva: TSR Games,
1978: 20,30).

84
neutral category whereas the feminine is the marked other, in this case, literally marked

with a different and special noun or term.

An added detail of Advanced D&D is the difference between male and female

characters in gameplay. Gygax, when compiling the Advanced D&D books, wanted to

create a game that had more rigorous and specific rules. For that, Gygax added a marked

difference between the strength of male and female characters. As far as current editions

and rules for Dungeons and Dragons, there are no rules that support differences in

character statistics depending upon gender or sex. In the case of the first AD&D edition,

males of any race or class were always stronger than females. According to the player’s

handbook, a female character could never reach the same strength level as a male,

regardless. Other than strength, female characters could reach the same level as males in

their intelligence, wisdom, dexterity, constitution, and charisma.78

What this says is that female characters are not as good as male characters

because they can never be as strong. In a fantasy game world that depends on fighting

and dungeon crawling, it is crucial to be strong in hopes that you do not perish. With

this, we should question why anyone would want to play a female character in the first

place. One would think that if strength was a selected-for trait that was sexually

dimorphic, other character traits should also have dimorphic counterparts, or at least

bonuses applied. Sadly, this is not the case. Textually, creating a game with more

rigorous and demanding rules seems to imply some sort of more ‘realistic’ split between

character genders and their abilities to perform.

78
Gary Gygax, Advanced Dungeons and Dragons Player’s Handbook, (Lake Geneva: TSR Games,
1978: 15).

85
Visual Semiotic Analysis

Once again illustrations, images, and art both on the covers and inside of this

edition of D&D mimic the same invisibility of females in the game. This edition’s

analysis begins with the cover art, which also continues onto the back of the player’s

handbook. Just as the previous D&D editions feature only men on their covers, the 1978

edition of Advanced Dungeons and Dragons does the same. On its front cover only, it

features six characters; the back cover features another five characters. Of the 11

characters, zero are female. Two men are stealing a jewel, two more are discussing a

map, while another is sharpening his sword, and a wizard is meditating. On the back, two

men are carrying a treasure chest, two men are moving a defeated creature, and one is

holding a door. Within these 11 possible positions, it would have been easily possible to

make at least one of these characters female.

Because this edition is heavier in the rules and guidelines for play, there are

seemingly less illustrations and images for its size. In total, there were 79 figures

throughout this 127-page player’s handbook. This is not counting any monster images or

inanimate objects, such as weapons or maps. Of these 79 figures, 77 or a whopping 97%

were male. There were a miserly 2 female figures (Images 5 and 6 below). Of the 77

male figures shown, the majority (56%) were shown in active poses while the other 44%

were shown in passive poses. As for the female figures, even though the measly total

number of 2 is bad enough, the fact that those two females were both in passive poses

does nothing for these images.

86
Male Active Passive Male
Illustrations Male Male Percentage

77 43 34 97%
Female Active Passive Female
Illustrations Female Female Percentage

2 2 3%
Table 3. Numbers of Male and Female Illustrations in 1978 Advanced Dungeons and
Dragons Player’s Handbook.
The first, Image 5, uses a female figure to give a visual example of the difference

between an elf and the other races used in the game. In this case, the fact that a female is

used to describe an elf is curious, since elves are considered the most feminine of the

fantasy races in D&D. Perhaps females cannot be used to give visual examples of

humans, half-orcs, half-elves, or dwarfs because the ideal or most-often thought of image

of these races are males. Regardless, the gender norm of females only being the more

passive, feminine, soft, and lithe characters continues in this illustration.

Figure 5. One of Two Female Images in the 1978 AD&D Player’s Handbook.79

79
Gary Gygax, Advanced Dungeons and Dragons Player’s Handbook, (Lake Geneva: TSR Games,
1978: 18).

87
The second image, Image 6 below, shows a scene of four figures; three are male

and one is female. While the three males are studying a map and discussing what their

next tactical move will be, the female is gazing off at the viewer. While she is standing at

the table with the others, she is not part of the conversation. She is standing on the

periphery not holding eye contact with the others or participating in the discussion. The

message is clear, females do not belong and if they happen to be there, they should not be

active.

Figure 6. The Second of Two Female Images in the 1978 AD&D Player’s Handbook.80

When 97% of the figures shown in the player’s handbook are male, and the entire

front and back cover features males, it says a lot about the game and what is expected. I

could understand, by the art alone, if either females did not feel open to the D&D

community at the time this player’s handbook was written or if players in general did not

create or play female characters. This visual message paired with the textual message of

females always being the weaker sex, only solidifies the rejection of both female players

and female characters. Although this message seems strikingly strong, it does begin to

Gary Gygax, Advanced Dungeons and Dragons Player’s Handbook, (Lake Geneva: TSR Games,
80

1978: 122).

88
morph and shift in later editions of Dungeons and Dragons, as will be discussed in the

upcoming pages.

Dungeons and Dragons Basic -1981 (Pink/Magenta Box)

After the 1977 split between basic and advanced versions of D&D and the

Holmes Edition revision in 1977, Tactical Studies Rules (TSR) published several separate

volumes, each building upon the framework set by the original 1974 version. In the line

of Basic D&D, the first volume after the Holmes Edition published was packaged in a

magenta or pink box. This collection, similar to the first edition in 1974, consisted of

three booklets. Enthusiasts often refer to the edition or version according to the box

color. This ‘pink box’ or ‘magenta box’ carried on the imagery of the dragon on covers

which started with the previous Holmes edition, giving rise to the initial red dragon now

well-known in the tabletop role-playing game world as being a symbol for D&D. This

edition still works with the same game play mechanics set forth by the previous edition

but also includes additions when dealing with possible character classes. There is also an

expansion of descriptions and the addition of both feminine and masculine, third person

singular pronouns rather than the only masculine pronouns found in the first edition.

Textual Semiotic Analysis

When reading the text for this D&D edition, there is a marked difference between

it and its predecessors. As briefly mentioned, there is a shift from only masculine

pronouns and descriptors to both masculine and feminine. Now throughout the text, “he

or she” is used more than referring to only “he.” This edition does add in four other

character classes, making the total number of classes a character could be seven. Along

89
with this expansion, the player’s handbook text also makes sure that when gendered

language is used, such as in character class titles, both the masculine and feminine forms

are used. For example, when discussing the Cleric class, the handbook not only gives the

character class title of “priest,” but also makes sure to use “priestess.”81 Although today

we realize that using two gendered forms of a noun is not an effective way to manage

gendered societal ideas since gender specific titles still call unneeded attention to gender

in relation to job or class,82 the fact that for the time this was written and the precedent

that was set with the publication of the first two editions, acknowledging that females and

women could play or be strong characters in the game is crucial to realize.

This edition of D&D does seem to incorporate more inclusivity of genders,

especially when dealing with female characters and players. While at no point does the

actual text of the player's handbook say that a player can be male or female, there are

some poignant examples of females. To understand how the statistics and game play

actually occur, game writers will often create examples in text that show how statistics

are derived. In this edition, game writers chose to create a sample character to use as a

demonstration “guinea pig” so game mechanics could be explained through example.

Their character, named Morgan Ironwood, is a female dwarf fighter, and is influenced by

Morgan le Fay from Arthurian legends. While no description, other than “female dwarf

fighter” is ever given, a small black and white illustration of Morgan Ironwood is

81
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game, ed. Tom Moldvay, (Lake
Geneva: TSR Hobbies, 1981: 9).
82
Using gender-specific nouns, such as priest and priestess or actor and actress, still reaffirms the
gender binary norms.

90
included (Image 5). What is curious is that the illustration for Morgan does not look like

a dwarf is expected to appear, but more elf-like.

Figure 7. Morgan Ironwood Illustration Given in Handbook.83

Figure 8. Front Illustration Piece Showing What a Dwarf is Expected to Look Like.84

In comparison, the illustration found on the first page of the rulebook (Image 8)

shows a dwarf. Although male, the dwarf shown there looks nothing like Morgan

Ironwood, and vice versa. The given illustration of Morgan shows her as tall and slender,

both of which are not Dwarven characteristics. Dwarfs are expected to be short, hairy,

83
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1981: 20).
84
TSR Hobbies, Dungeons and Dragons, 1.

91
stout, and stocky. Male and female dwarfs are expected to look similar and all have long

beards. In this illustration, Morgan is the opposite of an expected dwarf physique. She

also has been given magnificent flowing hair and an exaggerated bosom for which her

plate armor was perfectly crafted to fit85. Speaking only of her dress and weaponry, the

illustration of Morgan Ironwood does not fit that of a dwarf. Generally, dwarves wear

more covering clothing and usually decorative armor rather than just plate. Dwarves are

not keen on swords for fighting but tend to use heavier weapons such as hand axes,

daggers, and war hammers. Obviously, the illustration of Morgan Ironwood, the most

predominant female example in this edition, was shaped to fit gender ideas rather than

actual character class ideas given in the player’s handbooks. There are other specific

details to examine in relation to the images used in this rulebook and their relation to

gender ideas and norms; these are discussed in the next section.

Along with the incorporation of Morgan Ironwood as a central example character,

there are also other places in this rulebook or player’s handbook that are not specifically

male. A crucial part of playing Dungeons and Dragons is keeping up with one’s scores

and abilities via the character sheet. This sheet, usually incorporated into the handbook

as a blank page of columns and rows, includes all the details needed for game play such

as armor class, special abilities, and character name. What is not included on this sheet is

gender or sex. This could say two things about Dungeons and Dragons at this time: its

writers and designers did not see a specific need for noting a character’s gender for

gameplay or characters of the game were uniformly seen as male. We can say that the

second concept is probably not true since the game writers chose to use a female as their

85
We should not fail to notice that this crafted plate armor somehow is showing her nipples. How
plate metal armor does this, I am not sure.

92
example character throughout the handbook. We are left assuming that gender and sex

have no direct implication on gameplay and are therefore details that are left out.

This unimportance of male versus female as characters also comes through when

looking at the basic language throughout the text. Remembering that the previous edition

never used a feminine pronoun, for the second version to do so is surprising. Along with

the slight third-person singular pronoun change, this player’s handbook edition also

incorporated female examples in the text, regularly. With Morgan Ironwood as the

primary example, other female characters appeared in the text. In this handbook,

examples include a female fighter and a female cleric, while other examples are male.

Unlike the first handbook but similar to the Holmes Edition, this edition

incorporates monsters in a separate section in the back. One should expect monsters to

not be solely males. This edition does sprinkle in some female monsters and villains, but

only if they must expressly be female. This is similar to what occurred in the Holmes

Edition with the incorporation of harpies. For example, one monster listed in the

handbook is Medusa. This, as well as with Harpies, is the only point where a monster

figure is explicitly called a woman or female. All other monsters are accepted as male

only even though nobles, doppelgängers, Neanderthals, lycanthropes, and goblins should

all exist in female form.

Visual Semiotic Analysis


Perhaps the characteristics of the previous player’s handbook edition sets up a

space for a drastic difference between it, the Holmes Edition, and the 1981 pink/magenta

box basic edition. Just as with the textual changes, the imagery and illustrations used in

the 1981 edition change and are improved upon within the time span of seven years, from

93
the first edition. Most noticeably is the incorporation, in general, of female illustrations

throughout the text. This mimics the textual changes and the addition of female

characters and examples throughout as seen in Image 9.

One of the most important and visible changes is the cover design for this edition.

Cover art is important when it comes to something like a player’s handbook for a game,

since the cover is the first thing people see before flipping through the text and often, the

cover art is the selling display in game and hobby stores. Since the first edition of

Dungeons and Dragons, the cover art has changed drastically from only featuring one

male in armor to a dragon and a female, as is illustrated on the 1981 edition. The cover

art for this edition features prominently a female elf or human magic user in active form

with a secondary dwarf fighter male character, also in an active pose. This cover

illustrates a battle scene between a green dragon and two D&D adventurers. Here, the

dwarf is shown lower to the ground in an active stance; he seems to be getting his spear

ready and holding up his shield in preparation. The magic user, the female on this cover,

holds a torch in one hand and is either preparing a spell in her other hand or preparing to

throw an orb. We also notice that she has a dagger on her belt. This dagger is important

because magic users are not generally thought of as using common weapons since they

have magic.

This cover is the first to be in full color; the first edition was black and white, and

the Holmes edition was shades of blue. Because of this, the cover for this edition stands

out against the others and is bright and draws passersby into it.

Another important aspect of the 1981 cover art is the visibility of the female and

the male (Image 9). Here, a viewer almost does not see the dwarf fighting. Because he is

94
so low to the ground and the colors of his armor and clothing blend into the scene in

general, he becomes lost until second glance. The female, on the other hand, is dressed in

a bright red dress. She has a heavily painted face with eye makeup and lip color. We see

her dagger in her belt loop and a long leg coming out of a slit in her dress. She is a

highly stylized image of a magic-using female. In comparison with the male pictured, the

female is bright and alluring. Speaking in color theory only, the colors of the dragon

(green) and the female characters clothing (red) help draw their figures out to the eye and

make them the most noticeable features on the cover because red and green are

complementary colors and when used beside each other, they produce the strongest

contrast.86 In this case, because the two colors work so well, a viewer will probably see

the female and the dragon before the dwarf, making the female more visually striking and

possibly more important than the pictured male.

Figure 9. Dungeons and Dragons 1981 Basic Edition Cover Featuring Active Female
Figure.87

86
Rachel Nuwear, “The Scientific Reason Complementary Colors Look Good Together,”
Smithsonian.com, last modified November 8, 2010, accessed July 17, 2017,
http://www.smithsonianmag.com/smart-news/the-scientific-reason-complementary-colors-look-good-
together-114030051/.

87
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1981).

95
In addition to the fighting female on the cover, the inside art plate also features a

female form fighting a dragon (previous Image 8). This female is a fighter and is shown

wielding her sword against a fire-breathing dragon. This female is also dressed in a

stylistic and stereotypical fashion, her clothing choices for a fighter seem non practical as

her complete midriff is bare. For someone who does melee battle with a sword, this is

one of the most vulnerable areas of the body. The armor on her biceps and scant clothing

does not make up for this flaw in dress design. Of course, her clothing is made perfectly

fitting her buxom figure.

Perhaps one of the most telling pieces of art in the 1981 edition is in the front of

the text in the discussion on creating a character. Here, there is an illustration that shows

both a young male and a young female creating their characters (Image 8).88 They are

daydreams, or maybe just thinking about their characters. The female shows a thought of

a female character who is a magic user. The male shows a thought of a male character

who is a fighter. While this illustration seems small or insignificant, it speaks volumes

about gameplay and characters in Dungeons and Dragons. This piece can be easily

missed. Semiotically, this small panel speaks to whomever is reading, buying, or

browsing. It conveys the message that may have not been as clear in earlier editions;

both boys and girls, males and females, anyone can play the game.

Even if the text of the player’s handbook still uses male-gender pronouns, the use of

gender-neutral and inclusive illustrations still gets the idea of anyone playing the game

across. While we are reading the text, when we look at the illustrations or even just

88
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1981), 6.

96
glance over them, our minds still see a male and a female character being created by a

male and female player. Our minds still see some sort of equality or inclusivity that the

text does not always convey.

Figure 10. Illustration Panel Showing both Male and Females Thinking about Character
Creation.89

While the physical number of females illustrated versus is males illustrated is

significantly less (males make up 76% and females make up 24% of illustrations shown

in Figure 4), the fact that a total of 6 female figures were included is a significant jump

from the previous editions where the last two editions had a combined total of two female

figures. This gradual increase in female imagery and visibility follows are marked

increase in the visibility of females in the game, in general as seen from the first edition

in 1974. Females were slowly being added into the game and more prominently seen

throughout its pages and covers.

89
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1981:6).

97
Male Active Passive Male
Illustrations Male Male Percentage

19 9 10 76%
Female Active Passive Female
Illustrations Female Female Percentage

6 3 3 24%
Table 4. Numbers of Male and Female Illustrations in 1981 Dungeons and Dragons
Player’s Handbook.90
Another female figure is shown on into the player’s handbook (Image 11).

Although there are five other males in the same illustration panel as the one female, she is

placed in the center of the panel. She is looking directly at the viewer and is wielding a

crystal ball, possibly a source of muse for her magic powers. In this illustration, the

female is not fighting but she is also not giving away any sort of demureness or

meekness. Rather, she is assertive, powerful, and in charge as she stares at the viewer. In

this illustration, although there are five other males in the same panel, they become mere

background noise for the central figure in this illustration. Interestingly enough, this

female figure is not using her body as a drawing point, but her own power and

domineering aspect.

90
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake Geneva:
Tactical Studies Rules, 1981).

98
Figure 11. Strong Female Figure in Illustration Panel in 1981 D&D Player’s
Handbook.91

As has been shown, gradual changes since the first edition of Dungeons and

Dragons in 1974 have slowly occurred in terms of gender in both the actual text of the

player’s handbooks and the art and illustration panels used. From here, those changes

only continue to occur as more and more visibility and inclusivity of females is included

in D&D player’s handbooks.

Dungeons and Dragons Basic -1983 (Red Box)


The year 1983 ushered in a lot of changes for Dungeons and Dragons handbooks.

The update to the D&D Basic line was released, and this edition included many new firsts

for the game and the company. During this period, RPGs and gaming began to pick up

speed in popular culture; it was in the 1980s that gaming and role-playing games

specifically came into their own amongst their players and enthusiasts. Underlying all

the major changes to both the basic and advanced handbooks were a myriad of changes

91
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake Geneva:
Tactical Studies Rules, 1981:10).

99
and issues within TSR at corporate and creative levels. In the early 1980s, many shifts in

ownership and management occurred as well as important additions to the creative team

which helped change and generate shifts in the game’s player’s handbooks and creative

materials.

Textual Semiotic Analysis

Since the original D&D was published in 1974, many changes have occurred over

the years in regard to gender and sex in gameplay and game rules. We have seen

versions that completely exclude females and the feminine pronoun, editions that make

females more visible and include female key examples and gendered language, and

editions that fall in the middle of these two extremes. However, within the nine years of

production, only one other edition, the Holmes Edition, has explicitly stated that males

and females could play the game equally.

When reading the text only, the majority of the previous player’s handbooks seem

as if the female gaze or role is not applicable in games such as Dungeons and Dragons.

Within the first two pages of the 1983 D&D Basic revision, it is very clearly stated that it

does not matter if you are male or female; anyone can play.92 While going through the

text of this edition, it is clear that some sort of change in the demographics of players

and/or the incorporation of genders other than males is in place. In general, examples

strewn throughout the text are both males and females, although males do outnumber

females, and one female example -a cleric- is a stereotypical ‘female’ character since a

92
Gary Gygax and Dave Arneson, Dungeons and Dragons Player’s Manual, ed. Frank Mentzer
(Lake Geneva: TSR Hobbies, 1983: 2).

100
cleric is a healer. The male examples are stereotypically male – a bandit, a goblin, and an

armorer.

Another basic detail related to gender in the 1983 D&D Basic revision is the use

of pronouns as they relate to specific character types. For example, in this edition, when

referring to clerics, fighters, and thieves, the second-person pronoun or only a noun

identifier is used. For example, when discussing the clerics, no specific pronoun is used

in the text. Any identification uses only the noun “cleric.” In comparison, when

discussing magic-users, the 1983 D&D Basic revision specifically uses “he or she.” It

could be said that this is because magic users can be of any gender, but the same would

be true for any of the other characters listed. Perhaps magic users are one of the few

character classes that are seen as more neutral. Thinking back to the previous player’s

handbook, the cover featured a female magic-user. Going back one edition further, to the

Holmes Edition, its cover featured a male magic-user. Is it possible that the semiotic use

of “he or she” reflects that neutral gender position of the magic-user in Dungeons and

Dragons?

