TEXT: Article
  The Ludic Bestiary:
  Misogynistic Tropes
  of Female Monstrosity
  in Dungeons & Dragons
  Sarah Stang1
  and Aaron Trammell2
  Abstract
  This article introduces the concept of the ludic bestiary, a game mechanic that the
  authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a
  case study, the authors demonstrate how the game’s bestiary, the Monster Manual,
  functions as a tool of patriarchal control by defining, categorizing, and classifying the
  body of the female other as evil, abject, and monstrous. Importantly, the ludic
  bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been
  remediated as a narrative-heavy submenu in several digital games. The authors find
  that the figure of the monstrous woman persists in games because of the widespread
  distribution of the Monster Manual to young men in hobby communities, the cultural
  influence of Dungeons & Dragons, depictions of monstrosity that blend the erotic
  with the maternal, and the discursive categorization and objectification of the female
  body by ludic systems.
  Keywords
  Dungeons & Dragons, Monster Manual, bestiary, gender, abject
  1 York University, Toronto, Ontario, Canada
  2 University of California, Irvine, Irvine, CA, USA
  Corresponding Author:
  Sarah Stang, Kaneff Tower, 4700 Keele St., Toronto, Ontario, Canada M3J 1P3.
  Email: smstang@yorku.ca
  Games and Culture
  ª The Author(s) 2019
  Article reuse guidelines:
  sagepub.com/journals-permissions
  DOI: 10.1177/1555412019850059
  journals.sagepub.com/home/gac
  2020, Vol. 15(6)  730 –747
  
  Stang and Trammell 
  731
  Monsters, monstrosity, and the monstrous have been important focal points of anal-
  ysis for scholars interested in the ways in which nonnormative bodies and behaviors
  are policed, punished, and rejected from dominant social groups. The “monstrous”
  has been deconstructed as a broad category of alterity, marginality, abjection,
  deviance, and even potential agency and empowerment. Because of the monster’s
  omnipresence across cultures and time periods, it is particularly interesting to ask
  how monstrosity has evolved over time, been remediated across media forms, and
  the effects monstrosity has on the identity politics of social groups. In this article, we
  argue that a common narrative persists in games where White male heroes slaughter
  monstrous women and we trace this narrative to the instrumentalization of bestiaries
  as an apparatus of control in game design.
  Bestiaries are books from the medieval period that chronicle the behavior, traits,
  and origins of creatures both real and imagined. As we will demonstrate, there are
  two features common to both the bestiary and the monstrous body in games: first,
  both situate the monstrous body as the other—the monster is different and distinct
  from either the reader or the player; it is an obstacle that must be killed or overcome.
  Second, both control the monstrous through an implementation of a database struc-
  ture that catalogues, separates, and differentiates monstrosity, so that it can be better
  understood or controlled by the designer, reader, or player. The design of the bestiary
  produces abject bodies: It is an apparatus through which the body of the other is
  reduced to that of an animal and placed outside the Christian moral order. Likewise,
  what we refer to as the ludic bestiary is a database that situates monstrous bodies
  within an all-consuming statistical order. Although the ludic bestiary does not
  overtly rely on the Christian moral code to ascertain the human, it does incorporate
  morality in terms of labeling the monsters “evil.”
  The historical link that connects bestiaries to game design is the Dungeons &
  Dragons (Gygax & Arneson, 1974–ongoing; hereafter D&D) Monster Manual
  (MM). Originally written by Gary Gygax and first published in 1977, the MM is
  an encyclopedic collection of monsters for use in D&D games. The MM includes
  illustrations, descriptions, and statistical information intended to give players the
  tools they need to include monsters in their games. As we demonstrate, women are
  dehumanized in the world of D&D by being symbolically represented in the form of
  hags, spiders, sirens, banshees, medusas, and so on. As such, they are designed in the
  MM to reproduce various misogynist tropes over the course of the game. Unlike
  horror media, which usually feature a singular, spectacularized monster, fantasy
  media often normalize abject monstrosity by populating fantastical worlds with
  monstrous others. The framing of female monstrosity as mundane therefore requires
  regular acts of violent misogyny. Texts like the MM are intended to provide scaf-
  folding for players to construct a game world, but because the game is performative,
  misogynist monstrosity may be played up or down on a group-by-group basis as the
  rules are only one of many axes upon which gameplay rests.1 That said, the rules
  encourage a gameplay session in which players enact a power fantasy by fighting
  2
  Games and Culture XX(X)
  
