[HN Gopher] D&D is Anti-Medieval
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       D&D is Anti-Medieval
        
       Author : bookofjoe
       Score  : 237 points
       Date   : 2024-09-15 11:24 UTC (1 days ago)
        
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       | brudgers wrote:
       | _Gary Gygax himself says so. He describes the original D &D books
       | as "Rules for Fantastic Medieval War Games" (on the cover) and
       | "rules [for] designing your own fantastic-medieval campaign" (in
       | the introduction)._
       | 
       | The original D&D books (before the Advanced series) did not
       | describe a combat system. Instead, the rules of the wargame
       | "Chainmail" were recommended (as was the map from Avalon Hill's
       | _Outdoor Survival_ for adventuring between dungeons).
       | 
       | Which is to say, the context of Gygax's remarks was gone by the
       | time D&D books showed up at the Waldenbooks in every local mall.
       | D&D was literally a different game in the 1970's.
        
         | brudgers wrote:
         | For clarity, https://en.wikipedia.org/wiki/Chainmail_(game)
        
         | kagakuninja wrote:
         | I'm not sure what you mean here. I had the original books, the
         | supplements, then "Basic D&D" and "Advanced D&D". The rules
         | were the same, just repackaged. The original rules didn't
         | "recommend" using Chainmail, they assumed you had a copy and
         | knew the rules, which was a source of confusion for newbies.
         | 
         | I remember being disappointed with AD&D as it was just the same
         | old shit rules, with Dave Arneson's name cynically removed from
         | the copyright. The next year I discovered Runequest, and later
         | in College, Champions, and never looked back.
         | 
         | I think by the 80s D&D was well known, and not just because of
         | the TV show. This was before 2nd edition, which came out in
         | 1989.
         | 
         | I vaguely remember looking over 2nd edition, they tweaked a few
         | things, but the core mechanics were the same.
         | 
         | 3rd edition did shake things up a bit, and were the first
         | version I considered worth playing.
        
           | brudgers wrote:
           | I was talking about the original version of D&D that came in
           | a box with three booklets and required Chainmail for combat.
           | 
           | https://en.m.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)
        
       | prmoustache wrote:
       | The keywords are Fantasy / Fantastic.
       | 
       | People let grow a lot of misconceptions about history based on
       | media/cinema/games representation of antiquity, medieval or even
       | renaissance time. But that is normal. I guess reality can be
       | boring in comparison.
        
         | jeltz wrote:
         | I would say it is often the other way round. Many fantasy
         | worlds are more dull than real history due to the lack of
         | imagination of the creators.
        
       | A_D_E_P_T wrote:
       | The only rational way to interpret D&D is not as medieval, but as
       | a distant far-future post-post-industrial setting.
       | 
       | Magic spells as ambient nanotech that's poorly understood and
       | difficult to invoke -- hence the "Vancian" system which comes
       | from Jack Vance's "Dying Earth" series.
       | 
       | Magic items as remnant tech.
       | 
       | Different "races" as the vast gulf of time has led to speciation.
       | 
       | Gods as posthuman or artificially intelligent entities that have
       | transcended the world but still keep an eye on it from time to
       | time.
       | 
       | And so forth. There's literally nothing medieval about it, but it
       | could be 1,000,000 AD. Just think of their medical technologies
       | in light of our era's!
       | 
       | (All assuming, of course, that it's "baseline reality" and not a
       | sandbox, as it was in Neal Stephenson's _The Fall_.)
        
         | mglz wrote:
         | Or it might be a reconstruction of a broken world after the
         | events of Ra (https://qntm.org/ra)
        
         | tiborsaas wrote:
         | If you haven't played Horizon Zero Dawn, I highly recommend it
         | :)
        
         | kombookcha wrote:
         | A very fun example of this theme is in the franco-belgian
         | fantasy comic series Thorgal, which is set in a Conan-esque
         | fantasy world with all the expected trappings, but in which the
         | gods are highly advanced alien entities and magic is often
         | framed as manipulating extremely complex and powerful heirloom
         | technologies that the living have no frame of reference for as
         | anything other than magic.
         | 
         | The titular outsider hero falls from the stars in a little
         | space pod as a baby and is raised by the local Viking-proxy
         | culture ala Superman or Goku. Quite an engaging read if you're
         | into this blend of sword and sorcery with background sci-fi
         | elements.
         | 
         | https://en.wikipedia.org/wiki/Thorgal
        