Another slight detail added into the 1983 D&D Basic revision is related to

dwarves. In all previous editions of the player’s handbooks, dwarves are not given much

detail as far as descriptions in text. Players relied on what the text did say, any

illustrations, and their own knowledge from other forms of popular culture. In the 1983

D&D Basic revision, it states that dwarves can be both male and female. With this, the

text adds that there are specific differences between male and female dwarves; they are

sexually dimorphic. This is the first point where a character race or class has been

singled out as having both males and females and has given details about the differences.

101
Besides this, readers and players are left to assume that either there are no females (as

examples in text would lean towards) or that there is no difference between males and

females.

The 1983 player’s handbook clearly states that both males and females can play

the game, within the first two pages, and that there is no true difference between playing

style or ability, although example characters found within the text to help players do

conform to stereotypical ideals (villains as male, tradespeople as male, healers as female).

While the text of the 1983 D&D Basic revision seems to clue players in on the ability for

both males and females, and any other gender to play the game, the illustrations and

artistic representations in this player’s handbook may not do as good of a job displaying

this.

Visual Semiotic Analysis

While the previous Dungeons and Dragons edition player’s handbook may have

treated its viewers to equality amongst players and characters, the 1983 D&D Basic

revision seems to have taken a step back, reverting to traditional ideas of male and female

in the game. While this is not true in the actual text of this handbook, the art and

illustrations found throughout may not match as well.

Just as 1983 began a number of changes to the basic function of the game, as well

as company and creative changes, it also ushered in changes in the foundation of art in

the player’s handbooks and throughout other pieces and manuals for the game. Players

had been accustomed to the player’s handbooks of previous editions that used ink

illustrations. These were not professional and often had a whimsical feel about them.

The 1983 revision opened up the world to what is now seen as classic D&D illustration

102
and art. This was the birth of The Red Dragon of D&D, as was seen on the 1983 D&D

Basic revision cover (Image 12).

The Red Dragon is perhaps one of Dungeons and Dragons’ most popular and

iconic images through the years because of the drastic change in illustration and art form

since the original edition was published in 1974. On the cover of both the 1978 and 1981

editions, a dragon is featured, but if you go back and look at those illustrations or can

remember, they are crudely drawn dragons with little detail and little menace. The 1983

edition brings Dungeons and Dragons into a more detailed and advanced scene.

Figure 12. The Red Dragon Cover for the 1983 Dungeons and Dragons Basic Edition
Revision.93

While the art is more detailed and realistic, it does return to not including many

females. In this edition, there are a total of 38 illustrations that feature people (there are

93
TSR Hobbies, Dungeons and Dragons: Fantasy Role Playing Game, (Lake Geneva: Tactical
Studies Rules, 1983).

103
other illustrations in the player’s handbook that feature monsters, creatures, or inanimate

objects). Of those 38, only 7 are female while the other 31 are male. Female figures

make up 18% of figures in this player’s handbook, while males make up the majority, at

82%. Of the 7 female illustrations, 3 are shown in a passive stance while the other 4 are

in an active stance. For males, the difference between stances are split similarly. Of the

total 31, 16 are shown in passive stance while the remaining 15 are in an active pose or

stance.

Male Active Passive Male


Illustrations Male Male Percentage

31 15 16 81%
Female Active Passive Female
Illustrations Female Female Percentage

7 3 4 19%
Table 5. Numbers of Male and Female Illustrations in 1983 Dungeons and Dragons
Player’s Handbook.94
While this edition lacks in sheer number of female illustrations and

representations, it makes up for that somewhat by the quality of the female illustrations

used. Unlike older edition’s that used highly sexualized female forms or illustrations that

were stereotypical, the female illustrations in the 1983 D&D Basic revision tend to not be

as sexualized, if at all, when compared to older editions illustrations. None of the

females pictured in this edition have much skin showing; all are wearing covering

clothing and practical armor. None of the females are shown in suggestive poses.

Rather, most of the females pictured are shown brandishing weapons and appear to be

94
TSR Hobbies, Dungeons and Dragons: Fantasy Role Playing Game, (Lake Geneva: Tactical
Studies Rules, 1983).

104
strong individuals. There is only one illustration that puts a female in an ultimately weak

position; she is lying on her side, on the ground, in what looks like defeat (Image 13).

Even here, the female pictured appears to be strong; she is wearing body armor and

practical clothing. There is no skin showing and body proportions seem to be realistic.

While this could seem positive, viewers cannot fail to notice the blatant sexualization of

the figure as she lays prone, at the feet of a man. While her clothing is practical in a

sense, her form is still highly sexualized; her position implies subservience and her pants

are as tight-fitting as skin. While she may appear strong, lets us not forget that she is in

the losing position of whatever is occurring in this illustration.

Figure 13. “Strong” Female Figure in Illustration Panel in 1983 D&D Player’s
Handbook.95

95
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1983:9).

105
The same two characters shown in Image 13 are also present in another

illustration in this edition (Image 14). In this illustration, a male character is saving a

female. While the illustration itself is not overtly revealing, it is problematic in that the

male is saving the female. This trope seems to be prominent in popular culture, as the

females often need to be saved and never the opposite way around. We should also note

the position of the female in this illustration. Like the previous Image 13, this illustration

also shows a female in a subservient position to a male. In this illustration, Image 14, we

cannot be sure what is truly occurring but the general position of her body in conjunction

with that of the males is clear. What we can see of her body are two things, her buttocks

lifted into the air and her bound-positioned ankles. These two things become the focus of

the female body in this image. While images in this player’s handbook edition may not

overtly sexualize the female body, it does still work to place females in the text within a

lower position than males, making them the targets of defeat or individuals who must be

saved.

Figure 14. Male Character Saving a Female Character in 1983 D&D Player’s
Handbook.96

96
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1983:7).

106
While there are some females represented throughout the text, the cover for the

1983 D&D Basic revision is an important piece of artwork to examine in this edition. As

already mentioned, the cover features the prominent and iconic Red Dragon. While this

is crucial for the general development of the Dungeons and Dragons line, what is perhaps

more striking, when compared with previous editions and versions, is the lack of a female

form on the cover.

The previous edition released in 1981 is so drastically different, in terms of art

and illustration, from the 1983 edition in several ways. Focusing just on the cover art for

now, the difference is prominent. Where the 1981 edition featured a female on the cover

fighting a dragon, the newer 1983 edition features a red dragon that is being fought by a

male. The cover, shown in Image 12, details a stylized male fighter-type. He appears in

full armor, brandishing a long sword and a shield as he attempts to attack the large red

dragon in the background. Viewers do not see his face; attention is focused on the active

stance he is in and the dragon itself. While the illustrative quality of the cover itself has

improved, it does not make up for the fact that no female forms are present. As

previously discussed, cover art is important in games like Dungeons and Dragons

because it is what a viewer sees first and is what attracts players to the game. Without an

image to connect to, how many young females would want to play a game that put

fighting males on its covers and few female illustrations within its pages?

Even though the illustrations and images detailed in the 1983 D&D Basic revision

do not completely exclude females, they are not as inclusive as they could be. The cover

art features a male where there was a female in the previous edition. Looking at the

numbers of male and female forms in the body of the player’s handbook, it is clear that

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there was space for more females, but the space was given to male figures instead. This

is perhaps because by the 1980s, when Dungeons and Dragons really started to take root,

the majority of players were probably young males. But, including more females could

have possibly opened the fan base even wider, to include young females too. After the

1983 player’s handbook, D&D changed with each new edition and revision as cultural

ideas shifted and the number of players increased.

Advanced Dungeons and Dragons 2nd Edition -1989


As Dungeons and Dragons became more popular in the 1980s and began to

collect a base of fans and enthusiasts, players often requested more in-depth rules

regarding both playing the game itself and creating characters. The first advanced edition

of D&D was released in 1978. Thinking back on that edition, there was a clear statement

that characters could be male or female with no real consequence. In the timeline of

editions of D&D manuals released, it was one of the earliest texts to attempt gender-

neutrality. Although the text strived for this inclusion, the illustrations may have not

done so well. The 2nd edition of Advanced Dungeons and Dragons attempts to do the

same and may do it somewhat better.

Textual Semiotic Analysis

The 1989 AD&D player’s handbook begins with a specific note in the front

material regarding the use of pronouns throughout the text. Here, the writers state that

108
“the male pronoun is used exclusively throughout the
second edition of the AD&D game rules. We hope this
won’t be construed by anyone to be an attempt to exclude
females from the game or imply their exclusion”97
At first glance, there is not a real issue with this statement. Rather, it's refreshing

to see that the game writers and designers are taking note that not including the female or

feminine into game rules text could imply female exclusion from the game. While this

statement is deemed acceptable or perhaps even needed, it is the statements that follow

that weaken this declaration.

“Centuries of use have neutered the male pronoun. In


written material it is clear, concise, and familiar. Nothing
else is.”98
Reading this qualifying statement in conjunction with the previous voids the idea

that females are not excluded. What is so cringe-worthy in this last statement is the idea

that the masculine gaze and perspective are the only relative ways of viewing the world.

Although this is written for the text of a popular tabletop role-playing game, this still

speaks to a much louder issue of the time. To say that only the male pronoun is the

neutral form and that it is used to create a clear, concise, and familiar view is absurd.

Obviously, game writers and editors of the time were males and probably did not think to

put themselves in the role of a female or even feminine person to consider how familiar

the masculine gaze is to them, versus their own. At this scale, a second player’s

handbook should have been written and titled something along the lines of “Advanced

Dungeons and Dragons: The Feminine, Unfamiliar, Confusing, and Indistinct Game

97
TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 8).
98
TSR Inc., Advanced Dungeons and Dragons 2nd Edition, 88.

109
Rules.” The credits page confirms this suspicion as the designer, developers, playtest

coordinator, and editor are all male. The only females included on the creative team were

a proofreader, a graphic designer, and typesetters. Although female and on the creative

team, none of those positions had the power to change text in the player’s handbook.

Rather, they were delegated to check for spelling errors, setting text, or working on

illustrations.

While this statement sets the mood for the remainder of the player’s handbook,

there are still other instances and examples in the text one can examine. The text begins

with an example adventure for readers who are not sure how to play the game or what

goes into an adventure. Here, the sample adventure is to save a lost princess. Writers

chose a traditional and even stereotypical example for readers, instead of one that is more

likely to happen in a D&D game, such as completing a quest for a noble person,

searching for a hidden treasure or artifact, or even exploring a new land, village, or town.

With the initial statement on feminine pronouns and the familiarity of the

masculine eclipsing the text, this player’s handbook still uses female examples in the text.

This also helps to negate the initial statement; if the masculine pronoun is considered

clear, concise, and familiar for this text, then why not use only masculine examples since

they are probably also the most clear, concise, and familiar?

Throughout the text, most of the examples and descriptions given are masculine

or for male characters. Characters are generally assumed to be male and the large portion

of class types and race types are considered male or male examples are given. There are

two places where females are added in as examples. In the case of the ranger class, a

female example is featured and the same in the case for the mage class. Each are equated

110
with historical examples; the huntresses of Diana and the figures Circe and Medea. Other

than these two classes, all others, including warriors, paladins, clerics, priests, thieves,

and bards are all considered male.

What is curious is that the two that include female examples, the mage and the

ranger, both classes that stereotypically are not considered “masculine” in the same sense

of the warriors and paladins. More often, male mages and rangers are slightly more

effeminate than other stereotypically male classes. Both rangers and mages do not use

the same weapon types as other “masculine” classes. Rangers are often only equipped

with a bow and mages do not use weapons at all. Their weaponry and magic leave their

bodies and strike from a distance whereas warriors and paladins, for example, wield their

weapons as a part of their bodies. Their swords, axes, etc. are part of themselves. These

classes do damage to foes and fight with their own bodies versus mages and rangers who

fight from a distance, and not even with their own bodies but with force. It is possible to

say that rangers and mages, because of their fighting forms, are not as masculine as other

classes could be considered. Perhaps, on a deeper or more covert level, this is why

female examples are given only for the ranger and mage classes.

Although there are some singular examples such as those discussed previously,

there does seem to be a general difference between this edition of Advanced Dungeons

and Dragons compared to the original edition published in 1978. The second, 1989

edition does seem to take into account female players and how the text and game could

be construed to eliminate the female from playing. The small passage in the beginning

does state that the game writers and designers hope that this idea of women or females

not being able to play would not occur. Although this is a tiny passage in comparison to

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the entire 256-page player’s handbook, it was still written and placed in the text to be

read. Sometimes, it is not the large paragraphs and chapters that matter, but those small

details placed in. Those small sentences can speak volumes more than what they literally

say.

On the opposite side of this, readers and players could say that there is not a true

difference, but more of a change in the way idealizations are made evident. This is

apparent in the previously discussed passage, but also in the general shift of language and

semiotics in between this 2nd edition and the first edition published in 1978. Because

Advanced Dungeons and Dragons is somewhat separate from its parent line, Dungeons

and Dragons, it is useful to compare the differences between the two over the 11 years

between publications. These represent a micro-view of changes to and within the game

over the years. Where some could argue that there was a definite change between the

two, more on the side of gender inclusion and openness, it could also be argued that the

change was not as drastic as it appears to be. Rather, instead of separating abilities and

scores by sex and making females always weaker as the first 1978 edition does, writers

and designers still place females in the lesser status by simply not using examples in text

and by preemptively stating that there would be no feminine pronouns because it is not as

clear, concise, or familiar to the mass populations reading and playing. It is not as direct

as calling all female characters weaker, but more covert to say that the pronoun and its

use is not as familiar as the male, because “nothing else is.”99

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
99

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 8).

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Visual Semiotic Analysis

Male Active Passive Male


Illustrations Male Male Percentage

84 43 41 80%
Female Active Passive Female
Illustrations Female Female Percentage

21 5 16 20%
Table 6. Numbers of Male and Female Illustrations in 1989 Advanced Dungeons and
Dragons Player’s Handbook.100

Since this player’s handbook is significantly larger than the previous handbooks

published, the opportunity for examining more art and illustrations arises. Although there

is a physical place for more, the percentages of male versus female illustrations changes

very little. Generally, there are more male illustrations than females. This is broken

down even more into those shown in a passive stance and those shown in an active

stance. Out of the 105 total illustrations, 80% (n=84) are male whereas 21% (n=21) are

female. On top of this, 76% (n=16) of those female illustrations show her in a passive

stance. The 5 active female illustrations include two women serving males at an inn, and

three females performing some type of magic

As previously mentioned, multiple times, the cover art for the Dungeons and

Dragons player’s handbooks are crucial to the initial response and ideas about the game.

This not only includes what the game is or what it may be based on, but how

characteristics are approached in the game in both its text and play. Often, the cover

image and what it depicts will set the mood for the entire text; as we read, we will usually

flip back to the cover art as it can help us visualize what the text is discussing. When

100
TSR Inc., Advanced Dungeons and Dragons 2nd Edition.

113
reading about dragons or characters clad in armor going into battle, it is often easier to

picture this if we look at the cover art which may be depicting the same scene.

While useful, cover art is not always the most inclusive or open when it comes to

how idealizations of gender, sex, and ability are negotiated. In the past examples, cover

art has included some females and some characters who are not stereotypical “men” in

armor and in an active stance (usually with a dragon or monster). However, in the case

of the Advanced Dungeons and Dragons 2nd Edition Player’s Handbook, this is not true.

The cover of this edition features a full color illustration of two men on horseback riding

into a fight or a battle. No monsters or dragons are shown, but it is inferred that these

men are on their way to fight something. The first man, in the forefront of the illustration

is the most detailed. Viewers can easily see his armor, his war-steed, his masculine

grimace, and his masculine form. His sword, an extension of himself, is prominently

featured. In all, the cover is about this male character, probably a warrior or a paladin. In

the background the second rider is visible and behind him, a third is barely visible also.

Even though the cover art is well-done and illustrates a normal male warrior or

paladin character, it places at the forefront a male being a central, if not the most

important character. While adults may understand that this is simply an illustration, it

may be more difficult for younger people to take away the same point. Advanced D&D

was heralded in the tabletop role-playing game world because it included more advanced

and in-depth rules for gameplay, especially fighting and battles. Often, the people who

played the advanced versions were avid players, enthusiasts, and more emphatic of the

game rules and regulations than those who played the basic versions of the game.

Because of this, players stereotypically tended to be male (although females were not

114
exempt). What better to reinforce this idealization than a strong male warrior or paladin

figure wielding a sword and riding into a battle or fight? While the cover art is high in

quality, it does not say anything about gender inclusivity or equality like other covers

over the years may have.

Figure 15. Cover Art of the 1989 Advanced Dungeons and Dragons 2nd Edition Player’s
Handbook.101

This edition of AD&D also commits similar acts when it comes to illustrations

and different genders. For example, in this player’s handbook, females are often shown

as highly sexualized. The use of highly sexualized art seems to be more common than

not in the D&D player’s handbooks and could simply be a reflection of idealized forms

within fantasy. In this text, one such sexualized illustration features a seated female

character with her back to the viewer. We see that she, in the illustration, is looking at a

large male figure. He in turn, is looking at her with an expression that could read

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
101

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989).

115
excitement, enchantment, surprise, and/or lust. While viewers cannot see the front of her

body (only her back is showing), it is obvious that she is topless, and her skirt is not much

in the way of clothing or covering. It is open in the back, but because she is on her knees

and she has a tail, viewers are blocked from viewing her actual lower body. In this

illustration, the female is obviously stylized and sexualized, while the male watches.

Figure 16. Feminine Form Shown with Male in Background.102

Another example of sexualized illustrations in the text shows a female character

in a hallway. She has no weapons about her body, but she does have her hands displayed

in a way to suggest that perhaps she is a magic-user or a mage. What is notable about

this illustration is the physical form of the female and her lack of clothing. The female

figure is essentially wearing a bikini top that covers only a small fraction of her breasts,

which are quite large, and a very small strip of fabric on her lower half to cover her

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
102

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 82).

116
genital region. Even that strip of fabric is as meager as it could possibly be. Other than

that, she is quite literally naked. Along with her marked lack of clothing, her physical

body form is perfect. She has a lean, long-ness that is desired in the female form coupled

with the extremely large breasts, high cheekbones, full and flowing mane of hair, small

and trim waist, long and narrow fingers with manicured nails, ample hips, lean and

muscular thighs, and lastly dainty feet. It is as if an illustrator compiled all the desired

physical traits equaled to beauty in society and created a frankenstein-ian female

illustration.

Figure 17. Sexualized Feminine Form Performing Magic.103

Along with the sexualized forms of females found within this D&D edition,

illustrations also move into a different type where the female form is more associated

with nature than culture. In the illustrations of males, they are found in battle, in a fight,

stealing, exploring, or enjoying a party at an inn. Never are they shown just in nature.

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
103

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 182).

117
There is one illustration in this edition that features a male wizard performing a spell on a

monster creature.104 He is outside, and we can see the city behind him in conjunction

with green hillside. But even here, he is not just in nature, but he is handling nature, in

the form of a creature. He must be performing some action or taming rather than just

existing. Unlike this, female forms are illustrated just in nature not performing any

actions. In one such illustration, a female is found standing in a tree, perhaps leaping

from it. She is stereotypically beautiful with long flowing, what is possibly blonde hair.

She has a feminine face, piercing eyes, full and large lips, and the lithe feminine form.

Her dress is made of leaves and she is wearing a bracelet made of flowers. Near her are

two butterflies, perhaps one of the most feminine symbols.

Figure 18. Feminine Form Shown in Nature.105

There are two illustrations that feature a female wearing full battle attire or

wielding a weapon. The first illustration is just after the table of contents. It features a

104
TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 156).
105
TSR Inc., Advanced Dungeons and Dragons 2nd Edition, 36.