  732 
  Games and Culture 15(6)
  countless monsters, leveling up, and then seeking new quests. This fantasy is sup-
  ported by the translation of monstrosity into statistical tables as a design motif in the
  MM. These tables teach players that monstrosity can be coded into an easily reme-
  diated set of numbers that persists as a database structure in many games today.
  We use Foucauldian genealogy and textual analysis (Foucault, 1984) to expose
  the bestiary’s role as a tool of categorization, control, and morality and explain how
  it has been integrated into the practice of modern game design. We argue that
  although female monstrosity in games shares many similarities with its iterations
  in film, television, and popular fiction, the bestiary emerges as a new apparatus of
  subjugation alongside the databasing practices of game designers and programmers.
  The bestiary subjugates through dehumanization, a process that bears important
  parallels with the psychoanalytical concept of abjection. For this reason, we use
  Kristeva’s (1982) work on abjection alongside feminist film theorist Creed’s (1986,
  1993) work on the monstrous-feminine in horror films to better understand the
  representation of female monstrosity in games. Like many horror films, the act of
  murdering monstrous women is a violent and cathartic reestablishment of normative,
  dominant, and patriarchal order. Analyzing and deconstructing the cultural objects
  involved in this mediated symbolic violence are therefore important components of a
  feminist project.
  This article begins with an overview of the history of D&D and the MM. We
  then elaborate on the bestiary and connect it to the circuits of distribution which
  shape knowledge diffusion. We move onto monstrosity and the ways it has been
  theorized as the symbolic representation of difference before beginning our anal-
  ysis of the hag in the MM as case study. The MM is full of tropes of monstrous
  femininity, from the femme fatale to the vagina dentata, but given the limited
  scope of this article we have chosen to focus exclusively on the hag. We choose
  the hag because she has appeared in all editions of the MM as well as in several
  acclaimed and successful digital games like the God of War series (Sony, 2005–
  2018) and The Witcher series (CD Projekt RED, 2007–2015). As MacCallum-
  Stewart et al. (2018) have demonstrated, narrative, and game design tropes found
  in D&D’s bestiary have been remediated in digital role-playing games and digital
  media more broadly. We build upon this point to highlight how many of those
  tropes are harmful and misogynistic and exist at the intersection of several sites of
  oppression—such as ageism and sexism, in the case of the hag.
  A History of D&D and the MM
  Originally, D&D was published in small print runs through the cottage publishing
  house, Tactical Studies Rules (TSR). At the time of its inception in 1973, TSR saw
  itself as occupying a middle ground in the space of publishing. Founders Gary
  Gygax and Don Kaye did not see the company as an industry giant like Milton
  Bradley or Avalon Hill, nor did they see themselves as a small press like Diplomacy,
  a play-by-mail hobby community in which Gygax had participated. Instead, TSR
  Stang and Trammell
  3
  
  Stang and Trammell 
  733
  saw itself as a small company that catered to a niche market of like-minded people:
  “The members of TSR are long-time gamers who have found that there is a great
  deal of satisfaction in creating and/or publishing a good set of game rules or an
  enjoyable game, and please note the emphasis on the term gamers” (Blume, 1975, p.
  1). TSR’s insistence on the importance of producing an “enjoyable” product for a
  core group of “gamers” emphasizes the historical boys-club nature of the endeavor.2
  It was this boys’ club that created early D&D—a rule set that privileges the norma-
  tive values of a White male player base—thus defining and shaping the prototype of
  the ludic bestiary.
  The game’s first bestiary, entitled “The Underworld & Wilderness Adventures,”
  was volume three of the first edition of D&D. Although this 30-page manual con-
  tained some lists of monsters that players could expect to encounter as they explored
  the dungeons and wilderness of D&D, they contained very few details about the
  monsters and lacked descriptions and statistics. Despite this, the fixity of citation had
  begun, and the various monsters noted in “The Underworld & Wilderness
  Adventures” would appear again in the MM.
  By 1977, D&D had increased in popularity and Gygax presided over what had
  become TSR Hobbies, Inc. This boom in popularity was matched by an ever-
  increasing circulation of game materials. According to the hobby bibliographers
  at Aceaum.com who keep records of the game’s distribution, the first print run of
  the MM circulated with 50,000 copies (Anonymous, n.d.). The size of the MM’s
  circulation speaks to its material impact, which is especially noteworthy considering
  that the MM was authored by Gygax alone. The monsters in the MM are therefore
  related to his cultural positionality: In 1978, Gygax was a 40-year-old, married,
  Christian, White male insurance underwriter with a passion for wargames and sci-
  ence fiction who had lived most of his life in Lake Geneva, WI. Gygax’s privileged
  experience as a heterosexual and cis-gendered White male designer and his Christian
  background all shaped the monsters that he designed for the MM and thus the vision
  of the ludic bestiary that has now become fixed in our cultural imagination.
  The Bestiary and Discursive Control
  Teratology is a taxonomical structure with historical links to the bestiary and, as we
  will discuss in this article, the act of defining, classifying, and categorizing mon-
  strous subjects—that is, subjects deemed aberrant by dominant ideological standards
  of normalcy—is an exercise of power and domination. As MacCormack (2012)
  writes, “Monster ontology manifests the truth of the aberrant in order to affirm the
  shift of the ‘normal’ from a cultural, arbitrary category to an idealized natural
  phenomenon” (p. 256). In naturalizing Christianity, bestiaries compared White
  women, Jews, and people of color to the beasts described within (Hassig, 2000).
  Building on this argument, we claim that the bestiary is an apparatus that produces
  abject bodies through a process of inference.
  4
  Games and Culture XX(X)
  