           | A_D_E_P_T wrote:
           | I read "The Archers" as a kid, and really liked it, but it
           | was the only one I had access to. I recall it was a pretty
           | straightforward adventure, set somewhere around northern
           | Europe in the 10th century, without any sci-fi elements...
           | Now I'll need to revisit it and find the others. I've got a
           | young son who would also be interested, so perhaps that's
           | something we can do together. Thanks, man.
        
             | kombookcha wrote:
             | I can't immediately recall any sci-fi elements from The
             | Archers myself, so that checks out. Anything to do with the
             | lost precursor civilization tends more towards the archaic
             | future-tech. Like in City Of The Lost God there's a magical
             | weapon that's basically an operational laser gun. Or The
             | Island of the Frozen Seas, which has a palace that looks
             | like a downed spaceship complete with sarcophagi/crypods
             | with people in them.
             | 
             | And you're welcome! I hope you and your son have fun! :)
        
           | Joker_vD wrote:
           | Honestly, "magic is ambient nanotech that's poorly understood
           | and difficult to invoke" is a rather tired trope, because
           | it's an instantly obvious approach one can take. Doesn't stop
           | people from re-using it over and over, take e.g. "The Lord of
           | the Ice Garden" by Grzedowicz: this twist is so obvious that
           | all the build-up feels kinda insulting to the reader's
           | intelligence.
        
             | A_D_E_P_T wrote:
             | Right, but I don't think that it necessarily needs to be a
             | twist.
             | 
             | The first two Pillars of Eternity games leaned _hard_ into
             | this trope, but it was never really  "revealed" as a plot
             | point -- it was just background that you uncovered as you
             | progressed stepwise through the game. The Gods as literal
             | hiveminds, chained to or unbound from their original core
             | functions to varying degrees; a fallen hyper-technological
             | society; stuff like that...
        
             | crooked-v wrote:
             | I've never liked it as a narrative element because it's
             | such a handwave. If you're going to have "magic is
             | nanotech", or whatever other backing, at least actually
             | _use_ that backing to put narrative rules on it that the
             | reader can understand.
        
           | drivingmenuts wrote:
           | That is similar to the concept of Numenara - which is set in
           | the future 4 billion years from now. At that point in time,
           | the earth no longer geographically resembles anything current
           | and has been repopulated a couple of times by disparate races
           | of non-human sentiences. The current population (as of the
           | the beginning of Numenara) are yet another group of humans
           | transplanted or created in-situ and living in a world where
           | the technologies of the past resemble magic. It seemed pretty
           | clear that, from the background, there clearly is not a thing
           | that is magic, but its stand-in is unknown and sometimes,
           | unknowable, creations from a lost past.
        
         | wizardforhire wrote:
         | Case in point, Spelljammer
         | 
         | https://youtube.com/watch?v=k5ulTt5Km3Y
        
         | twoquestions wrote:
         | You just described Numenera, if you've never read/played it I'd
         | highly recommend giving it a shot!
         | 
         | It takes place billions of years in the future in what it calls
         | the "9th World", when some _mysterious_ beings just went away.
        
           | A_D_E_P_T wrote:
           | Never heard of it, but will _definitely_ give it a shot. At
           | this point I 'd read the books only to learn more about the
           | setting. Thank you.
        
             | crooked-v wrote:
             | For an anti-recommendation, my experience with it is that
             | the setting is interesting, but the system is just a
             | weirdly boring-yet-fiddly derivative of D&D-alikes that
             | doesn't touch on even a fraction of the narrative potential
             | of the setting.
        
               | tormeh wrote:
               | The Cypher system is definitively kinda shit. It's easier
               | to DM in some ways, but it's just very unrefined, and
               | badly in need of a 2nd edition subject to more
               | playtesting.
        