118
group of adventurers that includes two females. One is wearing a short shirt and skin-

tight leggings. She is a ranger and has her bow loosely in her hand. The second female

in this illustration is a paladin or a warrior. She is wearing some armor and has the sword

in the ground and is leaning on it. Unlike other females in this edition, neither of the

women shown here are beautiful, stereotypically. They lack the grace, physical body,

exaggerated physical features, and flowing hair that is illustrated in other photos.

Figure 19. Illustration Showing Group of Adventures, Featuring Two Females.106

There is one other illustration that features a female in full armor with a weapon.

However, in this illustration she is simply holding her sword while she lays on a table

because she is dead. It is a strong message when there are no active females wearing

battle armor or wielding weapons. It is also a strong message when the only illustrations

of females wearing armor or bearing weapons require them to either be a part of a group

of others who are visibly stronger or be dead.

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
106

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 7).

119
Figure 20. Female Shown in Armor and Holding Weapon on Her Funeral Altar.107

Although the illustrations featured in the 1989 edition of Advanced Dungeons and

Dragons are not as gender inclusive and do not feature more females that are not

stereotypical or idealized, it is crucial to realize that the inclusion of some females is

better than a text that is void of them. Just 11 years prior to this edition, two editions

feature few to no female illustrations whatsoever. Although the illustrations are not as

complete of those of early editions such as the 1981 and 1983 basic editions which

incorporated more females in general and less sexualized ones, those featured in this

1989 edition help to demonstrate a slow trend towards the inclusivity of other genders in

the game.

TSR Inc., Advanced Dungeons and Dragons 2nd Edition: Player’s Handbook, Ed. David “Zeb”
107

Cook and Mike Breault, (Lake Geneva: Tactical Studies Rules, 1989: 43).

120
Dungeons and Dragons Basic -1991 (Black Box)

Released in 1991 as the first of two revisions to Basic D&D, Dungeons and

Dragons Basic Black Box was an attempt to reintroduce the game to players in the form

of a boxed collection, similar to a boxed board game. The system was supposedly much

easier to learn since it featured “dragon cards” that listed powers, class characteristics,

etc. Because the game is based in the imagination, it was difficult for some players to

grasp what was happening during gameplay. Because of this, the 1991 revision featured

paintable-plastic miniatures, stand-up paper markers with illustrations of characters and

creatures, and large fold-out maps that came with the base game to make the game more

appealing to players, especially those who had never played the game before.

Throughout the year, Dungeons and Dragons has been and continues to be “revised” and

“re-released” as different editions of versions both to help keep the fan base rooted in the

game, but to also attempt to appeal to new initiates. The second of the two revisions

came in 1993 as a rules compendium that combined all game rules from the first four

boxed editions and the original 1974 edition.

While revision and marketing changes did render the 1991 Black Box of D&D

Basic much more like a board game, it still retained the same basic setup and gameplay

as other editions of D&D released, although, because in the shift from handbook-based

role-playing game to one that looked and felt like a board game, the player’s handbooks

and rule books were significantly shorter and more information was packed into one

place for players. This, however, does not mean a lack of content.

121
Textual Semiotic Analysis

Carrying over from previous editions, the 1991 black box does the same, in terms

of semiotics and rhetoric. It does not begin with a statement declaring the use of only

masculine pronouns, such as was done earlier. More so, this edition starts off strongly

using mainly second and third-person pronouns. This is a subtle maneuver, as it makes

the reader the focus, regardless of gender or sex. When reading the rule book or player’s

handbook, the reader’s gender is not important as it is not specifically noted. While this

works and is inclusive, it is not something that is carried on throughout the text.

In the player’s handbook, all character class examples are given as males or

described in terms of masculine pronouns or features. This has proven to be common

throughout the previous handbooks also. There is only one change in this routine within

the cleric class. Here, there is not solely masculine reference, but rather, the word

“herself.”108 This use of “herself” here is conspicuous as in the game clerics are known

to have limited weapons.

This may appear at first to be a minor word change, but as has been proven

multiple times already, these small changes are not silent. Stereotypically, females who

play tend to either choose to play or be steered towards playing very specific classes. Of

course, this is not true across the board of all Dungeons and Dragons players. By

“stereotypically” I mean, if you examine popular culture references to D&D as well as

player’s handbooks and illustrations, in many cases, women are portrayed as clerics,

druids, and sometimes magic users. These are perhaps some of the most “docile” of the

108
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991: 29).

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classes but also those closest to nature. They do not tend to use as many physical

weapons, if any. It is important to note however, that this is not the case in every D&D

game. There are females who play paladins, warriors, berserkers, fighters, rogues,

assassins, etc.

This is crucial to think about in terms of the inclusion of the world “herself” only

with the cleric class in the 1991 black box revision of Dungeons and Dragons because it

is the only class in this rule book that does so. Perhaps covertly, this player’s handbook

or rule book is perpetuating the idea of females playing clerics because they are healers.

In our traditional culture today, women are often seen as the healers in society. We

herald them as nurses, midwives, and mothers who take care of us. Being from the

South, in the United States, also filters into this conception, as women within this region

have long been regarded and viewed as those responsible for healing over the years.

Where in the game, clerics rely on divine power and inspiration to literally draw power

from to heal others, traditionally women of the South have relied on years of practice,

knowledge, and wisdom passed down from generation to generation.109 Often, when we

think of traditional healers outside of a medical practice such as an infirmary or hospital,

females are what comes to mind. Perhaps when we think of a group of adventurers

coming upon a traditional healer, we see a female D&D character. In fact, this edition

only gives one in-text character example for readers; a female cleric named Aleene. It is

somewhat curious that for this edition, the example character is female and there is a

small switch up with textual rhetoric that also invites the idea of females playing clerics.

In terms of semiotics, this more than likely says more than what can be assumed at first

Molly C. Dougherty, “Healers, Women,” The New Encyclopedia or Southern Culture, Volume
109

13: Gender, (Chapel Hill: University of North Carolina Press, 2009).

123
glance, as it confirms some ideas related to gender of specific character classes, as well as

helps to perpetuate some cultural ideas based on gendered professions.

Although this one small example is prominent in the text, it does not shake away

the overall feeling of the missing female aspect from the game. The only other mentions

of females are for two monsters that are generally always female, the harpy and medusa.

There is also no space for gender on the provided character sheet at the end of the rule

book. As we will see next, this same dearth of females occurs in the artwork for this

edition of Dungeons and Dragons.

Visual Semiotic Analysis

Examining the numbers also, it is obvious that the male presence in the 1991

Basic revision of Dungeons and Dragons is heavily felt. Of the total 30 illustrations

provided, a whopping 80% (n=24) of those were males while females were 20% (n=6) of

the total illustrations. That means for every four male illustrations, there was only one

female illustration, or a 4:1 ratio of males to females. Of course, this is not rare. As we

have seen, these proportions are actually quite generous, as there have been player’s

handbooks in the past with zero illustrations of females provided.

To go even more in depth, the majority of male illustrations featured a male in

some active stance or pose. This could include actions such as a male wizard performing

a spell or incantation, a male fighter swinging his battle axe, or a male rogue actively

disarming a trap in a wall. The minority of male illustrations (42% or n=10) feature

males in a passive stance or performing no action. This can include a man lying down

waiting to be healed, a man holding up the dragon he just killed, or a male looking at a

treasure chest full of jewels he has just stolen. On the other hand, women and females,

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although they are not as equally represented as males, are split half-and-half between

active and passive poses.

Male Active Passive Male


Illustrations Male Male Percentage

24 14 10 80%
Female Active Passive Female
Illustrations Female Female Percentage

6 3 3 20%
Table 7. Numbers of Male and Female Illustrations in 1991 Dungeons and Dragons
Basic Black Box Revision Player’s Handbook.110

The cover art for this 1991 black box revision of Dungeons and Dragons features

a lone male fighting a red dragon. He is poised in an active stance at the edge of a

crevice, readying to swing his axe, at an enormous grimacing red dragon. This

illustration is not only the cover for the rule book or player’s handbook, but also the

entire boxed set. When Dungeons and Dragons began issuing boxed sets for game

editions, the box cover tended to be the same as the player’s handbooks or rule books.

The most enticing art and images would be placed on the front of player’s handbooks as

to grab the attention of those playing the games or those considering doing so. This has

been discussed in detail in the previous examples. Because the 1991 revision came in a

box, does not mean that it was exempt from this tradition.

110
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991).

125
Figure 21. Cover Art of 1991 Revision of Basic Dungeons and Dragons.111

Other than the plethora of male illustrations throughout the handbook, as well as

the cover art, females when illustrated here are often exaggerated, sexualized, or just

drawn in a non-realistic fashion. In this edition, there are no illustrated females that are

not exaggerated in physical form, sexualized, bustier than reality would allow, or placed

in extremely form-fitting clothing including armor. This is played out in the first

illustration of a female in the handbook. In this illustration (Image 22), the female is in

some sort of active pose while wielding a morningstar-like weapon. While she is ready

for a fight, she still possesses the stereotypical feminine beauty and grace. Few people

can stand for any amount of time in that pose, yet this woman can, all while lifting her

heavy weapon into the air and holding her shield which is probably not too light either.

Along with this, we see her thin and lithe body full of muscles, the long mane of thick

111
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991).

126
dark hair, ample breasts, and the full and slightly pouty lips. Just as with previous

examples, she seems to have acquired all the traits typically thought of as beautiful for

females. She almost become a spectacle because of the way the stereotypical feminine is

juxtaposed with a shield and such a brutal weapon. Although this does shout “power” or

“strength,” it also cues readers in on what is still expected of the female body regardless

of character class or current objectives.

Figure 22. Female Warrior with Exaggerated Physical Form.112

This phenomenon is not limited to only this illustration, but out of the 6 total

female illustrations, it occurs in at least 2 other illustrations. In these (Images 23 and 24),

the females shown are highly non-proportional and highly unrealistic compared to

actuality. Image 23 does a better job at picturing a female body that is not as

exaggerated, but even here we still have a female that is in a full suit and showing little

skin, but still has the same stereotypically beautiful face and body. She may be even

112
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991: 7).

127
more so than the first because she is likely an elf, considering the shape of her ears.

Elves in many cases are considered some of the most beautiful and aloof creatures in the

D&D worlds. This would nearly automatically place her as an object of desire. Along

with this detail, she still possesses the long mane of flowing blonde hair, high

cheekbones, thin lithe body, prominent breasts, and pouty lips. Her sword is brandished,

but it takes second stage as her body and face seem to be the most important aspects

about her at first glance. She is poised in action and holds a weapon for killing, but still

maintains the beauty and grace expected of females.

Figure 23. Illustration Showing Two Males and One Female.113

Image 24 is similar in a sense to the previous two illustrations provided. Here, we

see a seated female cleric helping to heal a fallen dwarf male. This illustration ties back

to a point discussed earlier in the textual semantic analysis. Here, a female healer takes

center stage. At first, the downed man is not even noticed. Rather, what is central in this

illustration is the female on the left. Interestingly, this is the same figure shown in Image

22. She still maintains the same physical figure and exaggeration all while performing

113
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991: 11).

128
her role to take care of the fallen male. Once again, it is visible that character class

and/or occupation really do not matter much in terms of what one looks like. Regardless,

the viewer still glimpses what is required, once again, of the female body.

Figure 24. Dungeons and Dragons Illustration Showing Hurt Male and a Female Healing
Him.114

The final illustration included in this section for the 1991 black box revision of

Dungeons and Dragons features a female fighting. This is perhaps one of the rarest

illustrations in this handbook, as well as others before it because normally females and

women are not illustrated fighting. Males are usually shown as the characters fighting or

engaging in battle. Here, however, a female is actively engaging in a fight with a

creature.

While this is a move towards active female characters, it also could be considered

a misguided move. While she is fighting in this illustration, it is important to realize two

114
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991: 28).

129
other details about this illustration that could easily be overlooked. First, she is fighting

with another male. A similar example such as this cropped up in an earlier D&D edition

where the female in the illustration was fighting a creature with another male. This is

slightly demeaning as the viewer could consider this illustration to be saying that the

female could not fight the creature on her own and requires the assistance of a strong

male. In this illustration, the male is in the most active stance of the two; his sword is

drawn back and he is getting ready to swing at the creature. The female, on the other

hand, only has her sword out but does not appear to be attempting any maneuver with it.

Her most active part is holding the shield. Even in this, she is not doing active damage to

the foe, but rather just helping. The second detail to not overlook is that fact that we

cannot see her face. As she engages, she has her back to the viewer. This, in the end,

renders her faceless and possibly even not real. Without a face to humanize her and

make her similar to the viewer, she become cut off and eventually cut out of the

illustration. Dehumanizing her make it much easier to do this and in the end, make her

forgettable. A viewer would turn the page and not take notice of the female in the

illustration. While she is fighting in this illustration, she is eventually lost.

Figure 25. Illustration Showing Female Fighting Creature with Another Male.115

115
TSR Inc., Dungeons and Dragons Game: Rule Book, Ed. Timothy B. Brown, (Lake Geneva:
Tactical Studies Rules, 1991: 11).

130
The lack of female illustrations or what they may covertly or overtly say to

viewers is not the best in the 1991 black box revision of Dungeons and Dragons, but it is

somewhat important to recognize the inclusion of female forms in handbook illustrations

and the attempts of these illustrations to picture females in strong roles or as strong

characters. Since its conception in 1974, 17 years prior to the release of this edition, the

lack of females in handbooks was crippling. Just as other editions of Dungeons and

Dragons have done between those 17 years, all continue to move forward and create a

more gender-inclusive space for players to create characters, complete quests and

adventures, and play within. While it does take time to usher in changes and

advancements, this should not be taken as an evolutionary or linear progression of less

inclusive to more inclusive. Rather, what is fundamentally more important here to realize

is that the game and its many forms seems to adapt and comment upon the larger cultural

and social movements and changes. Even if it does seem that the Dungeons and Dragons

game does progress towards an end-product that is more inclusive and representative of a

larger portion of the population, it does experience a number of setbacks and changes to

the game and the way it is viewed that would not feel as progressive as the series of

overall changes would make it feel. The heart of the matter here is that, while the

changes in gender and sexuality representation within the game do tend to ebb and flow

throughout the years, there does seem to be a general trend with the game materials that

seeks to challenge and question gender and sexuality representations throughout, but also

serve as a cultural and social tool upon which to build more intricate and inclusive

narratives for players and their characters.

131
Classic Dungeons and Dragons -1994 (Tan Box)

Released in 1994, Dungeons and Dragons Basic Tan Box was an attempt to

reboot the previous Black Box and lessen the amount of materials needed for gameplay.

This included getting rid of the tutorial cards that the Black Box featured and

incorporating play rules and material into sidebars throughout the player’s handbook.

Where the Black Box was known for its “dragon cards” and the supposed ease of playing

the game because of this addition, the Tan Box harkened back to the original version and

older playing styles that were based on, nearly exclusively, the player’s handbook.

The Tan Box did not cut out all additions from the Black Box. It kept the plastic

miniatures, stand-up paper markers with illustrations, a large fold out poster map, and a

set of dice. Essentially, the bulky and not-so-needed parts were edited out of the package

to make room for the more useful elements. While revision and marketing change did

render the 1994 Tan Box of D&D Basic more like the original, player’s handbook based

games as opposed to the board game feel of the previous edition, it still retained the same

basic setup and gameplay as the Black Box and other editions of D&D. The player’s

handbook for the Tan Box set is significantly longer and more detailed than the Black

Box, due to the reincorporation of player materials and game rules back into the player’s

handbook.

Textual Semiotic Analysis

Carrying over from previous editions, the 1994 Tan Box does similar things, in

terms of semiotics and rhetoric. Significant changes in this do not occur until the 2000s

when the third edition was released. Unlike an earlier edition, there is no special note on

132
pronoun usage throughout the text. More so, this edition does give a slight air of being a

bit more gender inclusive than previous texts. This edition is very similar to the Black

Box edition from 1991 in that it begins heavily using second-person pronouns but instead

of relying on third-person pronouns, it opts for a more neutral position there. Just as

before, the reader becomes the primary target for the text and the issues of sex and gender

are not openly discussed. They almost become a part of background details that are not

necessary for gameplay, but only help enhance the experience.

Noticing the subtle shift is key, as it mimics or reflects what is also occurring in

the intellectualization of the game through the years. While the first editions set out that

gender and sex are important features by either excluding them completely, creating

enemies and foes that were female, or stating that females had disadvantages in strength

and gameplay because of their gender, the later editions such as the 1994 Tan Box work

to re-center the ideas of gender and sexuality in the game, in turn allowing players to re-

evaluate their ideas. It is highly noticeable that throughout this text, gender is not as

important to game play and a more neutral and inclusive stance is taken. This does not

mean that all examples in the text are gender neutral or completely inclusive. As with the

tradition of the player’s handbooks, not all examples given in text are gender neutral.

What is more important to understand here is the general movement towards a more

inclusive and neutral game text, as well as the forethought to create a more equal playing

ground for anyone wanting to be a part of it.

In the player’s handbook for the 1994 Tan Box edition, all character class

examples given are either one of two things: male and described in terms of masculine

pronouns and features or they are completely neutral third-person pronoun-based

133
descriptions. This has proven to be common throughout the previous handbooks also.

To be even more specific, the only class example given that is not neutral is for the thief,

who is described with masculine pronouns several times.116 To be general however, the

text for this edition is almost verbatim as the 1991 Black Box text. Interestingly, the only

major change is the neutralization of character classes from all male to neutral (except the

thief class) and the neutralization of the cleric class117 from feminine to neutral.

Another small, but powerful detail in this edition is the inclusion of in-text

character and player examples and how those can shape the view of readers and future

players. In this edition, the first in-text example given is a male.118 Instead of using

various examples and incorporating a plethora of views into the player’s handbook, the

same male example is used throughout the text. It is not until later that a female example,

Aleena, is finally given119. However, this example is a cleric, which tends to be a

historically female role given its healer role and subconscious connection to nature and

the feminine.

Along with this late inclusion of a female in the player’s handbook is the

representation of females in the game, as monsters. At the end of the player’s handbook

is a section on monsters and creatures one could encounter in gameplay. Since the first

edition in 1974, this was a very common section to add into the player’s handbooks.

Even in the earlier editions, representation of females in the game in this section

116
TSR Inc., Dungeons and Dragons Game: Rules and Adventure Book, Ed. Doug Steward,
(Lake Geneva: Tactical Studies Rules, 1994: 17).
117
TSR Inc., Dungeons and Dragons Game, 13.
118
Ibid, 5.
119
Ibid, 52.

134
specifically was very common. In the 1994 Tan Box edition, 20 years after its birth, the

game still puts women more prominently here with Medusa and harpies being the

standard and common examples.

Just as in the 1991 Black Box edition, the one puny example of a female cleric in

this text, along with female monsters does not lend an air of gender inclusivity and

openness as one would expect out of a game that is supposedly marketed and playable by

everyone. The neutral stance of the text, in terms of pronouns and examples, is a

markedly important feature that helps the image and feeling, but it can be difficult to look

over the lack of females in the text and believe that it isn’t a symptom of a larger issue at

the time. For a positive though, realizing the changes and shifts that are featured in this

player’s handbook edition versus earlier pieces is crucial. It is through these smaller

changes and shifts that larger ones will take center stage in the later editions. Of course,

this is not only readable through the text alone; the art and illustrations littering the pages

of this player’s handbook also speak volumes about the ideas of gender and gender

inclusivity in the game and amongst its players.