  734 
  Games and Culture 15(6)
  Bestiaries have long been used to categorize and control bodies. The earliest
  known precursor to the bestiary is the Greek Physiologus. It is described by med-
  ievalist McCulloch (1962) as “a compilation of pseudo-science in which the fantas-
  tic descriptions of real and imaginary animals, birds, and even stones were used to
  illustrate points of Christian dogma and morals” (p. 15). She explains that the moral
  allegories within it were its true “raison d’eˆtre” (p. 79). For example, Hassig (2000)
  points out that women were often compared to beasts in bestiaries and other medi-
  eval texts. The bestiary was used as a mechanism for policing sexual behavior, and
  the allegories within would compare women to animals and associate animals with
  an unkempt, lustful sexuality (p. 72). Hassig notes that sexuality is equivocated with
  evil and so therefore morality is associated with freedom from sexuality (p. 73).
  Although a woman may be chaste, because of her gender she is never truly free of the
  connotations of bestiality and sexuality described within the bestiary.
  The MM is a bestiary, both in how it was envisioned and designed by Gygax and
  in how it has been viewed and utilized by players. Games journalist Inderwildi
  (2018), writing for Eurogamer, demonstrates that a game like Monster Hunter
  World uses the aesthetic tradition of the medieval bestiary in its design. Games
  scholar Svelch (2013) also notes the likeness between the bestiary, the MM, and
  abjection. Drawing on Kristeva’s work, he writes that the abject cannot be an
  object because abjection is indefinable. For this reason, Svelch declines to cate-
  gorize monsters in digital games and the MM as abject. He explains that,
  Video games, however, make the player face the monsters. They do become objects of
  the player’s actions . . . The logic of informatic control has now colonized even the
  things we fear: our monsters, previously deemed to be inscrutable and abject. (p. 195)
  For Svelch, the MM, unlike the bestiary, reduces monstrosity to a quantifiable
  and comprehensible concept. It produces objects, not abject bodies.
  Although we agree that the MM allows monsters to be understood as statistics and
  therefore seen, objectified, and controlled, we contend that Kristeva’s concept of the
  abject is concerned specifically with bodies which are set apart from the social order.
  Monstrosity, as a category, is implemented as a technique of objectification that sets
  the other apart. It is as much a technique of surveillance as it is a technique of
  separation used to control the morality of the social order. In other words, the
  monstrous other polices the boundaries of acceptable appearance and behavior while
  reinforcing the importance of adhering to Christian values such as purity and chas-
  tity in order to avoid being labeled “monstrous.”
  The bestiary was a model for producing abject bodies long before the ubiquity of
  statistics. The rise of scientism during the Enlightenment disturbed the hegemony of
  Christian morality in Western culture. New pseudoscientific methods such as phre-
  nology were used to other and differentiate bodies in ways that made the allegorical
  storytelling of the bestiary anachronistic, obsolete, and mythical. As myth however,
  the bestiary nests within the shadowy edges of popular culture and emerges through
  Stang and Trammell
  5
  
  Stang and Trammell 
  735
  strange and telling corridors, alleyways, and legends. It emerges as the beating heart
  of D&D to reveal true north on Gygax’s moral compass. The MM configures mor-
  ality through statistics, and in doing so reflects the designer’s beliefs just as the
  bestiary reflected the beliefs of its Christian translators.
  Circuits of Distribution
  Old knowledge, despite itself, is replicated repeatedly in print culture. The forms this
  fixity takes can be graphic (e.g., a woodcut image), stylistic (a particular layout or
  format), or citational (a passage; Eisenstein, 2013). Knowledge (and therefore
  power) gains strength through replication and circulation regardless of its relation-
  ship to validity or truth. Bestiaries are a perfect example of this point: Although they
  were widely understood to be fictional in the middle ages, they are a genre unto
  themselves because of how knowledge became fixed within them. Despite the fic-
  tional nature of the beasts described, they persist from one edition to the next due to
  the citational nature of each beast.
  The relative fixity of old knowledge explains the bestiary’s impact on the design
  of digital games. Not only are the concepts of certain beasts replicated from one
  bestiary to the next, the bestiary as an instrument of classification also becomes
  fixed. Its fixity is then iterated upon and remixed in the MM where statistical details
  are grafted alongside the allegorical knowledge presented in the bestiary. Finally,
  there is a sense of fixity between entries within the MM which themselves have a
  certain typographical format, layout, and classification structure. Typically, each
  entry in the MM provides a creature’s stats—in the original MM, this included name,
  frequency, quantity, armor class, movement rate, hit dice, chance of encountering
  the monster in its lair, treasure type, number of attacks, damage, special attacks,
  special defenses, magic resistance, intelligence, alignment, size, and psionic
  ability—alongside its picture and description. This style remains in the MM today
  as well as the manuals, strategy guides, and integrated in-game bestiaries associated
  with contemporary digital games. Monsters are depicted through a picture, a “stat
  block” that contains a description of its statistics and vitals, and a thick description of
  its culture, behavior, and general disposition (see Figure 3). The body of a monster is
  a composition of behavior, image, and statistics, elements which are relatively stable
  over time. This format is that of the new ludic bestiary—a formula that brings
  together image, culture, and statistics to produce monsters in the game’s world. This
  formula has been remediated in several digital role-playing games (see Figures 1 and
  2), including the God of War series, The Witcher series, several games in the Final
  Fantasy series (Square Enix, 1987–2016), and even the family-oriented Poke´mon
  series (Nintendo, 1996–2017).The classification and ordering of monstrous statis-
  tics, behaviors, and images in the MM is what philosopher Michel Foucault (1984)
  would term a discursive regime. Theorized as a politics of how science produces
  truth, a discursive regime connotes “what effects of power circulate among scientific
  statements” (p. 55). Where Foucault was concerned with the science of medical
  6
  Games and Culture XX(X)
  
  736 
  Games and Culture 15(6)
  informatics, we are concerned with the computational science of game code. The
  MM offers insight into how the bestiary was reconstituted through a quantitative
  computational logic. Instead of constituting monstrosity only through image and
  behavior as bestiaries had in the Medieval era, the MM constructs monstrosity
  through image, behavior, and statistics, thereby superimposing a quantitative layer
  alongside the mythic and fantastic. This could be understood as echoing Charles
  Figure 1. Examples of in-game bestiaries from Final Fantasy VI (1994), The Witcher 3 (2015),
  and God of War 2 (2007). Common to all these examples are tropes where the female body is
  objectified and then presented in an easily reproducible, formulaic manner, often incorpor-
  ating statistical information. Image used for purposes of critique.
  Figure 2. A close-up of the in-game bestiary entry from God of War 2. The image, statistics,
  description, tactics, and rewards for beating Clotho—a giant, naked goddess-monster derived
  from Greek mythology and closely resembling the hag archetype—are clear indicators of the
  bestiary format. Image used for purposes of critique.
  Stang and Trammell
  7
  