         | eesmith wrote:
         | The article concerns how to interpret OD&D.
         | 
         | It points out "the dungeon builders were part of a coinage
         | economy just like the current one. There hasn't even been
         | significant inflation or deflation since the dungeons were
         | built.", which doesn't seem compatible with a far-future post-
         | post industrial setting interpretation.
         | 
         | I think "fantastic American history" is a rational description.
        
           | panzagl wrote:
           | Not American history- set so far in the future that the idea
           | of 'America' is as widely understood as we currently
           | understand 'Sea Peoples'. Think Gene Wolfe's 'Book of the New
           | Sun'
        
             | eesmith wrote:
             | I understand your thesis. I highlighted how the essay
             | suggests a flaw in that interpretation.
             | 
             | How does a currency system stay so stable across thousands
             | of years?
        
               | panzagl wrote:
               | There's no evidence that it does stay stable- the author
               | is making a lot of assumptions about the 'implied
               | setting' of OD&D that aren't really supported by the game
               | materials at the time. 40 silver pieces couple be 40
               | Roman denarii, 40 pre-1965 US quarters, or 40 chunks of a
               | silver bracelet. They could represent the pocket change
               | of a dungeon builder, but be a considerable sum to the
               | barbarian that finds them. The implied uniformity is just
               | because the author lacks imagination.
        
               | eesmith wrote:
               | You can't get 1 gold piece = 10 silver piece without a
               | consistent monetary scheme. That was in OD&D at https://a
               | rchive.org/details/monsters_and_treasures/page/39/m... .
               | 
               | Even in the US, "free silver at a ratio of 16 to 1"
               | worked - at least somewhat - by government fiat, not
               | commodity value. (Great, I've now got the urge to write
               | "Gresham's Law" while I flash back to high school history
               | class.)
               | 
               | https://archive.org/details/dndbook1/page/15/mode/2up?q=g
               | old tell us that in D&D a copper, silver, or gold coin
               | weighs 1 unit.
               | 
               | Further, 1 silver piece = 5 copper pieces, making the D&D
               | economic system not just bimetallism but trimetallism.
        
               | panzagl wrote:
               | So I was ready to type "it's just a game", but the truth
               | is OD&D isn't even really that- it's a set of mechanics
               | from which a games master could select in order to make
               | their own game. How closely you wanted to hew to the
               | socio-economic truth of the 'Medieval period' was 100% up
               | to the GM. "Chivalry and Sorcery", "Empire of the Petal
               | Throne", and "Runequest" were all games that tried to
               | implement more 'realistic' simulations of pre-modern
               | society that came out soon after to specifically address
               | D&D's lack of setting detail.
        
           | ahazred8ta wrote:
           | Funny thing, the price of silver is pretty closely pegged to
           | the amount of labor needed to dig it out of the ground and
           | smelt it, and that doesn't change too much without late 20th
           | century technology being involved.
        
             | eesmith wrote:
             | That's surely missing some qualifiers.
             | 
             | Transport is a big issue. The price of silver in 1550s
             | Iceland, where there are no silver mines, was certainly
             | going to be far higher than Joachimsthal where silver was
             | mined and Joachimsthalers mined.
             | 
             | The Great Bullion Famine[1] and subsequent Price
             | revolution[2] fueled by Spanish expropriation of New World
             | gold and silver tell me that prices weren't so stable over
             | the pre-20th century period.
             | 
             | [1] https://en.wikipedia.org/wiki/Great_Bullion_Famine
             | 
             | [2] https://en.wikipedia.org/wiki/Price_revolution
        
         | mcphage wrote:
         | A lot of Japanese video games lean into this idea pretty
         | heavily, too. It's kinda funny how the Zelda series just can't
         | get away from it--no matter how far into the past they go, the
         | magic is always technology from a previous civilization.
         | Skyward Sword was supposed to be the Zelda origin story, and
         | yet the Master Sword still has an AI companion in it from who
         | knows where.
        
           | bigstrat2003 wrote:
           | As far as I remember Fi is not an AI companion, she was put
           | into the sword by Hylia. There is all the tech in the Lanayru
           | desert though, that is most definitely tech from an ancient
           | civilization.
        