Visual Semiotic Analysis

From the raw data and numbers, it is obvious that the male presence in the 1994

Tan Box Basic revision of Dungeons and Dragons has a weight beyond the female

presence. Of the total 54 illustrations provided, a whopping 87% (n=47) of those were

males while females were 13% (n=7) of the total illustrations. Of course, this illustration

inequality and underrepresentation is not rare. As we have seen, these proportions are

relatively generous, as there have been player’s handbooks in the past with zero

illustrations of females provided.

135
To go even more in depth, most male illustrations featured a male in some active

stance or pose. This could include actions such as a male wizard performing a spell or

incantation, a male barbarian swinging his battle axe, or a male thief actively disarming a

trap in a wall or pickpocketing. The minority of male illustrations (26% or n=12) feature

males in a passive stance or performing no action. This often includes a man lying down

waiting to be healed, a man holding up the dragon he just killed, a male looking at a

treasure chest full of jewels he has just stolen, or general illustrations demonstrating

classes or races. On the other hand, women and females, although they are not as equally

represented as males, are only shown in active stances. This is quite rare amongst

player’s handbooks because normally in the past, there are disproportionally more

females in passive stances than active. In fact, of the past player’s handbooks, active

female illustrations have never been more than 5 in each player’s handbook. It is

important to note also that some other editions in the past featured no female illustrations

whatsoever.

Male Active Passive Male


Illustrations Male Male Percentage

47 35 12 87%
Female Active Passive Female
Illustrations Female Female Percentage

7 7 0 13%
Table 8. Numbers of Male and Female Illustrations in 1994 Classic Dungeons and
Dragons Tan Box Player’s Handbook120

The cover art for this 1994 Tan Box revision of Dungeons and Dragons features

three male figures fighting a red dragon. Each of these figures are highly stylized

120
TSR Inc., Dungeons and Dragons Game: Rules and Adventure Book, Ed. Doug Steward, (Lake
Geneva: Tactical Studies Rules, 1994).

136
masculine forms; one has a long beard and the other two have thick muscles and

exaggerated masculine forms. Just as some other earlier edition player’s handbooks, the

1994 edition is not exempt from the tradition of featuring men on the cover. As will be

discussed later, this trend does change in time.

Figure 26. Cover Art for the 1994 Tan Box Revision of Dungeons and Dragons.121

While there is a plethora of men illustrated and pictured all throughout this

player’s handbook, there are a select few illustrations of females, specifically 7. Just as

in other edition’s illustrations of females, the forms and physical bodies are exaggerated

to draw attention to specific parts of the body. Perhaps this is done on purpose for

attention or maybe it is to visually differentiate male from female forms; the answer is

not really clear from the illustrations alone.

121
TSR Inc., Dungeons and Dragons Game: Rules and Adventure Book, Ed. Doug Steward,
(Lake Geneva: Tactical Studies Rules, 1994).

137
Another small detail that is prevalent amongst female illustrations versus male

illustrations is the direction females are facing and their gaze. This is something that was

previously mentioned in another player’s handbook and appears to be similar, if not same

phenomenon. In this, male figures are usually facing the action of the illustration. For

example, they are looking at treasure or picking a lock, or facing a foe. On the other

hand, females are usually looking at the reader versus anything else. There are examples

in the player’s handbook where this is not the case, such as a female trying to heal a

downed friend.122 Interestingly, this illustration is also included in the 1991 Black Box

revision of Dungeons and Dragons.

One illustration of a female, from the beginning section of the player’s handbook

and general discussion of elves, shows a female figure bent halfway, wielding a bow with

an arrow nocked. What is unique about this illustration is that the female form is not

exaggerated, as others are in the text and her clothing is practical for her profession. In

other words, she is normal and even is well armed with a bow and a type of sword on her

hip.

Figure 27. Illustration Showing What Appears to be a Normal Female Figure.123

122
TSR Inc., Dungeons and Dragons Game: Rules and Adventure Book, Ed. Doug Steward,
(Lake Geneva: Tactical Studies Rules, 1994: 54).
123
TSR Inc., Dungeons and Dragons Game, 20.

138
While there are several illustrations included in the 1994 Tan Box revision of

Dungeons and Dragons, a slim percentage of those illustrations are females. As

compared to male illustrations, they outnumber the female almost 7 to 1. For brevity and

to spare repetition of what has already been discussed in the visual analysis for the 1991

Black Box revision, I have omitted discussion of most of the individual illustrations since

the same illustrations were used.

While there are not as many to examine and discuss, it is still crucial to mention

that females were used in the text, one as an example of a cleric and then again, several as

illustrations. There may be few females represented, but they are still there. Even with

the illustrations, all females used were in active stance. In the past player's handbooks,

active stance could be seen as the better between itself and passive, especially since

women and females could be seen as passive figures throughout time and history. The

fact that women and females in this player’s handbook were represented in active forms

speaks loudly about changes in ideas and representation at the time. These changes and

subtle shifts will continue throughout the rest of the player’s handbooks and game

editions, especially in the early 2000s and later.

Advanced Dungeons and Dragons 2nd Edition - 1995 (Revision)

One year after the 1994 revision was released, TSR worked to revise yet another

previous player’s handbook edition, Advanced Dungeons and Dragons. TSR states in

the foreword that this edition is not Advanced D&D (AD&D) 3rd edition, but just an

update to a previous product. The foreword goes on to state that the revision mainly

includes some game rule clarifications and minor corrections. Along with this is a list of

139
cosmetic updates, including new cover art, 25% more pages, bigger illustrations, more

color, and easier to read fonts. It appears that this revision is more for the aesthetic of the

game versus the rules and mechanics of the game; the text itself does not differ much

from the first 2nd edition of Advanced Dungeons and Dragons from 1989.

Textual Semiotic Analysis

Perhaps the most striking and telling aspect of the text for this player’s handbook

is what you read within the first few pages, regarding how the book is set up and the

language used. Just as the first version of the 2nd edition of Advanced Dungeons and

Dragons from 1989, there is a specific note in the front material regarding usage of

pronouns throughout the text. Once again, this note states that

“the male pronoun (he, him, his) is used exclusively


throughout the AD&D game rules. We hope this won’t be
construed by anyone to be an attempt to exclude females
from the game or imply their exclusion. Centuries of use
have neutered the male pronoun. In written material it is
clear, concise, and familiar. Nothing else is.”124
We have already encountered this note before, in the first version of the second

edition of Advanced Dungeons and Dragons. Very little has changed, mainly a few

words were taken out. Interestingly, the words that were taken out made this note

specific for only the first version of the second edition of Advanced Dungeons and

Dragons. In the 1995 revision, words were omitted to make it read as if the male

pronoun was used across the board for all D&D game manuals. This also extends the

124
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed.
Doug Steward, (Lake Geneva: Tactical Studies Rules, 1995: 9).

140
hope of not excluding or giving the impression of excluding females from the game

across all versions also.

This is a nice sentiment and could be taken at face value; however, the deeper

implications of that statement are obvious. Perhaps there had been issues in the past with

the exclusion of females throughout the game and in gameplay. This idea is reflected

quite heavily in past player’s handbooks both textually and visually with the utter lack of

females in either form. Females and women are not illustrated as equally as men are and

they are not added into the text of the handbooks like men are.

Throughout the text, 8 examples of characters and gameplay are given. Of the

total, 7 of those examples are males or masculine. The other example is not clear

whether it is a female or male—it is never clearly stated—but there is an assumption that

it is a female solely by the name given, Delsenora. This trend continues with the race

examples. In the text, all race examples given are male or masculine, except for humans

where the gender or sex is not given. What is upsetting with this minute detail is that the

text clearly stated in the front material that masculine pronouns would be used because

those are what is apparently the most clear, concise, and neutral. However, the writers

chose to exclude the masculine pronoun here in exchange for something truly neutral. If

choices can be made where the masculine pronoun is elected to be omitted, how much

trouble would it have been to use both masculine and feminine pronouns and adjectives

in the entire text even if the player’s handbook clearly states that the sex of characters is

up to the player.125

125
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995: 32).

141
In conjunction with this, the player’s handbook later—on the next page—shows

that there are physical differences between males and females and goes on to give

different sets of statistics for characters of both sexes. The text automatically creates a

strong dichotomy between male and female in the game, making females the weaker of

the two. With this, the female character becomes the lesser of characters because it is

impossible for her to do work, fight, or complete tasks as well or as much as a male

could. In this case, why would you want to play a female character if your chances of

succeeding, winning, or living are greatly lessened only because of your gender?

Coupling this idea with the specific note at the beginning of the player’s handbook about

how the masculine and male are the most clear and concise identifiers for character in

this handbook, it becomes apparent that perhaps the exclusion of both female players and

female characters is in fact what was happening in the game.

To add another line of evidence for this exclusion of the female or feminine in the

game and game play is the descriptions of character class types given in the player’s

handbook. With each class all are given as males. Unlike the race types where one

example may have been female, none of the character class types were female. Each

character class type also gives a list of examples from literature, history, and mythology

that one could use as inspiration or a base for their character creation. In all of the class

examples, only the ranger class and the wizard class give female examples. What is

frustrating about this is that the lists could have easily included females. While taking

notes on this section, I easily comprised a list of females for each class that would have

served as perfect examples here. For example, the warrior class lists men such as

Hercules, Sir Galahad, and Robin Hood. These lists of examples could have easily

142
included Queen Boudica, Joan of Arc, Artemis, or Nakano Takeko. This trend occurs

with all the class types, except for the ranger which lists Diana and the wizard which lists

Circe and Medea.126 It seems as if even here, male history and figures from culture are

the only clear and concise examples to give.

The drastic lack of the female and feminine forms in the player’s handbook for

the 2nd edition of Advanced Dungeons and Dragons from 1989 does not end with text

from the handbook. As will be discussed next, this void is also noted in the visual

representation throughout the player’s handbook in the 1995 revision.

Visual Semiotic Analysis

In the 1995 revision of Advanced Dungeons and Dragons, there was a total of 77

illustrations that showed either a male or a female. Of these, 90%, or 69 were of males

where the remaining 10%, or 8 images were females. As noticed in previous editions,

there has been a distinct lack in the visual representation of females, as opposed to males,

in Dungeons and Dragons. When the numbers are this skewed it is difficult to deny this.

To discuss males and females specifically in terms of active or passive stances shown in

the player’s handbook illustrations, the slight majority of male illustrations are shown in

passive stance (n=39) and the same amount of female illustrations are shown in active

stance (n=5) as passive stance. This has been a common trend in a few of the player’s

handbooks prior to this release.

126
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995: 44).

143
Male Active Passive Male
Illustrations Male Male Percentage

69 30 39 90%
Female Active Passive Female
Illustrations Female Female Percentage

8 4 4 10%
Table 9. Numbers of Male and Female Illustrations in 1995 Advanced Dungeons and
Dragons Revision Player’s Handbook.127

A very common comment that has been raised in this chapter is the obvious lack

of the female form from illustrations found throughout the player’s handbooks. While

other manuals and guides for each of the game editions, revisions, and releases may

feature more female figures or better illustrations and representation, it is crucial to

remind readers that the scope of this project only covers the first handbook for each

edition or revision rather than all the handbooks for each version. If this was not the

case, this project would be nearly impossible to finish, as there are perhaps hundreds of

different manuals and handbooks for each setting, environment, world, etc. The first

player’s handbook, for me, is the most important to study because it often represents the

first glimpse into the Dungeons and Dragons world. This is especially true since there

are a multitude of different manuals and texts that serve as supplements; the first player’s

handbook is almost always the starting point for any of the other texts.

Once again, and not to repeat what has already been said for every other player’s

handbook examined thus far, there is a significant lack of female forms in this player’s

handbook. As if the stark lack was not bad enough, the female forms that are illustrated

throughout the text are usually conforming to some stereotypical idea of female

127
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995)

144
appearance or body coverings. To begin, most female illustrations in this player’s

handbook are either villains, children, or highly stylized in their body shape, dress, or

hairstyles. It is often obvious at first glance who is female and who is not because of

those stereotypical gender-based ideas of body form, shape, and decoration. This is made

even more clear when viewing males in this player’s handbook, as most of those pictured

are exaggerated forms as well. For example, in the cover art the three males shown are

very obviously male as is the case with other examples of cover art. The front most male

figure on the cover and featured as the focus art for the back cover, has nearly impossibly

thick legs and arms ripping with muscles. He brandishes a huge battle axe and his

posture is one to show off his power and dominance in the situation. Cover art is

important because it is the first glance you get of the game and often helps drive your

purchase of the game or not. In this case, the first glimpse of the game is one that is

male-driven and based in violence and male dominance.

Figure 28. Cover Art for the Player’s Handbook Featuring Males.128

128
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995).

145
Moving through the player’s handbook illustrations and images do not greatly

improve as one would hope. On the contrary, we end up seeing mostly males. In all

character class and race example illustrations given, each one is male. In total, female

illustrations make up very little of what is there. Of the 8 total females shown in this

player’s handbook, 1 is a female child, 3 are female villains, and two are possibly

recognizable females only by the style of clothing shown. For these two possible

females, the illustrations are from a distance making the figures themselves very small

and difficult to see in detail (See Image 29). The remaining 2 female figures are

positively female.

Figure 29. Possible Female in Illustration for Player’s Handbook.129

Perhaps a positive feature relating to the females shown in this player’s handbook

is that they are not exaggerated in form or highly sexualized as has been prone to occur in

previous handbooks. Here, females are noticeable for their characteristics and body

shape, but these things do not seem to be unnatural or played up. In no case are the

females shown in this player’s handbook seemingly sexualized for the viewing audience;

129
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995: 149)

146
as noted previously, several of the females are very small and from a distance so that

adding sexualized details is nearly impossible. The only case where this may not fully be

so is with the three female villains seen in Image 30, but even with this example, the

females do not seem to be drawn with sexualization in mind. They are rather shapeless

and unappealing. It is only with closer inspection that you realize that they are in what

should be quite scandalous dress as they are only wearing a very skimpy bikini-type

clothing choice. The illustration does not call attention to that or females in general, but

more so the male at the forefront of the illustration getting ready to vanquish the female

villains.

Figure 30. Three Female Villains in Player’s Handbook Art.130

The 1995 revision of the 2nd edition of Advanced Dungeons and Dragons

marked the end of an era for the game. While some major changes took place in

130
TSR Inc., Advanced Dungeons and Dragons Player’s Handbook for the AD&D Game, Ed. Doug
Steward, (Lake Geneva: Tactical Studies Rules, 1995: 112).

147
gameplay mechanics and accessibility, there was still a blatant lack of females and

women in both gameplay and game materials themselves. Like previous editions and

player’s handbooks before, there are always places where females could have been used,

just as easily as males, to represent rules and make gameplay mechanical points. After

the 1995 revision of Advanced Dungeons and Dragons, TSR sold the company to a much

larger entity who ended up making substantial changes to the game and helped push it to

a more inclusive platform for cooperative gaming.

Dungeons and Dragons 3rd Edition – 2000

The year 2000 marked a number of changes in culture in the United States,

especially when thinking about social customs and the onslaught of the post Y2K world.

The gaming world was not exempt from the whirlwinds of change that were ushered

through the Dungeons and Dragons universe. These changes began in 1997, when TSR

finally decided to sell the game to up-and-coming gaming giant Wizards of the Coast.

This sale was not a surprise to members of TSR or game creators and contributors.

Rather, TSR had collected mounds of debt by the end of 1996. This debt totaled over 30

million dollars131 and kept costing the company more the longer they stayed as a whole.

Prior to this, TSR had a number of other run-ins with debt and financial instability. As

more games and platforms were released, TSR’s materials were ever decreasing in sales

and popularity. By 1997, they could not keep afloat and had little to no choice but to sell

TSR assets, including Dungeons and Dragons. While agreeing to print backlog copies of

game settings and player’s manuals, Wizards of the Coast (WOTC) also decided to end

131
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 142).

148
Advanced Dungeons and Dragons in order to re-create and re-brand the game under one

title to make it easier for people learning the game as well as easier for players in general

since it worked on a new gameplay system based on the twenty-sided die.132 133

The third edition of Dungeons and Dragons truly marks a paradigm shift in the

RPG and gaming industries. As noted previously, the game was transferred to one that

was statistics based and used some die for mechanics to one that was based around the

twenty-sided die or d20. Other improvements were added to this edition, including the

standardization of monsters and creatures so that they too could be improved or “leveled-

up” as the game progressed. Magic items were also revamped in that they have more

standardized use systems and specialized places where they could be worn. Tactical

combat was also revisited in this edition, becoming similar to what the game was in the

first 1974 edition of Dungeons and Dragons. In general, the game became more fluid

and alive, changing with each gaming session and becoming something that would keep

players coming back to play. Along similar lines, the importance of the gaming

community became a key point in Dungeons and Dragons as well as future creations and

installations for the game. The third edition opened the world of D20 based gaming, as

well as the open licensing of d20 game mechanics. The creative license for both D&D

and the d20 game base were opened so that nearly anyone could create supplements to

132
It is not mentioned here, but in 1999, gaming giant Hasbro finalized a deal in which they
purchased Wizards of the Coast for a hefty $325 million. Although technical ownership changed hands
again, Hasbro did not interfere with Wizards of the Coast’ initial thoughts for changing the game and
rewriting rules of gameplay which had already been started before Hasbro’s purchase.
133
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 154).

149
the Dungeons and Dragons world. Game designers believe that “D&D could never be

imprisoned again as it had been before its near death at TSR in 1997.”134

Textual Semiotic Analysis

While the third edition of Dungeons and Dragons represented an exciting turn in

RPG gaming and brought with it several substantial changes, it also heralds some major

changes in the inclusiveness of the game itself as well as in representation. Where the

game was no longer going to be trapped in old-fashioned and outdated gaming mechanics

and scoring systems, it was also no longer going to be chained to the male-dominated and

female-absent heritage of its past. Game editions after 2000 all move towards a more

inclusive image of the game and its players and characters.

At first glance, the text begins with an air of general inclusiveness in terms of

both players and characters. The player’s handbook uses both “he” and “she”

interchangeably as pronouns and directly tells the player to choose the sex of their

character. This then morphs into the 2nd person pronoun (your and you) throughout the

remainder of the text. Also, there are no tables delineating the statistical differences

between males and females or the lack of skills or lessened maximum ability points due

to sex or gender. This system also adds the player character sheet to the gaming system.

This sheet is often photocopied out of the book and is used to keep track of character

details and statistics as the game progresses (see image 31).

134
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 156).

150
Figure 31. Player Character Sheet Front and Back from Dungeons and Dragons 3rd
Edition.135

This edition does a very good job at re-writing the game as something that is

dynamic and easier to understand for people who have perhaps never played before or

maybe have not played for a period. While doing this, it opens the gaming world to

males and females by making sure that both are well represented throughout the text. For

example, in this edition clear physiological differences between males and females are

described for different races available to play. Not only does this make sure that the

game is more life-like and detailed, but also makes sure to let players know that playing

as either gender is a valid choice since game designers took the time to add these details.

While it is not actually stated in the text, it alludes to the fact that everyone is welcome,

and those under-represented figures add to the gameplay and help create a fluid and fun

game. Being a female and playing a female character, in some cases, needs to be open

135
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000).

151
and welcoming into a game that was based –for so long—on non-female characters and

players.

This sense of inclusion continues throughout the text with various examples. For

starters, each race description given makes sure to list both male and female names for

examples. This not only creates some dynamism in the game rules, but also sets up a

system in which both genders are included and encouraged. The in-text character

examples also mirror this same change in the player’s handbooks, as both male and

female examples are given. Of the 7 total character examples, 3 are female and the

remaining 4 are male. In terms of character classes and in-text examples given of those,

the same phenomenon occurs. Both males and females are represented. Of the eleven

total class types, 5 are female and 6 are male.