  Stang and Trammell 
  737
  Darwin’s (1859) categorization of species in The Origin of Species and the subse-
  quent popularization of racist interpretations and applications of his theories through
  social Darwinism. The bestiary has therefore become a “science” for producing
  monstrosity as well as a network of texts which simultaneously manage our collec-
  tive imagination of monstrosity. The discursive weight given to monsters in the
  bestiary stabilizes a coalition of monstrous icons in our imagination and produces
  a sense of truth via the statistics which govern how these monsters act.
  Teratology, Monstrosity, and Alterity
  Given its metaphorical and literal connections with otherness, difference, and
  reproduction, the monster is a particularly fruitful object of study for feminist
  scholars. Female monsters in mythology, folklore, fairy tales, art, literature, film,
  and television have been thoroughly explored by scholars seeking to articulate the
  myriad ways in which the female body has been constructed as monstrous within
  patriarchal society. Scholarship on monstrosity posits that monsters function as
  embodiments of cultural fears and anxieties (Davis & Santos, 2010; Halberstam,
  1995; Wood, 1986/2003); as means to demonize, alienate, and “Other” certain
  groups of people (Dijkstra, 1986; Graham, 2002; Kearney, 2002; Rearick, 2004;
  Young, 2016); and as a cathartic way of engaging with the abject, the uncanny,
  and the taboo (Caputi, 2004; Creed, 1986, 1993; Grosz, 1996; Harrington, 2018).
  One of the most influential texts on female monstrosity is Creed’s (1986, 1993)
  analysis of what she termed the “monstrous-feminine” in film. Like many scholars
  of popular culture, Creed argued that the stories told within religions, mytholo-
  gies, and folklore are continually remediated and so the monsters that have always
  haunted the margins of human society and psychology reappear, sometimes
  directly and sometimes symbolically, within contemporary art and media objects.
  We seek to bring Creed’s scholarship on film to games by highlighting how the
  Figure 3. The 1977 and 2014 Monster Manual entries for the Night Hag. All bestiaries in
  Dungeons & Dragons align monstrous bodies with a stat block. Images used for purposes of
  critique.
  8
  Games and Culture XX(X)
  
  738 
  Games and Culture 15(6)
  MM has applied tropes around motherhood, sexuality, deception, and beauty to a
  statistical and mythological form.
  Alongside Creed, this project builds upon the work of Caputi (2004), who
  considers how the primal, powerful mother goddess figure has been systemati-
  cally transformed and maintained as a monster or femme fatale. The femme fatale
  speaks to how cultural anxieties around women and deception transfer from myth
  to popular culture. Her work explores the ways in which patriarchal myth resur-
  faces in film, advertising, art, literature, and news (Caputi, 2004, pp. 51–73).
  Santos’s (2017) work is also useful in that it connects the various stages of the
  female sexual maturation cycle to monster archetypes such as vampires, were-
  wolves, and witches. In this way, Santos analyzes the process by which phallo-
  centric discourse exercises dominance over the female body by depicting women
  “who fail to accept their predefined roles within their culture and society as
  monstrous” (p. xv). Finally, Harrington’s (2018) concept of “gynaehorror,” which
  she uses to articulate the entanglement of monstrosity and female reproduction in
  horror film, also runs parallel to our project. She explores various stages of female
  sexual development, including virginity, pregnancy, birth, motherhood, and
  menopause, as they are symbolically or literally represented in film in order to
  shock and horrify.
  By constructing the female body as a site of deception, vulgarity, and horror,
  monstrosity reinforces the idea that the female body is abject. The concept of
  abjection is therefore central to our project. Although critical of Freudian and
  Lacanian psychoanalysis, Creed effectively applied the psychoanalytic concept
  of the abject, as theorized by Kristeva (1982) in her book Powers of Horror, to
  a wide selection of well-known horror films. Kristeva drew on Lacanian psycho-
  analysis to articulate the abject as that which disrupts, disturbs, and is rejected by
  the normative, patriarchal realm of law, order, and propriety. Activities or sub-
  stances which invoke disgust are all part of the abject, such as bodily fluids and
  excrement, disease, open wounds, death and decay, cannibalism, bodily alteration,
  dismemberment, and even sexual perversion. The abject is, paradoxically, associ-
  ated with both fear and jouissance, as we are often both disgusted by and drawn to
  that which is abject, which explains the popularity of abject imagery in horror
  media.
  Importantly, Kristeva demonstrated the ways in which female bodies, particularly
  menstruating and maternal female bodies, have been considered abject within cul-
  tural and religious traditions and discussed how rituals of purification relate to
  patriarchal control over abject bodies. Abject bodily substances are associated with
  nature, which is itself associated with the feminine. This division between the
  embodied, natural feminine, and the mental, “civilized” masculine reinforces
  the taxonomical hierarchy which places women beneath men (MacCormack,
  2012, p. 257). This is a universal problem because, as Creed (1986) stated, “All
  human societies have a conception of the monstrous-feminine, of what it is about
  woman that is shocking, terrifying, horrific, abject” (p. 44). Of course, she also noted
  Stang and Trammell
  9
  
