Originally Posted by Ragitsu
Originally Posted by Silver/
However, D&D always had the makings of a "woke" game.

Not really, no.

Kingdoms are seen as forces of civilization and therefore worthy of preservation. Raiding tombs/crypts is a common activity for treasure hunters. Wealth disparity is a fact of life. Religion is widespread (including a religion of money, in The Forgotten Realms) and blatant atheism/agnosticism is rare (or deadly, as is the case in The Forgotten Realms). There are literal angels and demons/devils; hell, there are monsters that really are objectively evil. Frontiers are constantly in danger of being overrun by savage hordes. Violence is needed just as much if not more so than diplomacy.

D&D has more-or-less been middle of the road, politically speaking; people who assert otherwise are either ignorant or deliberately misleading others.
My opinion was stated on the subject of race/species and related problems. Exclusively. I think rather clearly, too. I don't engage with random people purposefully making bad faith claims.

"But, conceptually I think it's rather clear that D&D was always left leaning /if/ you define "wokeism" by paying attention to struggles and variety."

This is very important, you see, when someone claims this is enough to turn the game "woke". Either this decision doesn't make it "woke", or it always was.