Another small and perhaps overlooked detail in this D&D edition is the clear

statement of playing either male or female136, without any problems or changes to

gameplay or game rules. While this is a very short sentence in the player’s handbook, it

still can speak volumes about the political and social climate and what made the writers

decide to include it. Having something like this statement, that was not something often

added to past player’s handbooks, says more than not having it in the text at all. Of

course, in past editions and revisions of Dungeons and Dragons some female characters

were given, and there was some inclusion, but in the overall feel of the edition or

revisions of the past, Dungeons and Dragons 3e gives a much completer and more

inclusive feel. It is this edition that truly begins some major changes in the game and

representation within its handbooks and manuals.

136
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000: 91).

152
Visual Semiotic Analysis

These major game changes were not felt only through the text, but also seen

through the art and illustrations used. While no formal preface is given in this player’s

handbook, it is obvious through first flip-through that most, if not all of the previous art,

which was cycled through and reused throughout several editions and revisions, was

revamped and replaced with art that was more up-to-date and seemingly higher quality.

Of course, the raw numbers of males and females represented in the player’s handbook is

not completely equal. This has been the case since the original D&D in 1974. What is of

note though, is the changes in the number of males versus females and what that says

about the “new” D&D.

Male Active Passive Male


Illustrations Male Male Percentage

45 12 33 68%
Active
Female Femal Passive Female
Illustrations e Female Percentage

22 5 17 32%
Table 10. Numbers of Male and Female Illustrations in 2000 Dungeons and Dragons 3e
Player’s Handbook.137

Of the total 67 illustrations of figures found in this player’s handbook, 22 of these

were females and the remaining 45 were male; 32% of the figures found in this player’s

handbook are females. These numbers are drastically different from other earlier editions

and revisions. The only previous edition that comes close to this is the second revision of

basic D&D from 1981, where 24% of the illustrations were female. Although this

137
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000).

153
number is higher than others, it was still from a pool of 19 total figures, whereas the 2000

3rd edition of D&D is based on a pool of 67 total figures. Regardless, this percentage of

females in the text’s illustrations is still the highest noted thus far. Of those 22 total

female images, 5 (or 22%) were pictured in an active stance while the remaining 17 (or

78%) were passive. This trend of more passive to active stance continues with the males

as well, where 12 figures, or 26% of the male illustrations were active and the remaining

33 or 74% were passively pictured. What is key to remember here is the drastic jump in

females pictured in text and what that says to viewers and readers. Images can

sometimes speak much louder than words can.

Perhaps one of those most visible changes mentioned before—at first glance—is

the lack of traditional cover art. While all other editions and revisions featured a scene or

a print on their covers that showed either armored character(s), fighting and battle, or as

in the first Advanced Dungeons and Dragons cover a multitude of activities performed

by men, the cover art for the 3rd edition shows nothing. Rather, it is designed to look

like a mysterious and ancient tome (Image 32). It is covered with what appears to be a

sort of dark brown hide, is encrusted with cut and tumbled jewels, and is laden with gold

metal work embossed with sigils and signs. It is a completely different design than

anything that had been done before.

154
Figure 32. Cover Art Design for the 3rd Edition of Dungeons and Dragons.138

Once again, this change seems subtle, almost as if it does not really say anything

major or important about the update and changes to the game. Just as previously

discussed however, such a small change can say a lot about the thoughts of those

designing the game and the period of time it was done to adhere to. It seems almost as if,

after the near death of the game, its new owners wanted to revive the guts of the game

into something that was easily adaptable and intriguing to people. In doing so, they

sought to create a game text that was inclusive for most players of any sex and that still

carried an air of intrigue or mystery. By getting rid of the traditional style of cover art

and using something that was genderless it gave the game the much needed facelift as

well as reintroducing it to the world as a game that did not care about old ideas and

138
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000).

155
traditional sense of game mechanics and one that genuinely exists for the players to

create, play, and get lost in other worlds and universes.

While the cover art seen in Image 32, or lack thereof, sends a strong message, the

art almost immediately inside the book is perhaps even stronger. The first two pieces of

art you encounter in this player’s handbook are a male drawn in an anatomical way and

then a series of heads representing different races. Both of these pieces are male centric,

however; the next two-page spread of art is some of the most important I have seen in all

of the player’s handbooks from previous editions and revisions, thus far. In this

illustration, an example for both a male and a female is given for each race type that a

player can choose to create. What is unique about this piece is that it is not just a

smattering of race examples given without much thought, but rather it is a curated

collection of illustrations representing each race in one place. The setup of this

illustration is so that a viewer can directly compare the male and female form for each

race since each side of the illustration correlates to the opposite. It is the perfect compare

and contrast situation between male and female. Not only does this piece allow for some

standard in imagination, but it gives both females and males equal footing when it comes

to character creations and conceptualization. Readers are left trying to confirm their

character ideas to examples given in the book, perhaps sacrificing the way they see their

character or even themselves, in the world of gameplay. This illustration adds an exciting

dimension to character creation and representation in Dungeons and Dragons.

156
Figure 33. Two-page Spread of Art Featuring a Male and Female Example from each
Race Type.139

139
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000: 12-13).

157
Another aspect of the art and illustrations, or visual representations within this

player’s handbook and the 3rd edition of Dungeons and Dragons in general is the way in

which females are portrayed. Within its pages, the female illustrations given generally

seem to be fully dressed and not highly sexualized. As we have seen, this has been a very

common issue with female figures since the original D&D edition in 1974. Here though,

women’s clothing and costumes seem to be practical for their profession or character

class. This applies for Image 33, where both male and female examples for each class are

given. In this illustration spread, males and females of a variety of races and/or classes

seem to be on similar footing. In this example, not only are females highly sexualized

and their forms prominent but the males are also shown in exaggerated forms. As

another example, the female monk140 illustration (Image 34) is fully dressed in things that

would be practical for martial arts, which the Monk class is proficient in. The armor and

clothing choices given to the Paladin female example (Image 35) given in this player’s

handbook141 are also fitting for her role as a fighter in D&D as well as someone who

would require heavy amounts of armor as daily wear. In these two examples, it would

have been easy to conform these females to standardized and stereotypical ideas of

female dress and appearance, sacrificing their character class type in general and needs of

those classes, such as amour and loose clothing for martial arts practice.

140
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000: 39).
141
Cook, Tweet, and Williams, Dungeons and Dragons Player’s Handbook, 41.

158
Figure 34. Female Monk Illustration Showing Sensible Clothing Choice for Character
Class.142

Figure 35. Female Paladin Illustration Showing Sensible Clothing Choice for Character
Class.143

142
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I 3rd Edition, (Renton, WA: Wizards of the Coast, 2000: 39).
143
Cook, Tweet, and Williams, Dungeons and Dragons Player’s Handbook, 41.

159
All in all, the representation of both females and males in the player’s handbook

for the 3rd edition of Dungeons and Dragons seems to be somewhat on par or equalized

with each other. With the revisualization of the game and basically re-writing it from the

ground up, many changes were incorporated into both the physical text of the game and

the illustrations and art that accompany it. Both of these aspects have a strong disposition

towards a more equal view of both males and females in the game as characters as well as

outside of the game as players. We will see with the next edition, 2003 Dungeons and

Dragons 3.5, similar changes in the game text as well as the illustrations used.

Dungeons and Dragons Edition 3.5 - 2003

After three years of intense playtesting, customer service surveys, and interviews

Wizards of the Coast decided to release an updated revision to the 3rd edition in 2003.

This new addition to the Dungeons and Dragons collection was aptly named Edition 3.5

because the writers and designers did not want it to be a direct copy of the third edition,

but also did not want a fourth edition. Within the first few pages, the writers discuss the

reason for the revision, including what was added or changed to make it different from

the 3rd edition. Essentially, the only things that truly changed were some rules which

were clarified, new feats and spells for some character class types, and some of the art

and graphics of the text were polished and updated. Other than the obvious edition

change and the cover art, there appears to be no real difference between the 3rd edition

and the 3.5 revision. The changes are subtle enough however, to require close inspection

and gameplay to see.

160
Textual Semiotic Analysis

Due to the minute degree of changes to the physical text, there are not many

changes or details to note that are different from the 3rd edition. For this reason, the

textual semiotic analysis for this revision will be significantly shorter and less detailed

than the previous editions examined. In general, the changes that were read and felt

throughout the 3rd edition from 2000 are also seen throughout this revision.

To begin, the 3.5 revision of Dungeons and Dragons starts with and uses the

second person pronouns you/your throughout. There are some places in the text where

the writers have referred to “he or she”, but you/your are the most common. This mimics

what was put forth in the 3rd edition, where a sense of general inclusivity is felt from the

beginning with the use of both “he or she” and the second person pronouns you/your. As

the text continues, the character sheet given in the text also has a space for gender in the

character description area. This continues to speak volumes about both as it actively

gives a space for players to create characters to their liking. Rather than just saying you

can choose your gender, which this revision also does very clearly,144 there is a physical

space on their character page that requires you to choose or at least think about what that

means for your character.

Just as in the 3rd edition, the 3.5 revision also discusses sexual dimorphism

between the sexes but does not do so to diminish or make stronger one or the other. On

the contrary, this revision demonstrates that it is possible to play whatever character a

player wants while not losing or gaining anything due to gender-specific qualities or

144
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I Version 3.5, (Renton, WA: Wizards of the Coast, 2003: 109).

161
shortcomings. This is important to note as some previous editions have used sex as a

marker for lack or gain of specific qualities for characters. Creating a game that seeks to

include more people and a variety of character types and genders requires an open view

of gender and not one that limits the female gender specifically, making it weaker. When

a character type is weaker, it is played by fewer players because in a game where skill

and ability is key why would you want to play a character who is weak?

When it comes to character classes and the gender inclusivity used in this

revision, it is similar—actually entirely identical—to the 3rd edition. Here, for a total of

11 different character class types, 5 of those are female while the remaining 6 are male.

On the same hand, the number of distributions of in-text examples is also similar to the

3rd edition. Differently, the 3.5 revision has included 6 more in-text examples than

previously used. These examples are both still female and male; there is a total of 5

female and 8 male examples.

While the text was not drastically different from the 3rd edition, it did still

incorporate a general feeling of gender inclusivity and belonging in the game. Where

gender was not included and examples were generally given as males in previous editions

and revision, this text seemed to—along with is predecessor—open up an awareness for

diversity in both players and characters with its varied use of gender and different types

of characters as well as its definite attention to character attributes and awareness of

differences. The similarities between the 3rd edition and this 3.5 revision continues from

the text itself to the visual representation and artwork found within it.

162
Visual Semiotic Analysis

Imbedded within the 3.5 revision of Dungeons and Dragons there are a total of 66

illustrations of figures or characters. Markedly, this is only one different from the

previous edition. Of the total, females account for 33% (n=22) of the illustrations while

males represent the remaining 67% (n=44) illustrations. Of the 22 total female

illustrations, 31% (n=5) of the illustrations are shown in active stances and the remaining

69% (n=17) are passive-stance illustrations. For the male illustrations, the majority are

shown in passive stance (75% or n=33) and the remainder are active stances (25% or

n=11). In the larger picture of illustrations for this revision, from the 3rd edition

published 3 years prior, there is one fewer active male illustration, two fewer passive

female illustrations, and two more active female illustrations. Although the numbers and

percentages do seem to be changing and improving to include more females, they are still

non-proportional between the two genders. In a perfect world, there would be a 50-50

split between illustration figures and by proxy representation throughout the text. That

perfect division is still far from what the actual statistics show.

Male Active Passive Male


Illustrations Male Male Percentage

44 11 33 67%
Female Active Passive Female
Illustrations Female Female Percentage

22 7 15 33%
Table 11. Numbers of Male and Female Illustrations in 2003 Dungeons and Dragons
Version 3.5 Player’s Handbook.145

145
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I Version 3.5, (Renton, WA: Wizards of the Coast, 2003).

163
As far as specifics regarding illustrations and figures in this revision, just as was

the case for the text, the details are actually similar to the 3rd edition published

previously. When discussing the cover art, it is also very similar to the previous edition.

It does not feature any cover art, as other editions and revisions have, but rather the same

sort of “book cover” style employed by the 3rd edition. Although, the cover art for the

3.5 revision is slightly different. It is still styled to look like an ancient and mystical

tome. It is covered in a dark leather or hide and is adorned with heavy and bulky gold

and silver-colored metal accoutrements. It is inlaid with orange and red gems; gone are

the sigil and other colored stones and gems.

Figure 36. Cover Art of the 3.5 Revision of Dungeons and Dragons.146

For this revision we also still find the two-page spread of art featuring both male

and female example illustrations for each race found within the game. This is still a key

146
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I Version 3.5, (Renton, WA: Wizards of the Coast, 2003).

164
feature as it is still found within the first few pages of the text and still demonstrates both

diversity within the game and the possibility of creating a character that is female or

male. Drawing the male and female equivalent of each race helps to further players to

create characters as they see fit, since there is a physical representation to take inspiration

from but also an underlying idea that the creators and writers of this game found it fit and

necessary to include both sexes. These illustrations speak to the sex and gender

inclusivity found with the text.

As for the illustrations that changed between this revision and the previous

edition, the differences are slightly difficult to ascertain. This revision incorporates one

figure specifically, Lidda a rogue, more often than others. There are at least 3 different

illustrations of her doing different activities. This revision does add an illustration of a

female villain; something that the previous edition did not feature. Interestingly, the

female villain is the most sexualized and exaggerated figure in the entire text. The other

females featured are not highly sexualized and their bodies are not exaggerated in female

form.

Figure 37. Female Villain Shown in the 3.5 Revision of Dungeons and Dragons.147

147
Monte Cook, Jonathan Tweet, and Skip Williams, Dungeons and Dragons Player’s Handbook:
Core Rulebook I Version 3.5, (Renton, WA: Wizards of the Coast, 2003: 240).

165
While the text and art featured throughout this revision published in 2000 appear

to be quite inclusive and welcoming to all players, the last two editions released of

Dungeons and Dragons will really take those ideas even further. The 3.5 revision served

as a solid core rulebook of D&D for five years while a second major overhaul of the

game was planned and a new 4th edition was released to the world.

Dungeons and Dragons 4th Edition – 2008

The early 2000s were a crucial year for game giant Wizards of the Coast. During

the first fourteen years since 2000, the game saw three major editions, one revision, and

one re-release of basic rules. As we have seen, the 3rd edition and its 3.5 revision from

2000 and 2003 respectively, marked a shift in the tabletop role-playing game world.

Gone were the days of gendered and difficult to follow rules for gameplay and combat

that were all set in stagnant worlds and adventure settings. The d20-based system that

was ushered in with the 3rd edition in 2000, truly changed the way the game was played,

created a more equal footing for players and their characters, and allowed a plethora of

new worlds and adventure settings to be created for gameplay. This also led to a spark in

other d20-based role-playing games developed by smaller creative companies that were

similar to D&D in their creative and imaginative aspects but were otherwise completely

different games. This was also the period, just before the 4th edition of D&D was

published, that Paizo Publishing released the news that they would be publishing their

own tabletop role-playing game, Pathfinder Roleplaying Game that would serve as a

continuation of the gameplay rules put forth in the 3.5 revision of D&D.148 Paizo and

148
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 178).

166
Pathfinder instantly became a contender to the Dungeons and Dragons line of games.

Today, it still stands as one of the biggest mass-market competitors of D&D.149

The 4th edition itself posed several problems to the gaming community, Wizards

of the Coast, and the Dungeons and Dragons line. First, it set off a series of issues and

problems dealing with the open gaming license (OGL) that was set into motion with the

3rd edition and the use of the d20-based game system. It took years to get these issues

straight and ended up hurting the game line. Along with this, supporters and fans refused

to buy a new edition of the game to replace one that was already played and loved. The

player’s handbooks are not cheap; coming in at nearly $50, the price to play the game

adds up quickly. The problems with game licenses, rising cost in game materials, and the

upswing of Paizo’s Pathfinder series added up to a setting that was not ideal for a new

edition of D&D. The first few years of the 4th edition of D&D seemed to be successful;

however, the problems ran deep for players. The 4th edition took away some specifics

for magic users, focused more on combat, and got rid of some character races and

cosmology.150 Some players just yearned for what they had known and loved in the older

149
Currently, there are not physical statistics on the number of Pathfinder players online. However,
there are plenty of references, game and gamer community chat boards and message boards that either
reference playing the game or that discuss the switch over from D&D to Pathfinder. Pathfinder was a crucial
stepping stone in the roleplaying game world as it continued on with gameplay rules that many people
enjoyed, kept with the open d20- based system, allowed room for a plethora of settings and new creations
when it came to game and story building for adventure campaigns. Not to mention, D&D manuals are quite
expensive. For a gamer on a budget, the lesser prices of the Pathfinder game materials were a better option.
Even gaming authority Geek and Sundry posted an article in 2016 that detailed the differences between D&D
and Pathfinder but also advocated for a possible switch to the game if it was something one was looking for
in a gaming system. Comments on that article trend towards the same positive view and reaction to the game
instead of others like Dungeons and Dragons. (James Haeck, “Everything You Need to know About
Pathfinder, https://geekandsundry.com/everything-you-need-to-know-about-pathfinder/ (accessed January
30, 2019).
150
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 192).

167
editions. Eventually, Wizards of the Coast faced with issues in game sales and reception,

sacrificed some lead game designers and was left with hard decisions on what to do for

the game.

Textual Semiotic Analysis

Where the fate of the game system and its reception amongst players and fans

were not the most positive during the release and several years after the 4th edition, the

text of the player’s handbook itself does not lack where others of previous editions have.

In a general sense, this edition does come off as gender inclusive, perhaps on the same if

not slightly more than the previous 3rd edition and 3.5 revision. Like those before, it

begins with the 2nd person pronouns you/your and uses “he or she” throughout. The text

also makes clear that “these decisions have no real impact on the game…”151 when

referencing character gender in the character creation descriptions. Along the same lines,

there is still a section for gender on the character sheet. It’s odd that for several editions

and revisions prior to 2000, gender was never included as a descriptive marker for

player’s characters. This was especially the case in some earlier editions that use gender

as a marker for weakness; female characters always and automatically had lesser strength

attributes assigned because of their gender. The race or class of the character did not

affect this if it was a female. Having a delineated physical space on the character sheet

forced players consider the possibility of gender for their character, regardless if they

chose one or not. It is difficult to completely not see a specified area on the character

sheet when it is there, versus when it is not. Unlike other editions where the gender and

151
Rob Heinsoo, Andy Collins, and James Wyatt, Dungeons and Dragons Player’s Handbook:
Arcane, Divine, and Martial Heroes, (Renton, WA: Wizards of the Coast, 2008: 24).

168
character data and information found on the back of the character sheet, the 4th edition’s

character sheet given at the end of the player’s handbook places character demographics,

such as gender, at the very front and head of the character sheet. It became even more

difficult to overlook or ignore.

Deep within the text itself are several overt examples of both males and females

in gameplay. For the examples themselves, one female and three males are given. The

female here is a paladin and specifically relates to healing. In most past editions, females

who are generally seen as healers in the game. Perhaps there is some closer cultural

connection with females are caregivers, nurturers, and closer to nature152 and therefore

the figures who would be healers in the game versus other female representations.

Like in past editions, each character race and class are generally discussed with

gender in mind. Some of these past editions were equal between the two in their

descriptions while others omitted females from the discussion. The 4th edition tends to

follow more equalized norm for discussing character races. Each character race type

utilizes both males and females in their descriptions, although between each the numbers

vary. Some, like the half-elf has two male and one female example whereas others, like

the eladrin153 has two female and one male. Each of the examples are two to one, usually

in favor of the males more than females. As for character classes, this is quite different.