  Stang and Trammell 
  739
  that “the feminine is not per se a monstrous sign; rather, it is constructed as such
  within a patriarchal discourse which reveals a great deal about male desires and
  fears” (p. 70). Our conceptualization and analysis of the ludic bestiary demonstrate
  how female monstrosity reinforces that same patriarchal discourse within the design
  structure of D&D and other role-playing games.
  Monstrous Motherhood and the Hag
  The word “teratology”—the study of monsters, from the Greek word tera, meaning
  monster, and logia, meaning study/knowledge/theory—is used in medical dis-
  course to refer to the study of birth defects. The etymology and continued usage
  of teratology suggest that individuals born with nonnormative bodies were (and
  are) therefore considered medically monstrous. As Huet (1993) recounts, “the
  Renaissance combined two elements of monstrosity: the deformed child and the
  aberrant mother” (p. 24). This combination has persisted and, as this article will
  discuss, being born monstrous and giving birth to monsters are both associated
  with deviancy, evilness, and corruption. The fecund female monster can therefore
  be considered the most horrifying of creatures, which explains why the psycho-
  analytical concept of the abject has been so closely associated with the maternal
  (Creed, 1986, 1993; Kristeva, 1982). Monstrosity in this sense is a gendered
  construction: While monsters can certainly be of any sex, giving birth to monsters
  is an inherently female act, and one which has traditionally placed the responsi-
  bility for the child’s monstrosity squarely with its mother.
  Given the ubiquity of maternal monstrosity in film, it is unsurprising that the
  same motif should find its way into games as well. The MM reproduces this motif so
  clearly that it includes a section entitled “Monstrous Motherhood” in its description
  of the hag. According to the MM (2014), “Hags represent all that is evil and cruel,”
  and it describes them as resembling “withered crones . . . whose forms reflect only
  the wickedness in their hearts” (p. 176). The description continues, drawing a clear
  image of women with “withered faces . . . framed by long, frayed hair” complete
  with “horrid moles and warts [which] dot their blotchy skin” (MM, 2014, p. 176).
  This imagery draws deeply from Western stereotypes of the hag, crone, or witch—
  imagery that speaks to the intertwined ideologies of ageism and sexism which have
  shaped Western society for centuries.
  Historically, the majority of the tens of thousands of women accused of and
  executed for witchcraft during the witch hunts of the fifteenth to eighteenth centuries
  in Europe and North America were poor, elderly, widowed or unmarried, and child-
  less (Horsley, 1979). The notion that witches would steal infants and children was
  embedded in the assumption that they would do so because they could not have their
  own. This assumption reveals itself in the monstrous motherhood of the hags in
  D&D, which is described as follows:
  10
  Games and Culture XX(X)
  
  740 
  Games and Culture 15(6)
  Hags propagate by snatching and devouring human infants. After stealing a baby from
  its cradle or its mother’s womb, the hag consumes the poor child. A week later, the hag
  gives birth to a daughter who looks human until her thirteenth birthday, whereupon the
  child transforms into the spitting image of her hag mother. (MM, 2014, p. 176)
  Hags are immortal, so their aged appearance has nothing to do with actual aging;
  rather, the writers reveal their ageist ideology by equating this elderly appearance
  with the hags’ “wickedness.” In the original MM (1977), Night Hags are also
  responsible for the reproduction of evil. Their abilities allow them to infiltrate the
  nightmares of evil characters by “riding the victim until dawn” until their bodies
  wither into larva (p. 73). These larvae are then used as currency in Hades, the realm
  of the dead, where they can be shaped into imps and quasits (minor demons) or
  consumed by undead seeking to extend their longevity.
  Hags in all media certainly embody misogynistic hostility toward female aging,
  and in D&D, they also reveal anxieties regarding the potential power of female
  reproduction—that women can single-handedly create children who become iden-
  tical to them. Like many villainous or monstrous women characters, they are also
  deceptive. Each hag can magically alter her appearance in order to attract, manip-
  ulate, and deceive mortals. As unquestionably evil beings who revel in tragedy, hate
  goodness and beauty, and “take perverse joy in corrupting mortals,” hags are fun-
  damentally untrustworthy and dangerous (MM, 2014, p. 178). Although hags do not
  like each other, they still form covens, give gifts and share knowledge with one
  another, and abide by sacred codes of conduct with other hags (MM, 2014, p. 176).
  This “Dark Sorority” which grows with every parthenogenetic reproduction is
  framed within the MM as posing a deadly threat to the mortal warriors/player
  characters because of course the idea of a sisterhood, society, or coven of powerful
  women who can create identical reproductions of themselves would be considered
  dangerous within the patriarchal realm of D&D.
  Ultimately, the hag is “wicked” because she is powerful. The hag’s power is
  derived from her ability to transcend the archetype of mother and act also as seducer,
  strategist, soul dealer, and warrior. Hags are evil because they are mothers who act
  outside the regulations of the church or state. They are a key trope within the bestiary
  because they give a name to this dangerous and unregulated form of motherhood. By
  naming strong, intelligent, single mothers “hags” the bestiary produces a stigma
  around strength, intelligence, and independence. It positions hag as a negative,
  grotesque identity and even suggests that sex with hags might emasculate a man
  and transform him into a “larva,” thereby even suggesting that hags even hold the
  power to shape and structure masculinity.
  The Hag as Playable Database
  Understanding the mythic and psychoanalytical connotations of the hag tells only
  half the story. We contend that the MM is a blueprint for how the stereotypes detailed
  Stang and Trammell
  11
  
