"Decolonising D&D" Firstly: "D&D is colonialist" is similar to "the English language is colonialist". If your method of decolonising RPGs is to abandon D&D- some folks abandon English; they don't want to work in the language of the coloniser. More power to them!
For those who want to continue using the "language" of D&D- Going forth into the "wild hinterland" (as if this weren't somebody's homeland) to "seek treasure" (as if this didn't belong to anybody) and "slay monsters" (monsters to whom?) ... Yeah. Problematic stuff here.
And definitely these aspects should make more people uncomfortable. But it's an error to "decolonise D&D" by scrubbing such content from the game. That feels like erasure; like an unwillingness to face history / context; like a way to appease one's own settler guilt.
Remember: if you -white or PoC- live in the West, or in an Asian urban centre (say), you are already complicit in colonialist / capitalist (they are inextricably linked) behaviour. Removing such stuff from RPGs might let you feel better. But won't change what you are.
I think it more truthful *and* more useful, to not avert one's eyes from D&D's colonialism. The fact that going forth into the hinterland to seek treasure and slay monsters is a thing and *fucking fun* tells us valuable things about the shape and psychology of colonialism.
Speaking personally: I write stuff that evoke / deal with the context I'm in (Southeast Asia). An intrinsic part of that is looking at the ways colonial violence has happened to us- and the ways / reasons we now *perpetrate it on others*. A long chain of suffering.
This is serious stuff. I also write for people who want fun / kill monsters / pretend to be elves. But for those people who want to consider serious stuff like colonialism: I offer no FIGHT THE POWER righteousness, no good feeling, no answers.
Only discomfort. Because the truth is uncomfortable.