In these examples, all class types are gender neutral. In the descriptions for them given in

152
Sherry Ortner, “Is Female to Male as Nature is to Culture?” In Woman, Culture, and Society,
eds. M.Z. Rosaldo and L. Lamphere, (Stanford, CA: Stanford University Press. 1974), 68-87.
153
A type of high elf added into this edition but quickly done away with in the 5th edition. This race
type came as a distinctly different elf type from elves and half-elves. They tended to be taller and superior
to other races and were seen as arrogant beings highly capable of using magic much more easily than others.

169
the player’s handbook, no gendered pronouns are used rendering them completely

neutral.

Besides the neutral character classes, and the use of females and males in

character race descriptions, there are not any huge changes or major shifts in thinking that

are apparent in the 4th edition of Dungeons and Dragons. More so, it does not negate the

shifts in thinking and inclusivity that came with some previous editions and revisions. It

works to include those changes a bit more and perhaps seeks to normalize those ideas of

both females and males in the game as both players and characters. As we will see in the

following section on the visual semiotics for this edition, similar equality appears to be

present in the illustrations throughout.

Visual Semiotic Analysis

The 3rd edition and the 3.5 revision of Dungeons and Dragons really helped set

the scene for including females and males into the illustrations and art for the player’s

handbooks, as well as setting an apparent precedent for the lack of sexualization of

figures as was seen in many earlier editions and revisions of the game.

For the total of 104 images and illustrations of figures used throughout the 4th

edition of D&D, a total of 71 of those images were males. Males represented 69% of

figures shown throughout where females represented 31% (n=33) of the figures shown

throughout, including the cover art. While, just as with previous editions and revision,

the number are not split evenly between males and females, there is still a growing trend

of including more females on the text’s pages as art examples for both players and

characters. This is a crucial change and trend to note as it helps support the hypothesis

that inclusivity and equality are shifting and changing as the game is rewritten and

170
reinvented through the years. The most recent edition, released in 2014 will help

demonstrate that idea even stronger, later in this chapter.

Male Active Passive Male


Illustrations Male Male Percentage

71 44 27 69%
Female Active Passive Female
Illustrations Female Female Percentage

33 17 16 31%
Table 12. Numbers of Male and Female Illustrations in 2008 Dungeons and Dragons 4th
Edition Player’s Handbook.154

To begin, the cover art for the 4th edition is much different from what has been

used in the last edition and its subsequent revision. Where the designer of those player’s

handbooks decided to forgo art similar to what had always been featured for D&D covers

and use a likeness of an ancient tome of knowledge or lore, creators and designers of the

4th edition completely went back to the older style of cover art. The 4th edition features

a scene with two characters, a male and a female. At first glance I was upset because the

female, while she appears to be a magic user and does not require heavy armor or

weapons, is shown rather clandestinely dressed. Her body form is exaggerated; the art

itself feels like a throwback to the buxom ladies pictured in earlier editions. One, if not

her most prominent feature, are her breasts, which seem to be popping out of her top in

an exaggerated sense. Sex sells, especially when the audience are tabletop role-playing

game players and often young and teen-aged males. Demographically speaking, the

game has been aimed at those audiences for years, or since its conception in 1974.

154
Rob Heinsoo, Andy Collins, and James Wyatt, Dungeons and Dragons Player’s Handbook:
Arcane, Divine, and Martial Heroes, (Renton, WA: Wizards of the Coast, 2008).

171
While the cover art is not what I would hope for a new edition of D&D, especially

after reading its text and the text of the previous two renditions of the game, the actual

composition of the cover art piece itself is interesting. While we can recognize the

female as a human, we cannot recognize the male featured in the piece. D&D players

will know him as a dragonborn, but as a complete outsider who has never played the

game, the cover features one human who is female and one unknown creature. It is

important to note that, upon closer inspection there is clearly a male (probably human) in

the background. He blends into the background shapes and colors and is not visible at

first glance.155 Rather, what you see at first glance is a female.

Figure 38. Cover Image for 4th Edition of Dungeons and Dragons.

While there are some issues with the representation of the woman on the cover, its

composition is similar to that of the Magenta Box Basic revision of the first edition of

155
Rob Heinsoo, Andy Collins, and James Wyatt, Dungeons and Dragons Player’s Handbook:
Arcane, Divine, and Martial Heroes, (Renton, WA: Wizards of the Coast, 2008).

172
Dungeons and Dragons from 1981 where the cover feature two figures, an armored male

fighting and a female elf magic user in action. On this cover, the male seems to blend

into the setting and the first image you see is the female.156 She too was represented not

as well as she could have been, but that she is the primary figure on the cover perhaps

makes up for that. The same is true for the 4th edition; while the female is not shown in

the best light, that she is the first figure your eyes are drawn to on the cover and she is

featured with a creature that is not human and other figures who are also difficult to see,

lends an empowering feeling of being female in the game. It sets up an initial response of

inclusivity in the game for any players interested.

For even more gender inclusivity and representation throughout the 4th edition of

D&D, we should examine the art and illustrations used for each character race type.

Here, both a female and a male illustration is given. While not in a full 2-page spread

like the 3rd edition and its 3.5 revision, the 4th edition keeps with the tradition of

showing both a male and female for each. Perhaps this is because different races of

creatures may be the most difficult to imagine or visualize. Regardless, it still helps

create an inclusive feel and leaves players confronting both a female and a male version

for their character. As a player of D&D, I learned the game through the 4th edition. I

can vividly recall flipping through the player’s handbook trying to figure out which race I

wanted my character to be and using the artwork for each to do this. Having a female

vision to look at for each was a crucial part for my own character development. I have

faith that I am not the only D&D player who did this or found the gendered illustrations

to be entirely helpful in character creation.

156
TSR Hobbies, Dungeons and Dragons: Fantasy Adventure Game Basic Rulebook, (Lake
Geneva: Tactical Studies Rules, 1981).

173
In the illustrations throughout, although this is not the case for the cover art,

females are generally shown as not highly sexualized. They do not have exaggerated

forms and their clothing and costume seem to be manageable and reasonable for their

character class. Females are shown in full armor, as well as in several active stances

including fighting in battle and actively wielding weapons. As a miscellaneous

illustration that is not included in the figure count for this study, there is an illustration of

different types of armor near the back of the book. In this illustration, one of the armor

types is shown for females, and includes a breast area. There are not specific types of

clothing or armor that are designed for females specifically and those are not noted in the

text itself. This is rather curious as no other player’s handbook from other editions or

revisions did the same. It is a very minute detail that would generally be looked over but

speaks volumes about both the inclusion of females in the game and the possibility of

those females to be fighters who would require advanced armor. This is certainly the

case for Images 39 and 40 where females represented in a range of armor and battle gear.

Image 41 shows a collection of types of armor for characters to acquire and wear in

game. Notice that in this image, at least two of the armor examples are given as female

forms indicating that in this edition females are not pushed aside and given nothing

substantial to wear but are treated as valuable characters. When giving examples such as

armor and making sure to include female examples, this creates a ‘mindspace’ for

females in the game and gives players something with which to connection and imagine

their own characters as they play.

174
Figure 39. Female Fighting in Battle in the 4th Edition of Dungeons and Dragons.157

Figure 40. Female Actively Wielding Weapon in the 4th Edition of Dungeons and
Dragons.158

157
Rob Heinsoo, Andy Collins, and James Wyatt, Dungeons and Dragons Player’s Handbook:
Arcane, Divine, and Martial Heroes, (Renton, WA: Wizards of the Coast, 2008: 190-191).
158
Heinsoo, Collins, and Wyatt, Dungeons and Dragons Player’s Handbook, 103.

175
Figure 41. Armor Illustration Showing a Female Form.159

While the 3rd edition and its 3.5 revision helped escort in some larger changes

when it came to females and their representation both in the game text and the game

illustrations, these shifts were not only invented in the 2000s. In some of the earliest

editions of Dungeons and Dragons we see several smaller movements and changes in

both game text and art. These minute details and subtle variations are where the larger

pieces such as those featured in the 4th edition emanated from. It is safe to say that these

do not end with the 4th edition. As we will see in the text section of this chapter, the 5th

edition—the most recent edition—helps to make some of these changes more prominent

in the gaming community and within the D&D texts. Where D&D suffered some major

problems and near death in the beginning of 2008, the 5th edition helps bring in some

bigger and better changes for the game.

159
Rob Heinsoo, Andy Collins, and James Wyatt, Dungeons and Dragons Player’s Handbook:
Arcane, Divine, and Martial Heroes, (Renton, WA: Wizards of the Coast, 2008: 213).

176
Dungeons and Dragons Essentials – 2010

Since the release of the 4th edition in 2008, Wizards decided to release new rules

in the games largest update since the major 2008 overhaul. In 2010, Dungeons and

Dragons Essential, was entered to offer an entry point into the game rules of the 4th

edition, without being too bogged down or hard to follow. Enticingly, the Essentials

Starter Set came in a box and looked eerily similar to the first Red Box D&D Set from

1983. Dungeons and Dragons Essentials was ‘essential’ to the game because it provided

a more affordable way to play the game, since the base box and purchased extras were

significantly less expensive than the larger 4th edition player’s handbooks. Essentials

also took into account some of the issues players had with the 4th edition and rolled back

some of the rules while taking out fighter’s daily powers and adding in significant

differences between the playstyle and character class types of fighters and magic users.160

While Essentials played a crucial role in D&D and the progression of the game

from its beginnings in 1974, it did encounter some problems. First, Wizards of the Coast

could never fully articulate what the game was. They denied that it was a revision of the

4th edition, essentially D&D 4.5, but it was also not its own standalone edition. It was

more like an abbreviated version of the game on a budget. No one wanted to call it

Budget D&D, because it implied a lesser quality and therefore gaming experience.

Because it was never fully classified, it basically died out in 2011. At this point in the

industry, reports suggested that Paizo’s Pathfinder Roleplaying Game was outselling

Dungeons and Dragons, although the reports were not as solid as they seemed. They did

160
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 197).

177
not take into account the shaky production of D&D manuals and expansions.161 As of

this point, in 2011, the game of Dungeons and Dragons was dead.162

Textual Semiotic Analysis

The analysis for this player’s handbook is rather short; the book itself is 32 pages

long—including the back cover—and does not go into as much detail as other editions

and revisions do. A lot of the text in Essentials is practically the same as what is in the

4th edition, just in an abbreviated form. In this version, there is one detail that pertains to

this study: it is a fully gender-neutral text; only the 2nd person pronouns you/your are

used throughout. Even the in-text rules and gameplay examples are neutral. This helps

make the game rulebooks and guidelines not only engaging to the readers but opens them

up to their own interpretations versus what a game designer or writer thought was

important. Making the game your own is a crucial step to D&D as it helps create a game

that players want to be an active part of, as well as helping facilitate what D&D is

supposed to be; a cooperative and imaginative game.

The player’s handbook for Dungeons and Dragons Essentials does make

reference to a character sheet. Unlike previous editions and revision, Essentials does not

include the character sheet inside of the player’s handbook, so I have omitted it from this

discussion. Although, it is important to note that the character sheet is referenced several

times and is shown in illustrations. There, it does have a spot for character gender, just as

the previous editions and revision do. While it technically is not part of the player’s

161
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 197).
162
Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-99, 198.

178
handbook, it is shown in the player’s handbook and therefore can be represented. Just as

before, having a physically designated space for a character’s gender helps create a

discussion about gender in the game. This discussion can be mental and personal or one

that is talked about amongst other players. Regardless, it still is something that cannot

just be passed over and was an important enough detail to be added to the character sheet

by game designers.

While short, overall this player’s handbook still carries on the gender inclusive

feel of previous editions, while making sure to be completely neutral when dealing with

gender of either players or characters.

Visual Semiotic Analysis

In this small player’s handbook, there were a total of 17 illustrations of figures

throughout. Of that total, 65% or 11 were males and the remaining 35% or 6 were

females. Although the number of illustrations is small to begin with, the overall

proportion of males to females improved in this version from those in the past. Of all

D&D editions and versions, including the latest edition from 2014, the percentage of

female to male in this player’s handbook is the highest.

In terms of active and passive stances shown for each figure, this version also

leads with significantly more active illustrations than passive. Although Essentials is

short, it still intends to pack a punch; nearly every page has an illustration and of the total

17, only three of those are not active-stance figures. Gone are stagnant illustrations of

passive figures and are more active pieces, mostly taken from the 4th edition handbook.

179
Male Active Passive Male
Illustrations Male Male Percentage

11 9 2 65%
Female Active Passive Female
Illustrations Female Female Percentage

6 5 1 35%
Table 13. Numbers of Male and Female Illustrations in 2010 Dungeons and Dragons
Essentials Player’s Handbook163
Unlike the 3rd edition and 3.5 revision, but like the 4th edition, D&D Essentials

also uses the traditional style cover art for the player’s handbook. As mentioned earlier,

the actual cover art and style of cover is analogous to the earlier 1983 Red Box edition of

the game. The cover art for the entire box itself is the same illustration used on the 1983

box. This step possibly was a hope for game designers and writers to harken back to the

glory days of D&D and hopefully rebuild their fan base. For the actual player’s

handbook for the Essentials set, the cover art is similar in that it features a figure fighting

the infamous red dragon. What is surprising about the cover art is that, while it does

show a man fighting the dragon, he is not a hyper-masculine figure. On the contrary, we

do not see any muscles on the man whatsoever. He is not buff or brawny, or perhaps

even attractive as we do not even see his full face. Rather than his gender and the

outward expression and representation of that, what seems to be more important here is

his bravery in facing a red dragon alone. Besides him, there are no other figures in this

illustration. Also, this illustration is new; it has been designed for this cover alone and

not borrowed from another edition of revision of the game.

163
James Wyatt, Jeremy Crawford, Mike Mearls, Bill Slavicsek, and Rodney Thompson, Dungeons
and Dragons Player’s Book, (Renton, WA: Wizards of the Coast, 2010).

180
Figure 42. Cover Art for Dungeons and Dragons Essentials.164

As for details of the art and illustrations used throughout, the female illustrations

are well representative. They are not provocatively dressed, and they seem reasonable or

practical for the character class they represent. Since the illustrations from this version of

D&D are from the 4th edition, details on the forms and subjects of the illustrations have

been discussed more in detail there. What is of note is that the art chosen for this version

seems to be the best of the 4th edition. With that being said, the females used in this

version do not seem to perpetuate the gender-driven stereotypes of female and male.

They seem to be more progressive and open about who and what they are representing.

While this version of the game was a very short addition to the D&D franchise, it

still carried on with the gender inclusive feel with this completely gender-neutral text as

well as nicely curated collection of illustrations that do not play into stereotypical norms.

Of importance is the cover art since it does not show a brawny brute male as others have

in the past. The glory of this version did not last long for the D&D franchise, but it did

164
James Wyatt, Jeremy Crawford, Mike Mearls, Bill Slavicsek, and Rodney Thompson, Dungeons
and Dragons Player’s Book, (Renton, WA: Wizards of the Coast, 2010).

181
set the stage for the most recent edition and the use of gender appropriate terminology

and artwork, just as other editions and revisions since the 3rd have been doing.

Dungeons and Dragons 5th Edition – 2014

Since the year 2000, Wizards of the Coast have been churning out game editions

and revisions that seemed to usher in new eras of tabletop role-playing games. With each

new addition to the D&D franchise new rules were brought in, changes to gameplay and

combat were added, character enhancements were incorporated, and gameplay mechanics

shifted from what they were when the game began in 1974. While some thought that the

3rd and 4th editions were complete game changers for D&D, what the 5th edition

brought to the game was on a seemingly different level.

While facing the death of the game in 2011, Wizards of the Coast game designers

began to plan something larger for D&D. In 2012 the design team for the newest 5th

edition of Dungeons and Dragons was released, confirming fan theories of a new

overhaul to the game since previous editions were just not cutting it anymore. The vision

for the game included making it easy for players to transition from other editions and

revisions into the new 5th edition, but also to incorporate all the possible playing styles

and important game mechanics and rules from the D&D franchise.165 As part of their

publication release prior to the full player’s handbook being published, Wizards of the

Coast created a free PDF that highlighted all the core game components and rules so that

players could try the new version for free before they purchased the full version, which is

expensive.

165
Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry 90-
99, (Silver Spring: Evil Hat Productions, 2014: 198).

182
Currently, the 5th edition is still the newest addition to the game. There are some

rumors within the online communities about a new 6th edition coming in the near future

since, according to their previous timeline of game releases a new update or revision is

due, but Wizards of the Coast and its representatives have not alluded to a newer edition

or changes in a revision form yet. This is perhaps because of the apparent success of the

5th edition. While the price of rule books and adventure modules still are expensive —

the player’s handbook for the 5th edition retails at $49.95— some are still opting to try

the new system.

Textual Semiotic Analysis

Whereas the 5th edition of D&D did bring in some new game rules and mix up

the play mechanics to venture to incorporate key elements from the past editions and

versions of the game, perhaps one of the most significant things that the 5th edition did

was in terms of gender and gameplay. As we have seen, some past editions and revisions

did make a special note about gender within the game, whether it be a note about how the

male gender in text description is used because it is the most clear and concise or a line in

a player’s handbook about how choosing your character’s gender is up to you and does

not have any effect on the game. However, in the 5th edition there are two very clear and

particular paragraphs about gender and sexuality in the game for both players and

characters. These paragraphs, while they may appear short at first glance, speak volumes

about the game, its past notions, the future audience for the game, and the cultural and

social awareness of the creators of the game as well as D&D as a whole. They hold a lot

of information that is crucial to unpack.

183
“You can play a male or female character without gaining any special benefits or

hindrances. Think about how your character does or does not conform to the broader

culture’s expectations of sex, gender, and sexual behavior.”166

Part of this passage has been included in some previous editions and revisions of

D&D, but none have gone into the details of this passage to spell out exactly what the

writers are trying to say. Instead of hinting at or making it okay to play whatever

character you want, this passage directly confronts the reader with the endless

possibilities, as well as thinking of the character they want to create as an extension of the

self. In most cases, in order to consider a culture’s expectations of sex, gender, and

sexual behavior as the passage suggests, requires a sort of self-actualization enough so

that we can place ourselves within our own culture’s expectations in order to create

another character in another culture. Here, cultural relativity is key; although those

created in the D&D world are not “real” per se, they still exist to someone or an

imaginative community. To put it in simpler terms, you must see your own culture and

expectations before you can create another.

On similar terms, cultures and worlds will bleed into one another with general

contact. This has been studied in gaming communities and is a known occurrence

between the real-world self and the gaming self. Called ‘bleed,’ roleplaying game and

LARP scholar Sarah Bowman has written extensively on this phenomenon in her own

research and interests. She puts it simply in her seminal text as the bleed over of real life

Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
166

WA: Wizards of the Coast, 2014: 121).

184
into game life and vice versa.167 From the way that this passage in the 5th edition is

written, as well as the ways in which it could be read, it seems to imply that bleed does in

fact occur often between players and characters and that it is okay to let that happen, as

long as consideration is given. Wizards of the Coast and its D&D writers and creators

seem to be giving readers and players the green light to both question their culture’s

expectations of gender and sexual behavior, as well as question what they may or may

not see in games.

The second paragraph of this same section starts with a simple sentence:

“You can play a male or female without gaining any


special benefits or hindrances. Think about how your
character does or does not conform to the broader
culture’s expectations of sex, gender, and sexual
behavior. You don’t need to be confined to binary notions
of sex and gender.”168
The writers of the 5th manual were on a roll when they constructed this section

for the character creation chapter. This sentence, while similar to the entire paragraph

before, still asks the readers and players to keep questioning what they have been told to

believe. Here, the binary system that is present in our current culture is called out

directly. There is no idea that this may be another culture that the reader is not part of or

one that is made up; rather, this is a call to the actual person reading the sentence and

where they fit it. It is fairly clear what binary system this sentence is referring to, but it

still causes the reader a moment of pause to consider what the statement is truly saying.