  Stang and Trammell 
  741
  above were quantified and transformed into a statistical style that has been popular-
  ized in digital game design. By analyzing how the ludic bestiary transforms bodies
  into numbers, this section shows how the connotations of a moral evil which the
  classic bestiary used to position women as abject has been superseded by the idea
  that monstrous bodies have nonnormative statistical values. Moral aberrance is
  equivocated with statistical aberrance in today’s digital society where the ontologi-
  cal and mathematical power of classification structures works as an invisible stratum
  of social control (Bowker & Star, 2000).
  Statistically, in the fifth edition of MM, the Night Hag, Sea Hag, and Green Hag
  defy ageist stereotypes with their often perfect strength statistics (18, 18, and 16 on a
  scale from 3 to 18), hardy constitutions (16 for all), and generally positive charisma
  scores (14, 16, and 13). The hag’s above average charisma stands in contrast to the
  text which often categorizes them as “ugly” or “horrific.” Many of their abilities like
  “Illusory Appearance,” “Change Shape,” and a generally high bonus to “deception”
  checks allow them shift form, thus reinforcing the sexist trope that women are
  deceptive. The hag is also described as possessing a high intelligence, although the
  Night Hag—who is listed as a demon as opposed to a corrupted fairy—possesses a
  far greater intelligence than her fairy kin.
  The statistical values of hag’s body in the MM suggest that her monstrous
  nature stems from the difference between her body and a statistically normative
  body that would possess statistical averages in each attribute closer to 10 or 11.3
  The hag’s moral deviance (such as kidnapping men and transforming them into
  larvae) works in tandem with her superhuman intelligence, constitution, and
  charisma. The numbers teach players that she is monstrous at least in part
  because she is superhuman—creatures are monstrous because they have bodies
  with abilities beyond that of an average human. In the case of the hag, her
  statistics show how a strong, smart, and charming elderly woman is monstrous
  precisely because she defies normative understanding of a typical body’s statis-
  tical measurements.
  Greater questions loom regarding how the ludic bestiary encourages players and
  designers to reframe their understanding of morality. The ludic bestiary invites
  readers to view a monster’s alignment (good, neutral, or evil) as one of many values
  that constitute its body. Even Christian morality as policed by the medieval bestiary
  is quantified in the ludic bestiary, since monstrosity is equated with the transgression
  of a “typical” quantified body. The traditional narrative tropes that frame the hag as
  evil and abject in mythology, folklore, fairy tales, and other media are translated into
  a clear set of values—superhuman strength, constitution, and charisma—which
  suggest to players that her body should horrify because it is different. The sense
  of horror that accompanies bodily difference is the new quantitative morality of the
  ludic bestiary. In other words, the ludic bestiary produces abject bodies by position-
  ing nonnormative or nonconforming bodies as monstrous in comparison to a typical
  human norm that remains unwritten and invisible.
  12
  Games and Culture XX(X)
  
  742 
  Games and Culture 15(6)
  From Morality to Misogyny
  In this article, we have endeavored to show how Gygax’s vision of monstrosity fits
  into a historical tradition of representing the other through mediated symbolic rep-
  resentation. Many elements in D&D, including its central gameplay component of
  expecting players to slaughter feminized monsters, were translated into digital
  games.4 This process of remediation captured and upheld the discursive and numer-
  ical control that D&D’s MM exercised over the imagined other. We have focused on
  the female or feminized other in this article, but Gygax’s understanding of mon-
  strosity includes any identity, subject position, or body that is different from that of
  the assumed ideal straight, White, and male player. In his introduction to the first
  MM, Gygax (1978) explains,
  The term “monster” is used throughout this work in two manners. Its first, and most
  important, meaning is to designate any creature encountered—hostile or otherwise,
  human, humanoid, or beast. Until the encountering party determines what they have
  come upon, it is a monster. The secondary usage of the term is in the usual sense: a
  horrible or wicked creature of some sort. (p. 5, emphasis in original)
  In its direct and instant association between difference (or even just the unknown)
  and wickedness, this definition is clearly xenophobic. It sets all bodies apart from
  those of the player and defines them as abject, always already monstrous, as well as
  placing them along a specific moral axis—the wicked and horrible. “Wicked,”
  derived from the Old English “wicca,” evokes the historical persecution of women
  as witches. We have endeavored in this article to show that Gygax’s use of this term
  is neither haphazard nor coincidental, as women are depicted deliberately and rou-
  tinely in the MM as vicious, deceitful, and wicked. Morality in the MM, and in
  bestiaries more broadly, is an alarming tangle of xenophobia—namely racism—and
  misogyny. While this article has focused on analyzing monstrosity through the lens
  of gender, future work on the MM must address its racism. Some work on this topic
  has already been done, though most of it is nonacademic (such as Sanders, 2008;
  Sumner, 2008; Raggi, 2009; Van Dyke, 2008), with Young (2016), Clements (2015),
  and Garcia (2017) as notable exceptions.
  In addition, the MM adds statistics to the narratives and images which were
  common in the classic bestiary. The inclusion of statistics in the MM allowed story-
  tellers to rapidly customize monsters from a template in response to player
  demands.5 Outside the game table, the informatization of the monster allowed for
  the rapid production of monstrous templates within fan communities. Because it was
  easy to craft monsters by grafting and modifying the statistics of those in the original
  MM, monsters proliferated in fan-centred columns like White Dwarf’s “The Fiend
  Factory” and Dragon Magazine’s “Creature Feature.” Despite the potential for a
  radically new ethic of design to emerge in these fan-led efforts, TSR Hobbies was
  careful to curate the “official” release of these monsters in what they called the
  Stang and Trammell
  13
  