When I first read this entire passage, my eyes lit up. I was so impressed with the audacity

167
Sarah L. Bowman, The Functions of Role-Playing Games: How Participants Create Community,
Solve Problems, and Explore Identity, (Jefferson, NC: McFarland & Company Inc, 2010).

Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
168

WA: Wizards of the Coast, 2014: 121).

185
of telling readers and players that they should think about how they do or do not conform

to cultural expectations and then stating that the binary does not need to confine them. It

would be difficult to read this section and not see the larger message here. Game writers

and designers obviously know something about bleed as well, as it would be difficult to

create a character which you aligned with and liked playing that did not have these ideas

taken into consideration at the time of creation. This would likely lead to some form of

bleed between character and player.

These are such crucial passages to have in a substantial book and gaming system

like Dungeons and Dragons that their mere implications trump the other mentions of sex

and gender or the overall feeling of gender inclusivity this player’s handbook has.

Because of the current rebooting of gaming culture, the game Dungeons and Dragons in

so many popular culture references and television series, it is vital that these sorts of

positive and progressive messages be placed within the text for young and new players.

The world of D&D has taken popular culture by storm and has become a hip thing to do

again, so why not use it as a vehicle for cultural changes and ignite a paradigm shift

amongst its readers and followers? D&D, especially the 5th edition serves as a form of

grassroots-initiated change. Wizards of the Coast has given tools for change and it is up

to the smaller masses who play the game to share those tools and begin to question what

their culture has been telling them for so long.

While the player’s handbook starts out with these two powerful statements

relating to both gender and sexuality as well as culture, it does still include other smaller

details that help lend it a stronger overall feel of both gender inclusivity and acceptance.

The player’s handbook itself opens using the 2nd person pronouns you/your. Just as with

186
some earlier edition and revision examples, this helps draw the reader in and makes it

much more engaging. It also makes the text gender neutral; the gender of the reader does

not matter. Along similar lines, the opening examples of gameplay given feature both

males and females in crucial roles.

When describing characters specifically, this text makes sure to use both females

and males, especially in regard to character class. Each class has at least one male and

one female given. When describing the character races, it also gives specific details

about both males and females, such as facial hair and height. There seems to be no

favoring of one gender over the other and generally, the text is gender equal and

inclusive. Also, there is a specific note on elves and how they can often appear to be

androgynous. In all the player’s handbooks I have read from the previous editions and

revisions, a note on androgyny and elves has never been made. Normally, if female elves

are shown, they have the stereotypical elf look, are very attractive, and very tall and

slender. If male elves are shown, which is rare, they only thing that is noticeable are their

cheekbones and sometimes their height. They still have a strongly male body shape and

appearance and are very masculine, never truly androgynous. While this note is even

more brief than the previous, it still speaks to the binary notions of male and female, and

the possibility of existing outside of that binary.

Another aspect of the 5th edition of Dungeons and Dragons that is somewhat

different and unexpected is the non-existence of a physical space on the character sheet

for gender or sex. Instead, what is given is an ample amount of spaces to write about the

character’s sex or gender, rather than simple putting one word. While they did get rid of

that physical space at the character sheet header for gender, they also included a place to

187
consider that gender binary and write where your character (or maybe even yourself)

exists with all the words that will fit.

Although the physical text of the 5th edition of Dungeons and Dragons does seem

to fill some large shoes when it comes to cultural expectations and norms of gender and

sexuality, it is not the only crucial place where this happens. The visual representation of

genders and characters within this player’s handbook also serve a purpose for the game

and the players involved.

Visual Semiotic Analysis

Tucked within the pages of the 5th edition of Dungeons and Dragons is a total of

149 figure illustrations. Of those 149, 70% or 104 are males and the remaining 30% or

45 are females. While the text would lead to an expectation of the proportion of males to

females to be more equal, the 30% female illustrations is not the worst that has been

recorded. In terms of male and female illustrations, the majority of males are shown in a

passive stance whereas the majority of females are shown in an active stance. Take note

that the majority of females is only higher by one, whereas in males the difference

between the two is much different. It would almost be fairer to say that the females are

shown in both passive and active stances equally while males have a more distinct

difference between passive and active.

188
Male Active Passive Male
Illustrations Male Male Percentage

104 42 62 70%
Female Active Passive Female
Illustrations Female Female Percentage

45 23 22 30%
Table 14. Numbers of Male and Female Illustrations in 2014 Dungeons and Dragons 5th
Edition Player’s Handbook169

The cover art for the 5th edition of D&D is drastically different from other

editions, especially those published from 2000 up until this one. First, the cover art takes

up the entire front cover of the player’s handbook. What is most striking is that the art on

the cover is itself a larger piece of art. Where the focus on other editions and revision

were generally the figures found on the cover, for this one the feeling is different. Here,

the focus is the piece as a whole, then you can break it down into pieces and figures.

The cover art also features something that was not done in many editions or

revisions of D&D, the main hero is a female.170 There is a second figure, but this one

does not stand out. It too could be another female, but the gender is difficult to tell.

Perhaps this is one of the androgynous elves the handbook mentions. The key figure here

is most definitely female, according to the facial characteristics, the body shape, and

breasts. Hair and clothing are not true markers of gender in D&D since females can wear

male’s clothing and vice versa, and males and females often share long hair. This is what

169
Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
WA: Wizards of the Coast, 2014).
170
Mearls and Crawford, Dungeons and Dragons Player’s Handbook, 5 ed.

189
makes the gender of the second figure difficult to assess. What we can see for a fact,

though, is the distinct lack of brawny and buff men flexing muscles.

Figure 43. Cover Art of the 5th Edition of Dungeons and Dragons.171

Another particular aspect about the art for the 5th edition that is that some females

are not shown as stereotypically beautiful or attractive. One illustration, Image 44, shows

a female warlock who would perhaps not fit into conventional or stereotypical ideas or

standards of feminine beauty. It is refreshing to have a player’s handbook that is not

chock full of hyper masculine male and ultra-feminine and beautiful females. Although

set in a fantasy realm, it could perhaps represent more of what we would see in the real

world.

Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
171

WA: Wizards of the Coast, 2014).

190
Figure 44. Image of a Non-Stereotypically Beautiful Female in the Player’s Handbook
for D&D 5e.172

This is something that has occurred in most player’s handbooks from the

beginning. Most of the time, females are shown as attractive or beautiful. They often

have beautiful bodies, exaggerated features, long flowing hair, and good-looking faces.

Rarely, if ever, are females ugly or not stereotypically beautiful in some sense. This is

even true for female villains, as they are almost always the most attractive and alluring of

the females shown in player’s handbooks. In the 5th edition artists did not only include

those beautiful females, but also made sure to tuck into the page some that would not be

thought of as stereotypically beautiful or attractive.

Along with this, females are not as heavily sexualized or exaggerated as they have

been in previous editions and revisions. There are several examples, perhaps even the

majority of female illustrations from the player's handbook for the 5th edition of D&D

Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
172

WA: Wizards of the Coast, 2014: 105).

191
where nothing about the female has been sexualized. This is seen in Figures 45 and 46,

as both figures are females as suggested by their body shape and breasts.

Figure 45. Illustration of Female Elf Ranger in the 5th Edition Player’s Handbook for
Dungeons and Dragons.173

Figure 46. Illustration of Female Half-Orc in the 5th Edition Player’s Handbook for
Dungeons and Dragons.174

173
Mike Mearls and Jeremy Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., (Renton,
WA: Wizards of the Coast, 2014: 89).
174
Mearls and Crawford, Dungeons and Dragons Player’s Handbook, 5 ed., 40.

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In a more general sense, more female illustrations are included in this player’s

handbook versus other editions and revisions. As you flip through the pages, it almost

seems as if there are an equal number of males to females, even though that is hardly the

case. Along with stand-alone female figures on a page, females are also more readily

drawn into larger illustrations that show groups of adventurers fighting or in battle. Also,

females often have some sort of weapon implement and are shown with power and

strength. Not only does this help represent the female more in the visual aspects of the

player’s handbook, it also draws the attention of readers to the presence of females

throughout the book. When comparing this edition to one of the earliest ones where

females were all but absent, it would lead to questions regarding why females were not

included in the game.

The art in the 5th edition of Dungeons and Dragons clearly works to reflect what

the text was saying. The game is a game for all sexes and genders; like real life, the

game should not be expected to conform to cultural expectations of either or even fit into

a neat binary of male and female at all. On the contrary, the game should be expected to

fill those voids and embrace anyone who ventures forth to play. The 5th edition of D&D

serves as not just a game or a platform for imaginative play, but as a vehicle for cultural

introspection and social change. It forces us to look a little deeper when we create

characters to play and understand what those characters and our choices behind them may

really say about us.

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CHAPTER 4:

IMPLICATIONS AND FINDINGS

Since its birth in 1974, much has changed with Dungeons and Dragons. As we

have seen in the previous chapter, each new edition and revision of the game brought

something new and different with it. In some cases, this was a positive change and in some

it was the opposite. This chapter seeks to synthesize the findings of the previous chapter

and to condense the overall changes in the game and what that may reflect about the culture

of the time. To do this, I have divided up the 45 years that Dungeons and Dragons has

been alive into five time periods: 1974-1981, 1982-1989, 1990-1994, 1995-2003, and

2004-2014. Each of these divisions occur along lines where I found distinct differences

and changes in the game.

1974 to 1981

While the artwork and illustrations are significant and do speak volumes, the

physical text of the player’s handbooks over the years seemingly speak even louder. Just

looking at the physical text of the first edition of Dungeons and Dragons player’s

handbook from 1974 makes it quite obvious that much has changed in those 45 years.

The first player’s handbook did not mention females in the text whatsoever and all the

pronouns used were masculine. In a sense, this was a game created by men and boys

exclusively for men and boys. Thinking back to 1974, this was a difficult period for

women as up until that time, women still could be discriminated against in terms of

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credit. In 1974, the United States Senate passed the Equal Credit Opportunity Act which

made it illegal to discriminate against someone based on gender, race, national origin, or

religion when it came to credit and obtaining lines of credit.175 The year 1974 also is

when we see housing discrimination against women banned by congress, court decisions

declaring it illegal to force a women to take a maternity leave on assumption of their

physical condition, multiple entities including AT&T, and the Justice and Labor

Departments banning discriminatory practices against women and minorities, and the

introduction of the Women’s Educational Equity Act.176 We begin to see in the 1970s a

push for more equality for women and this becomes clearly evident in cultural aspects

like tabletop role-playing games of the time.

As the years go by, change does occur slowly in the player’s handbooks. From

the initial 1974 edition and its blatant lack of women or females, except for 2

illustrations, the 1978 basic and advanced editions seem like major turns in both the

writing of the game materials and the minds behind the work. Within that period of four

year, the text became practically gender neutral and in some cases the rules state that

characters can be male or female. What is interesting is that, while there does seem to be

a move to make the game more inclusive and neutral, there are still some small details

that seem to cling to antiquated ideas of gender and gameplay.

It is in the 1978 advanced edition where we see that a character’ strength depends

on their gender. This idea leads people to believe that females will never be as strong as

175
Rose Eveleth, “Forty Years Ago, Women Had a Hard Time Getting Credit Cards,” Smithsonian
Magazine, January 28, 2014, https://www.smithsonianmag.com/smart-news/forty-years-ago-women-had-a-
hard-time-getting-credit-cards-180949289/
176
National Women’s History Alliance, “Detailed Timeline of Legal History of Women in the
United States,” https://nationalwomenshistoryalliance.org/resources/womens-rights-movement/detailed-
timeline/

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males, since in the stats there is never a point where a female will be equal to or surpass a

male. While this is stated in the game and is for gameplay, that idea does not just end

there. This gameplay rule on strength and gender distribution helps to restate the fact that

males are in the dominant role and always will be, no matter what rules may be written.

This slight backlash comes at a time where many new rules and regulations were being

written and introduced in which females and women were granted more equality and

power, but with little leeway since males and men would always be on top. This idea

continues today in many sectors of our culture and society.

This edition also only includes males and masculine figures in the artwork and

illustrations throughout. Just as with the first, 1974 edition females are nowhere to be

seen, lending to their missing status in the game and adding to the social and cultural

ideas about women in games, especially Dungeons and Dragons.

As we continue on in this span of 7 years, the female perspective becomes more

and more prominent in the player’s handbooks and it almost feels as if the game is

becoming more accepting and inclusive towards female players and characters. Along

similar lines, more female forms are incorporated into the text and included on the

covers. In 1981, the Dungeons and Dragons Basic Magenta Box was released. This

edition includes specific details about female characters and seems to encourage female

players. This edition also features a female on the cover fighting a dragon. Thinking

back to the 1980s in United States history, this was a period of much change and

exhibition of gender. It was in 1981 that Sandra Day O’Conner was appointed to serve as

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the first woman on the Supreme Court,177 Sally Ride became the first American woman

in space, there was a strong influx of women in the workforce, and several strong women

were at the forefront of Popular Culture. Much of the 1980s also saw the US second-

wave feminist movement and the fight for women’s equality and power on multiple

fronts inside and outside of the home.178 However, it is believed that the early 1980s in

the United States marked the period where many of the gender stereotypes that still exist

today were brought back to life and reified within culture with the backlash of the 1060s

and 1970s.179 In fact, the large portion of those gendered stereotypes were versions of

much older tropes of stereotypes that proliferated culture.

1982 to 1989

Situated in the heart of the 1980s, the Dungeons and Dragons Basic Red Box and

one of the last versions of Advanced Dungeons and Dragons encompass the bright colors

and busy lives of the 1980s in the United States. These editions do not backtrack on their

gender inclusivity, but add to it, encouraging girls, women, and females to become more

active in the gaming community and to join the adventures. In the Red Box edition, there

is a special note in the beginning of the text that says that it does not matter to the game

play if you are male or female. It continues by using female examples throughout. The

1989 Advanced Dungeons and Dragons attempts to continue this upward trend of gender

177
National Women’s History Alliance, “Detailed Timeline of Legal History of Women in the
United States,” https://nationalwomenshistoryalliance.org/resources/womens-rights-movement/detailed-
timeline/
178
Rory C. Dicker, A History of US Feminisms, Berkeley CA: Seal Press, 2016.

Elisabeth Nolan Brown, “Gender Stereotypes Have Budged Little Since the Early ‘80s,”
179

Reason, March 10, 2016, https://reason.com/2016/03/10/gender-stereotypes-never-say-die/

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inclusivity but states in the beginning that only male pronouns are to be used. As many

pieces of that time did, the assumption was that using gendered language such as

gendered nouns—like actor and actress—and making points about using gendered

language was completely fine and was how one could be sensitive to gender issues and

inequality. While perhaps the sentiment was genuine at the time, writers of that period

did not understand that they were in fact making marked categories and that instead of

drawing attention away from gender and inequality issues, they were bring the focus back

to those issues. Instead of using a term like actor and giving it a purely gender-neutral

idealization, it still has the attached male signifier. This is true of many gendered and

marked categories. Making a different word to denote a different gender does not fix the

issue, it exacerbates it and continues the problems. In terms of art, the 1989 edition

attempts to use more females in the illustrations throughout, but often times this fails with

sexualized renditions of female bodies and women who are not fighters but just elves

with no armor.

1990 to 1994

Often seen as the beginning of the third-wave feminist movement in the United

States and the period of modernization, the 1990s can also be seen as to a time where

gender equality had stalled180. It was during this time where much backlash and

negativity was developed towards gender equality and females and more restrictive

policies and regulations were put into play. In retrospect, this time period seemed much

less open and willing to change than the late ‘70s and the ‘80s. In the text of player’s

180
Allison Yarrow, “How the ‘90s Tricked Women Into Thinking They’d Gained Gender
Equality,” Time, June 13, 2018, https://time.com/5310256/90s-gender-equality-progress/

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handbooks from this period, any true backlash or negativity does not seem to be reflected

here except in terms of the artwork and illustrations used. In both the 1991 and 1994

edition’s covers, only males are shown and throughout the text, women and females are

not prevalent. The game text seems to continue its inclusive trend making use of gender-

neutral pronouns and female examples throughout. The two editions released during this

time, the Black basic box and the Tan basic box were both revisions and re-releases of

previous basic editions with no new added rules or gameplay mechanics.

1995 to 2003

In 1995, the late revision to the Advanced Dungeons and Dragons was released

and seemed to harken back to older times with its use of exclusively male pronouns and

the inclusion of the “note on pronouns” that was also found in the first version in 1989.

This also tends to be true with the art and illustrations as the cover features only men, and

throughout the text few to no females are shown. In fact, the only females shown are

either villains, helpless female children, or partial shots of women’s bodies. These

images speak volumes as women are either criminals, helpless kids who need someone to

take care of them, or only bodies to be looked at and used. Either editors missed revising

this edition, or someone genuinely thought it still applied to use only male pronouns, use

gendered and marked categories, exclude women and females from the text completely,

and avoid females in positive and powerful roles in the artwork because this revision is

both textually and visually almost identical to its 1989 predecessor. This revision feels

like it was directly influenced by the mid-1990s backlash and staunch conservative

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movement. It seems as if Dungeons and Dragons had its own slight backlash and

conservative moment.

From then on, the 2000s seem to change and revolutionize the game and its

mechanics in new ways. In 2000, the 3rd edition was released and then later, in 2003, its

sister Edition 3.5 was released. These two editions shook the tabletop role-playing game

world and changed Dungeons and Dragons significantly by incorporating a new set of

core rules and gaming mechanics. These two editions also ushered in new perspectives

when it comes to who plays the game. Dungeons and Dragons in its text and art came to

truly be an inclusive game that was open to any and all players. Instead of having placed

neutral pronouns or using a few female examples in the text, the 2000 and 2003 3rd and

3.5 editions felt more open, lively and modern and like a game for everyone. Women

and female figures in the art and illustrations in these editions tend to be sensibility

dressed for combat and adventure and appear to be quite normal physically speaking and

generally tend to not have overly sexualized characteristics.

While the 1990s represented a cultural and social backlash to the changes of the

1970s and 1980s, the 2000s became a more ‘neutral time’ with the identification and

lessening of gender stereotypes and a slightly more inclusive culture that sought to

incorporate women and females more and perhaps listen to their narratives. While this

may sound like a tidy wrap up for the 2000s, culturally speaking, it should go without

saying that the view of women and females as well as their treatment was not fine and

dandy once the year 2000 rolled around. Since then, the overall view of women and

females and the ideas of sexual and gender-based stereotypes, norms, and tropes have

taken huge hits and withstood major changes. What is more prominent and important

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about this period in time is the acknowledgement of women and females and the ways in

which they may or may not be disproportionally treated or viewed. It is during this time

that major gender stereotypes and ideas –dating years back as previously mentioned—

were finally challenged and brought to discussion. People began to open their minds to

the disproportionate treatment of genders other than male, and blatantly sexist ideas that

proliferated culture in the United States. These changes, while monumental in their

stride, are still taking place today as we have witnessed massive movements in culture

such as the #MeToo movement which sought to bring attention to cases of sexism and

sexual violence that is often buried or hidden in the mainstream culture. Movements like

these bring sexual and gender-based discrepancies to the attention of the masses while

providing a platform to help acknowledge and represent not only women and female, but

gender and sexuality-based discrimination.