  Stang and Trammell 
  743
  Fiend Folio. Importantly, the formula which combines monstrosity and statistics is
  what we term the ludic bestiary, an invisible algorithmic structure and common
  submenu found also in popular digital role-playing games like the God of War series,
  The Witcher series, and several games in the Final Fantasy series, among others.
  This article has analyzed the way women have been portrayed in the MM, and its
  findings have been depressingly predictable. In both the original 1977 edition and
  the newest fifth edition, MM (2014), we have found that women are represented
  through tropes of monstrous motherhood, deception, violence, and an insidious
  sexuality. Although Gary Gygax was surely influenced by the cultural zeitgeist of
  the 1970s, fraught with Cold War anxieties about espionage and deception, a jet-set
  era curiosity around all things exotic (Adinolfi, 2008), and a hippie-inspired cele-
  bration of the female form as simultaneously maternal and sexual, we must be
  careful not to pathologize and see all monstrosity in games today as stemming
  simply from his overactive imagination. Instead, these cultural influences conspire
  to normalize the clearly misogynist depictions of women in the MM. In this way, the
  MM works as an apparatus of abjection, which itself normalizes our culture of
  misogyny by explaining over and over, in matter-of-fact naturalistic descriptions
  complete with tables, pictures, and statistics, that women are monsters and the
  female body is horrifying.
  The MM offers designers and players a template for how numbers might be used
  to convey moral values, thereby underpinning the Christian patriarchal morality of
  the bestiary with seemingly “scientific” numerical values. In gameplay modeled
  after D&D (that found in most role-playing games), the monster is essential (and
  so centralized) while also being presented as abject, horrifying, and dangerous.
  However, gameplay that requires the normative player to slaughter the nonnorma-
  tive monster (and therefore perform the cathartic reenactment of patriarchal violence
  that is the purpose of much Western mythology) is a convention. Once we recognize
  it as a convention, we can choose to do something different. Instead of remediating a
  vision of monstrosity which is embedded in patriarchal mythology, misogynistic
  ideology, and cliche´d popular tradition, game designers could instead reenvision
  monstrosity. Could the ludic bestiary become an instrument of inclusivity? Could we
  imagine monstrosity that celebrates difference instead of marginalizing it? Could we
  move away from a hypermasculine and xenophobic vision of the human “hero” and
  orient ourselves toward a new understanding and appreciation of the (post-human,
  trans-human, nonhuman, or fully human) monster?
  Declaration of Conflicting Interests
  The author(s) declared no potential conflicts of interest with respect to the research, author-
  ship, and/or publication of this article.
  Funding
  The author(s) received no financial support for the research, authorship, and/or publication of
  this article.
  14
  Games and Culture XX(X)
  
  744 
  Games and Culture 15(6)
  ORCID iD
  Sarah Stang
  https://orcid.org/0000-0002-7295-5880
  Notes
  1. A typical game of Dungeons & Dragons (D&D) takes place around a table with one player
  taking the role of the moderator and the others playing a variety of fantasy archetypes. The
  game is performative because players role-play their characters, often play-acting lines of
  dialogue as if spoken in real time by the characters.
  2. For more on the connection between “gamer” identity and misogynistic and exclusionary
  practices, see Shaw (2011) and Alexander (2014).
  3. Ten and 11 are the average scores generated for nonplayer character (NPC) statistics. NPC
  statistics are derived by rolling 3 six-sided dice for each attribute and adding them together.
  Although player characters in fifth edition D&D roll 4 six-sided dice and drop the lowest
  value when generating their statistics, their above average attributes are seen as heroic as
  opposed to monstrous.
  4. Given the limited scope of this article, we have only discussed the hag figure; however,
  the abject monstrous-feminine is a common trope in several role-playing games, which
  also classify them in their in-game bestiaries. As mentioned, some examples are the God
  of War series and The Witcher series. For more detail on the specific female monsters in
  these games and their connection to misogynistic tropes of female monstrosity, see Stang
  (2018).
  5. This template-like format is similar to Hardt’s (1999) concept of “Toyotaism” where
  “the productive decision actually comes after and in reaction to the market decision”
  (p. 93).
  References
  Adinolfi, F. (2008). Mondo exotica: Sounds, visions, obsessions of the cocktail generation (K.
  Pinkus, Trans.). Durham, NC: Duke University Press.
  Alexander, L. (2014, August 28). ‘Gamers’ don’t have to be your audience. ‘Gamers’ are
  over. Gamasutra. Retrieved from https://www.gamasutra.com/view/news/224400/
  Gamers_dont_have_to_be_your_audience_Gamers_are_over.php
  Anonymous. (n.d.). Print run estimates. Aceaum. Retrieved from https://www.acaeum.com/
  library/printrun.html
  Blume, B. (1975). TSR—Why we do what we do. The Strategic Review, 1, 1.
  Bowker, G., & Star, S. L. (2000). Sorting things out: Classification and its consequences.
  Cambridge: The MIT Press.
  Caputi, J. (2004). Goddesses and monsters: Women, myth, power, and popular culture.
  Madison: University of Wisconsin Press.
  Clements, P. J. (2015). Roll to save vs. prejudice: The phenomenology of race in Dungeons &
  Dragons (Master’s thesis). Bowling Green State University. Retrieved from http://rave.
  ohiolink.edu/etdc/view?acc_num¼bgsu1448050814
  Stang and Trammell
  15
  
  Stang and Trammell 
  745
  Creed, B. (1986). Horror and the monstrous-feminine: An imaginary abjection. Screen, 27,
  44–70.
  Creed, B. (1993). The monstrous-feminine: Film, feminism, psychoanalysis. New York, NY:
  Routledge.
  Darwin, C. (1859). The origin of species. London: John Murray.
  Davis, L. K., & Santos, C. (2010). The monster imagined: Humanity’s recreation of monsters
  and monstrosity. Oxford, England: Inter-Disciplinary Press.
  Dijkstra, B. (1986). Idols of perversity: Fantasies of feminine evil in Fin-de-Sie´cle culture.
  New York, NY: Oxford University Press.
  Eisenstein, E. (2013). The printing revolution in early modern Europe. London, England:
  Cambridge University Scholars Group.
  Foucault, M. (1984). The Foucault reader (P. Rabinow, Trans.). New York, NY: Pantheon
  Books.
  Garcia, A. (2017). Privilege, power, and Dungeons & Dragons: How systems shape racial
  and gender identities in tabletop role-playing games. Mind, Culture, and Activity, 24,
  232–246.
  Graham, E. L. (2002). Representations of the post/human: Monsters, aliens, and others in
  popular culture. New Brunswick, NJ: Rutgers University Press.
  Grosz, E. (1996). Animal sex: Libido as desire and death. In E. Grosz & E. Probyn (Eds.),
  Sexy bodies: The strange carnalities of feminism (pp. 278–299). New York, NY: Routledge.
  Gygax, G. (1978). Monster manual. Lake Geneva, WI: TSR Hobbies.
  Gygax, G., & Arneson, D. (1974). Dungeons & Dragons. Lake Geneva, WI: TSR Hobbies.
  Halberstam, J. (1995). Skin shows: Gothic horror and the technology of monsters. Durham,
  NC: Duke University Press.
  Hardt, M. (1999). Affective labor. Boundary, 2, 89–100.
  Harrington, E. (2018). Women, monstrosity and horror film: Gynaehorror. New York, NY:
  Routledge.
  Hassing, D. (2000). The mark of the beast: The medieval bestiary in art, life, and literature.
  New York, NY: Routledge.
  Horsley, R. A. (1979). Who were the witches? The social roles of the accused in the European
  witch trials. Journal of Interdisciplinary History, 9, 689–715.
  Huet, H. M. (1993). Monstrous imagination. Cambridge, MA: Harvard University Press.
  Inderwildi, A. (2018, February 21). What medieval bestiaries tell us about Monster Hunter
  World. Eurogamer. Retrieved from https://www.eurogamer.net/articles/2018-02-21-what-
  medieval-bestiaries-tell-us-about-monster-hunter-world
  Kearney, R. (2002). Strangers, gods and monsters: Interpreting otherness. London, England:
  Routledge.
  Kristeva, J. (1982). Powers of horror: An essay on abjection (L. S. Roudiez, Trans.).
  New York, NY: Columbia University Press.
  MacCallum-Stewart, E., Stenros, J., & Bjo¨rk, S. (2018). The impact of role-playing games on
  culture. In J. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foun-
  dations (pp. 172–187). New York, NY: Routledge.
  16
  Games and Culture XX(X)
  
  746 
  Games and Culture 15(6)
  MacCormack, P. (2012). The queer ethics of monstrosity. In J. S. Picart & J. E. Browning
  (Eds.), Speaking of monsters: A teratological anthology (pp. 255–265). Palgrave
  Macmillan.
  McCulloch, F. (1962). Medieval Latin and French Bestiaries. Durham: University of North
  Carolina Press.
  Perkins, C. (2014). Monster manual (5th ed.). Wizards of the Coast.
  Raggi, J. (2009, January 15). D&D and racism. Lamentations of the Flame Princess [Blog].
  Retrieved from http://lotfp.blogspot.com/2009/01/d-and-racism.html
  Rearick, A. (2004). Why is the only good orc a dead orc? The dark face of racism examined in
  Tolkien’s world. Modern Fiction Studies, 50, 861–874.
  Sanders, G. (2008, December 1). D&D and race, how problematic? Better Living through
  Empiricism [Blog]. Retrieved from http://gregsanders.typepad.com/blog/2008/12/race-
  and-dnd-how-problematic.html
  Santos, C. (2017). Unbecoming female monsters: Witches, vampires, and virgins. Lanham,
  MD: Lexington Books.
  Shaw, A. (2011). Do you identify as a gamer? Gender, race, sexuality, and gamer identity.
  New Media & Society, 14, 28–44.
  Stang, S. (2018). Shrieking, biting, and licking: The monstrous-feminine and abject female
  monsters in video games. Press Start, 4, 18–34. Retrieved from https://www.press-start.
  gla.ac.uk/index.php/press-start/article/view/85
  Sumner, S. (2008, April 25). Is Faerun ready for its first orc president? Something Awful.
  Retrieved from http://www.somethingawful.com/news/president-maverick-racist/2/
  Svelch, J. (2013). Monsters by the numbers: Controlling monstrosity in video games. In M.
  Levina & D.-M. T. Bui (Eds.), Monster culture in the 21st century: A reader (pp. 193–208).
  New York, NY: Bloomsbury Academic.
  Van Dyke, C. (2008, November 18). Race in D&D [Blog]. Retrieved from http://raceindnd.
  wordpress.com/2008/11/18/nerd-nite-presentation-november-18th-2008/
  Wood, R. (2003). Hollywood from Vietnam to Reagan . . . and beyond. New York, NY:
  Columbia University Press. (Original work published 1986)
  Young, H. (2016). Race and popular fantasy literature: Habits of whiteness. New York, NY:
  Routledge.
  Author Biographies
  Sarah Stang is a PhD candidate in the Communication and Culture Joint Program at York
  University in Toronto, Ontario. Her research focuses on questions of representation and
  identity politics in digital games and game cultures. She approaches the study of digital
  games and other media from an interdisciplinary, intersectional feminist perspective. Her
  published work has focused on game adaptations, gender representation, fatherhood and
  familial bonds, representations of madness, and the monstrous-feminine in digital games.
  Her current research explores the symbolic connection between monstrosity and
  marginalized bodies in digital games, tabletop role-playing games, and science fiction and
  fantasy media.
  Stang and Trammell
  17
  
  Stang and Trammell 
  747
  Aaron Trammell is an assistant professor of informatics at UC, Irvine. He graduated from
  the Rutgers University School of Communication and Information in 2015 and spent a year
  at the Annenberg School of Communication at USC as a postdoctoral researcher. His
  research is focused on revealing historical connections between games, play, and grassroots
  community. He is interested in how political and social ideology is integrated in the practice
  of game design and how these perspectives are negotiated within the imaginations of
  players. He is the Editor-in-Chief of the journal Analog Game Studies and the Multimedia
  Editor of Sounding Out!
  18
  Games and Culture XX(X)
  
SOURCE: textdata/thevault/_GM Books/Adventure prep and inspiration/Stang Trammell_-_2020_-_mysogynistic_tropes_in_DD.pdf