2004 to 2014

The final division marks some of the biggest changes within the Dungeons and

Dragons enterprise. While the 2000s packed quite a punch with change and tested the

adaptability of fans and players, the final ten years saw three editions released. Starting

in 2008, the 4th edition of the game was released. Fans were not pleased with this version

when compared with the 3rd edition and its follow up edition 3.5. 2008 was an important

year in United States history; more women came to power in that period and were given

influential places and roles. In 2008, The United States Military named its first four-star

general, Ann Dunwoody,181 and Hilary Clinton became the first woman to win a major

181
CBS News, “U.S. Names First Female 4-Star General,” November 14, 2008,
https://www.cbsnews.com/news/us-names-first-female-4-star-general/

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party’s presidential primary. Culture and society at this point moved in a different

direction from the past; women would do more now even though “equality” still was not

truly realized. These years in the 2000s are when we also saw a rise in Popular Culture

figures who were women and pushing the limits. Lady Gaga reigned during this time and

knew exactly how to push the norms and gain sway over the masses. Her

nonconventional fashion and strange choices set the stage for the coming sexual and

gender revolutions of the mid to late twenty-teens.

The 4th edition of Dungeons and Dragons mimics this sort of opening for women

and females in gameplay. The text of this edition is one of the first to truly be equal in

terms of pronoun usage and using both males and females in the text at an almost equal

rate. When reading this edition, it does not feel as though females were placed in as an

afterthought but as if they were always written in where they were meant to be. As for

the art and illustrations, there are more women shown in active stances or wielding a

weapon than any other prior edition. Female characters genuinely seem to be as powerful

as male, and just as ready and willing to fight and explore as males. The shift in the

illustrations is one of the most visible changes to this edition and really causes it to stand

out.

In 2010, Wizards of the Coast decided to release a revision to the rules that was

branded as Dungeons and Dragons Essentials. This very short rulebook was meant to

serve as a condensed version of the large rulebooks for players and only uses the

you/your pronouns; there are very few places in this rulebook where gender and/or

sexuality seem to play an important role. Just as with the text, the art and illustrations in

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this edition are generally quite vague. The cover features an androgynous figure and

figures throughout tend to be more gender-fluid or androgynous figures.

Finally, in 2014 after several years of waiting, the 5th Edition of Dungeons and

Dragons was released. Throughout the early to mid-twenty-teens, up until 2019 as this is

written, a multitude of changes to culture and society that deal with gender and/or

sexuality have taken place. While the 1990s through the 2000s seemed like large periods

of change, the current twenty-teens have seen huge ruptures in the political climate and

the social fabric of the United States. It is during this time where ideas of gender and

sexuality have been turned on their heads and concepts such as trans and queer take

shape. Currently, there are significantly more than two genders and the conventional

three sexualities. In 2014, Facebook listed 58 gender options alone.182 In 2017, Time

Magazine ran a cover story on the shift from two genders to a multitude and how gender

was being redefined.183

The 5th and most current edition of Dungeons and Dragons also seemed to get

onto the bandwagon of more fluid gender identity and expression. In the player’s

handbook for this edition there is the longest section to date, about sexuality and gender

and how to create a character. This section states that these characteristics do not matter

for gameplay and whatever you decide, because you choose for yourself, will not matter

in the end. The art and illustrations in this edition are also some of the most inclusive as

they show a plethora of females and women with weapons and in active stances. This

182
Russel Goldman, “Here’s a list of 58 Gender Options for Facebook Users,” ABC News,
February 12, 2014, https://abcnews.go.com/blogs/headlines/2014/02/heres-a-list-of-58-gender-options-for-
facebook-users/
183
Katy Steinmetz, “Beyond He or She: How a New Generation is Redefining the Meaning of
Gender,” Time Magazine, March 27, 2017, 48-54.

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edition also shows the most males in passive stances versus actives. Art for this edition

shows women who are not stereotypically beautiful, who do not have perfect bodies and

curves; clothing and armor shown is not just for looks but is practical. By far, this is the

most inclusive edition to date; it is flooded with perhaps not completely equal but verging

on equal representation and acceptance in terms of gender and sexuality expressions. It

genuinely feels like an inclusive text that was written for players regardless of their

gender or sexual preference. Obviously, this edition reflects the social and culture

changes that are occurring and is set up to be a place of acceptance and identity

exploration.

When comparing the first edition from 1974 and the most current from 2014, it is

amazing how different the two are. While the first edition was written for men and

males, the fifth edition was clearly written and illustrated for players. There is such a

distinct difference between the two both within their written text and the messages

demonstrated throughout the images and art; the evolution of the Dungeons and Dragons

player’s handbooks through the years demonstrates this marked difference and the

marked cultural and social shifts that took place around their creation and release.

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CHAPTER 5:

CONCLUSION

In 1974, a new type of gaming system and platform style was introduced to the

world and has since then grown into a massive enterprise and culture. At the time of its

conception and later debut, it is difficult to know whether its creators knew or understood

what Dungeons and Dragons would mean to the gaming world. Since then, so much has

changed and evolved not just with the game and its revisions and multiple editions, but

also with the world surrounding the game and those who play.

Within this research, my goal was to examine the past forms of the games in their

most physical and artifactual existence but also to investigate alongside the physical, the

latent and even semiotic messages and ideas that were being expressed and interpreted.

In doing so, I critically examined the initial player’s handbook for each of the 14 major

versions, editions, or revisions released by the game creators. Each player’s handbook

was examined first textually by combing through the full text in order to locate examples

where gender and/or sexuality were at play and to extrapolate how those were handled at

the time. In this case, the exact textual usage was recorded. I then combed through each

manual a second time, but in this instance focusing only on art and illustrations. Just as

with the textual examination, the visual analysis was to discover and isolate specific

examples of where gender and/or sexuality were at play and to record that for inspection

later. Because these game manuals and this game, in general, is so heavily influenced by

culture and vice versa, each examination through a player’s handbook not only brought to

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light usage in gameplay but also the ways in which these sorts of concepts were being

handled by the culture writ large at the time.

I have posited that while the history and earliest versions of the game materials

available for the Dungeons and Dragons tabletop role-playing game do exhibit both

textual and pictorial affirmations and re-affirmations of sexism and misogyny, there is a

current and trending movement towards a more inclusive and representative game

system. That game system, being a part of our popular culture, has ingrained values,

ideas, mores, and motifs that are both reflective and reflexive of not just our current ideas

but also those linked to the past. In effect, those underlying messages and ideas are part

of the heritage directly related to concepts such as gender and (in)equality, sexuality,

representation, and acceptance. At first glance, these issues may not seem to be as

important as others, but we cannot fail to see how individual representation and treatment

of individuals matters on both the micro and macro levels. The ways in which we treat

and understand others go beyond the individual and factor into how we learn to treat and

understand things on an even broader scope.

My research has brought about several things and added significantly to the

current pool of scholarship dealing with not only Game Studies, RPG studies, and

Heritage Studies but also fields related to gender, sexuality, representation, Cultural

Studies, and Performance Theory. First, we are now able to look at a game like

Dungeons and Dragons and see it as a culturally rich and diverse activity or even an art

form, in which anyone can participate. For a while, games have been seen as mere

entertainment, with some being educational when applied in specific settings. Now, with

my research and findings, it seems as if that antiquated notion of games should be cast

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aside to make room for a new conceptualization in which games and game forms are

given their proper place in Culture and to highlight the work that games and gaming do.

There is a thick stigma that surrounds the words “gaming,” “game,” and “roleplaying

game.” This stigma wafts off these words like a miasma that pushes people away and

creates strong prejudices and stereotypes against both the games and the game players.

This was the case in the 1980s when Dungeons and Dragons, and a variety of other

stigmatized cultural expressions were at the heart of the Satanic Panic,184 which ran

through the entire nation. My research demonstrates that games are more than just play.

In fact, they have an innate power to influence and sway cultural groups, bring together

people from a multitude of backgrounds and groups, and project their own ideas written

within the gaming text and symbolically projected into the game’s art. This is clear when

examining the changes over time within the Dungeons and Dragons text and noting how

as time continued on and the game system was adapted and updated, the most current

edition of the game is significantly more inclusive towards all genders and/or sexualities,

and incredibly more progressive in the idea of identity formation and substantiation of

one’s self with culturally defined and regulated terms.

In fact, the most recent edition of the game downplays the importance of gender

and sexuality for the game and specifically notes how these individualized aspects of

identity do not make a difference in the quality of the game, gameplay, or individual

characters. This downplay is not meant to carry over into the real world, but actually do

the same since the game encourages and fosters the growth and exploration of ideas

184
J. Patrick Williams and Jonas Heidi Smith, "Introduction: From Moral Panic to Mature Game
Research in Action." In The Player's Realm: Studies on the Culture of Video Games and Gaming, Edited
by J. Patrick Williams and Jonas Heidi Smith, (Jefferson, NC: McFarland Press, 2007).

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directly related to gender and sexuality and almost gives the reader a platform which to

work from when negotiating not just their character’s gender and sexuality, but also their

own in their real life. When I say ‘downplay’ here, I simply mean that gender and

sexuality are not used as definitive markers of a character’s ability or worth, as has been

done in older editions of Dungeons and Dragons. This is something that I have

experienced in my time playing the game and how I have both opened my ideas on

personal identity and created a niche within which I can negotiate those things for myself.

As a queer female who is well read and aware of the cultures surrounding me, coming

into this game gave me a space to not just perform social and cultural work with the help

of the game as a tool, but also literally craft a space in which I could create a character

the represented who I see myself as and then apply the layers of gender and sex

expectations and tropes in order to either dispute them, discuss the, or subvert them. In

this instance, play was crucial on so many levels both literally and figuratively.

I would venture to say that the Dungeons and Dragons game writers and creators

in no way want to show a decreased importance in the ideas of gender and sexuality, and

to face the facts getting outside of those ideals would be highly unlikely since they are

embedded, negotiated, and reified by culture. Since we can never be outside of a culture

or be ‘cultureless,’ that seems a highly unlikely possibility. Because characters are often

reflections of their players on some level, this blatant statement can be read even deeper

to mean that anyone’s sexuality and/or gender has no effect on their quality as a human

being. Those identity markers—in this case gender and sexuality—are both individually

and culturally based and do make a difference on both macro and micro scales of human

experience. These ideals are often individually and culturally negotiated whereas they

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can be challenged and changed collectively through group and community mediated

problem solving. On an individual basis, these categories of identification related to

gender and/or sexuality may be much more difficult to change on a grander scale of

culture, but not so much for the micro and individual scales. Games like Dungeons and

Dragons not only give individuals and groups a place to play and explore, but also groups

within which cultural and social ideas can be negotiated, challenged, and perhaps even

changed. This seems to be the case when we examine earlier editions of the Dungeons

and Dragons game and compare those with the most current in which the gender and

sexuality norms and stereotypes are being directly challenged in a blatant and specific

way. In this case, Dungeons and Dragons offers players, either as themselves or as

characters, a safe space to both explore and negotiate identity in both individual and

group-based settings.

Studying a dynamic topic like Dungeons and Dragons and tabletop role-playing

games through the lens of Heritage Studies has not only changed my own perspectives

about both subjects but has also shifted the ways in which we can define and understand

what “heritage” is. Heritage is dynamic; the past is in play with the present. Perhaps

now the staunch idea of heritage as being something that is only historic, nearly-

forgotten, idyllic, or static can allow for room to include those aspects of culture and

society that are not historic in nature, not based on an idyllic countryside or cultural

remnant, dynamic in their form and function, and still being created and used (and

played) today. My research, in a way, drives out the idea of old and musty and helps to

usher in something that is brightly-colored and imagination-based, while allowing us to

gaze deeper into not only what we decide is heritage but also what the current and

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everyday parts of Culture say about who and what we are. Things speak; Culture has a

prominent voice that is demonstrated through our artifacts as well as our lifeways and the

ways we play. To be able to examine something so basic, such as a game, and

understand that there is not a solitary voice contained within it, but a multitude of voices

that speak of cultural ideas and beliefs that go back in history is a fundamental point of

this research and my progression through it. As a scholar and researcher, I have learned

that games are not just games, but rather they are fundamental tools for the progression

and movement of ideas over time. Games, just like Dungeons and Dragons have work

that they perform on deeper levels. One would expect those ideas be related to society

and culture and are layered and buried. Just as with the revelation on gender and

sexuality, and how it does not affect quality, found in the most recent edition previously

discussed, this idea was embedded within the game and must be excavated and adapted

for application of a real life and a real person.

The subject of tabletop role-playing games and specifically Dungeons and

Dragons includes so much leeway and space for future researchers. Little scholarship

has been produced on either of these subjects; however, scholarship within the past 5-7

years has increased substantially. When I began my research in 2015 there were only a

handful of scholars who had even considered gaming as their study subject. Of those

few, even fewer were had written solely on Dungeons and Dragons. When I began my

research and up until when I completed it in 2019, there was an overwhelmingly large

hole in this scholarship when it came to subjects like sexuality and gender. As of

concluding this project in the Fall of 2019, that gaping hole is still there. Gender and

sexuality studies, and the ways in which they work with or against Culture and cultural

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ideas through media such as games and gameplay is an area that is ripe with potential.

There is so much there that future researchers could dig up and play around with.

On a similar note, there is much potential for the progression of this sort of study

for any game system in general. In fact, games can and have been studied through a

variety of scholarly lenses in the past, but recently that has declined. Games are a huge

part of our culture and society; gamers represent a large portion of our population, yet

little research has been done. More attention and appreciation have been given in recent

years to these subgroups with their increased visibility within Popular Culture. Since we

have taken the geek, nerd, and gamer out of the basement and placed them on a pedestal

for entertainment, why not give them their due justice? Now is the time to help those

subgroups of society be represented in a more flattering light, and not just on the

television screen for our laughs. These subgroups are still cast in a negative light and

seen as strange or weird. We should support their endeavors, reassure them that it is okay

to be different, and celebrate what they do.

Since currently, ideas of gender and sexuality are changing and being non-

conforming or fluid is more acceptable, now is the time to break into that discussion and

tease it apart. One could examine gender and sexuality from a plethora of standpoints

and disciplines and because these ideas are so overarching for humanity in general, there

is so much potential for future study, especially that which deals with cultural artifacts. It

would be fascinating to read work that is contemporaneous to the current gender and

sexuality movements, and those that work to examine what these shifts in consciousness

mean and how that is reflected or seen in cultural objects and practices. Dungeons and

Dragons fits within this niche of study since it came on the heels of gender and sexuality

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revolutions in the United States in the early 2000s and has continued on with that forward

motion today. I urge researchers to move beyond the study of the conforming and static

and to gradually shift towards the grittier or not-so-conventional aspects of life around us.

It is there.

It is my hope that my research and ideas contained here will help further the

scholarly discussion of lowbrow art and Popular Culture, as well as the inclusion of the

everyday and ordinary within the purview of scholars. It is crucial to see how the things

we do, such as playing games, and how we decipher and incorporate their messages, play

into our lives. Like Dungeons and Dragons there are so many things and practices that

we often overlook as being mere entertainment or not having as much substance as they

truly do. I hope that this can change. Dungeons and Dragons came to me at such an

integral and liminal point in my life; it helped me accept a lot of things about myself—to

just proudly be me even if I want to play a controlling wizard who stands in the back of

the group and only uses magic missile—and taught me valuable life lessons. It was not

until I sat down to read the 5th edition of Dungeons and Dragons—just after it was

published—and found that fundamentally life-changing passage about sexuality, gender,

and acceptance that I realized how integral those overlooked and undervalued parts of our

Culture truly are and how they speak beyond their physical words. It is almost

unbelievable for me to realize the family I found with and within Dungeons and

Dragons, the connections between other people, acceptance, deep-rooted messages of

individuality, and overall love, packed into a game based on imaginary worlds and shared

fantasies.

212
APPENDIX:
TEXTUAL AND VISUAL ANALYSIS SUMMARY

D&D
Edition
Textual Analysis Visual Analysis
1974 Only male pronouns, no female in- Generally, males are depicted,
Basic text characters or examples images of females are not general
OD&D but highly sexualized
1978 Text is gender neutral, uses Male cover, no images or
Holmes gendered nouns, female characters illustrations of females
Basic are weaker in stats
1978 Text states the characters can be All male cover, few female images
AD&D male or female, attempts to be or illustrations
gender neutral
1981 Text uses female examples more Cover features male and female,
Basic equally, gender neutral pronouns incorporates more females
(pink) throughout, gendered illustrations
for male and female
players/characters, more inclusive
of females
1983 Text specifically notes that gender Cover features male, few female
Basic (red) does not matter, example characters images or illustrations, no
conform to stereotypes sexualized females
1989 Text states that masculine pronouns Cover features two males in battle
Advanced will be used; masculine pronouns armor. Few female illustrations.
2e are clear, concise, and familiar. No Females are highly sexualized.
class examples are female.
1991 Text uses masculine examples for Cover features one male fighting a
Basic all classes except for red dragon. Few female
(Black) cleric. Generally, 3 and 2 person
rd nd
illustrations. Females are
pronouns are used throughout. One exaggerated, idealized, and/or
class example is given, it is a sexualized.
female cleric. No place on
character sheet for gender.
1994 Text uses neutral examples for all Cover art features three males
Basic classes except for thief fighting a red dragon. The
(Tan) (masculine). Generally, 3 and 2
rd nd
proportion of males to females in
person pronouns are used active stance versus passive stance
throughout. Two examples are is higher than past handbooks. In
given, one male is used throughout illustrations, women generally look
and one female cleric example is directly at the viewer/reader where
given. No place on character sheet males do not.
for gender.

213
1995 Text uses male pronouns Cover art features three males
Advanced exclusively. Where it is possible, ready for battle; these males are
2e there are few to no examples of exaggerated male forms. All
(revision) women given, especially historical character classes and race
examples. Most examples given examples given are male. Females
throughout text are males. Not as are mostly pictured as villains or
inclusive for players at it sets out to
children. Most female illustrations
be. are most visible from their hair
rather than bodily form.
2000 Text includes both males and No cover art. Handbook features
D&D 3e females throughout. Both males 2-page spread of both females and
and females tend to be generally males completely equal. Females
normalized in the game. Text are not sexualized; their clothing
examples include both males and and costumes are highly
females. This appears to be the first functional. Males and females
glimpse of an equalized rulebook. appear to be on a similar footing in
terms of illustrations.
2003 Text is very similar to the 3 edition Art is generally the same as 3
rd rd

D&D 3.5e published previously. Text includes edition. Handbook does not have
both male and females throughout, traditional cover art; it is designed
including the in-text examples to look like an ancient
given for gameplay and the tome. Handbook includes a 2-page
character class types. The second spread of both males and females
personal pronoun is used, along completely equal. Females are not
with “he or she.” highly sexualized, and manner of
dress is functional. Both males and
females, despite the obvious
discrepancies between pure
numbers, seem to be equal
throughout the text.
2008 Text begins with and tends to use Cover art shows one female and at
D&D 4e the 2 person pronoun which
nd
least two males; the female is the
engages the reader and renders most obvious figure at first
gender secondary. There seems to glance. Females are not highly
be a generally equal feeling sexualized and clothing choices
between males and females in terms seem to be very practical for the
of representation and inclusivity in character class type. Each
the text. character race type has an
illustration of both a male and a
female.

214
2010 Text is very short but completely Cover art features a male fighting a
D&D gender neutral red dragon; the male is not highly
Essentials throughout. Character sheet is not masculine. Within the text,
included in the text but is females are not highly sexualized,
referenced and illustrated several and their clothing and costume
times; it does have an area for seem practical for their character
character gender. class type. Most art is taken from
the 4 edition manual.
th

2014 Text seems to be the most open in Cover art features a female and an
D&D 5e terms of gender and sexuality. It androgynous other figure fighting a
opens with 2 person pronouns and
nd
fire giant. Females throughout are
continues to use both males and not highly sexualized or
females in descriptions and exaggerated; females are often
examples throughout. shown fighting and having
power. Illustrations include some
non-stereotypically beautiful
females and does not rely on buff
and hypermasculine
males. Females and males appear
to be equalized throughout the art.

215
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