         | shinjitsu wrote:
         | So Thundarr the Barbarian?
         | 
         | https://www.youtube.com/watch?v=A_4HBH6Z-Iw
        
         | slightwinder wrote:
         | Does D&D even plays on earth? I remember, there are several
         | different worlds and realms and forces travelling between them,
         | but nothing specifically about earth. So it can play at any
         | time, it doesn't need to be a distant future.
        
           | SSLy wrote:
           | Mystara was earth-but-hollow, with the good stuff on the
           | inside
        
         | cthalupa wrote:
         | This is pretty much canonical. Gygax didn't lean into it as
         | heavily as Arneson did, but Blackmoor was pretty explicitly a
         | post-apocalyptic setting, with remnants of advanced or alien
         | technology being ubiquitous. Flying cars, laser guns,
         | androids...
        
       | js8 wrote:
       | What about other fantasy works that culturally influenced
       | creation of D&D, like Lord of the Rings or Conan the Barbarian?
       | Are those also anti-medieval?
        
         | Ekaros wrote:
         | I think Conan the Barbarian is pre-antique. That is set in
         | period somewhat before written history. So in sense it not
         | anti-medieval.
        
         | jccalhoun wrote:
         | I think a good argument for Conan being an American frontier
         | series could be made. Especially Beyond the Black River which
         | is about settlers fighting off natives.
        
         | nerdponx wrote:
         | Popular on HN: https://acoup.blog/tag/lord-of-the-rings/
        
         | Perenti wrote:
         | The original Conan story is set in the 4th century, but the
         | earliest stories date from the 12th century. He settled
         | Brittany/Armorica whilst fighting for the usurper Emporer
         | Magnus Maximus. His name seems to relate to Conan the Barbarian
         | (cutting down the men and cutting out the tongues of women) and
         | Meriadoc Brandybuck the hobbit who swore to the House of Rohan.
         | The House of Rohan were the Breton rulers who claimed descent
         | from Conan. A coincidence?
         | 
         | https://en.wikipedia.org/wiki/Conan_Meriadoc
        
         | rsynnott wrote:
         | Lord of the Rings, at least, isn't even _trying_ to be
         | medieval, is it? Like, the shire seems vaguely 18th/19th
         | century England, Gondor seems suspiciously Roman/Byzantine... I
         | don't think Tolkien was going for "this is [whatever period],
         | only with dragons", and even if he was, that period certainly
         | wasn't medieval.
        
           | jltsiren wrote:
           | Middle-earth arose from Tolkien's early attempts to
           | reconstruct English / Anglo-Saxon mythology. Apart from the
           | anachronistic Shire, the world largely feels early medieval.
        
       | pjc50 wrote:
       | D&D is what happens when you put pulp novels in an idea collider.
       | The really big influences are Conan
       | https://en.wikipedia.org/wiki/Conan_the_Barbarian and Tolkein,
       | which are themselves very different styles, but there's also a
       | magpie effect where anything that Gygax read and thought was cool
       | got added in.
       | 
       | Expecting "realism" and coherency from a fantasy world destroys
       | the fantasy. But somehow projecting realism onto fantasy is a
       | popular activity for fans.
        
         | User23 wrote:
         | > Expecting "realism" and coherency from a fantasy world
         | destroys the fantasy.
         | 
         | That certainly isn't the case for The Lord of the Rings and the
         | rest of Tolkien's development of his world.
        
           | Ekaros wrote:
           | Depends on what type of realism you are talking about. The
           | details are very scant on for example how Shire is
           | politically set up and how the farming in general work and
           | supply lines and all such things.
        
             | lupusreal wrote:
             | I wouldn't count sparse details as lacking realism. (I'm
             | not defending the premise of LOTR being realistic.)
        
             | lupire wrote:
             | Since the planet is covered with independently evolved
             | farming communities, I think it's plenty realistic to allow
             | one in a book.
        
               | Ekaros wrote:
               | So why are Bilbo and Frodo not spending all of their time
               | on fields? Why are they not starving when coming back?
               | What do the other hobbits trade food for, is there some
               | trade for metal implements or something?
        
               | User23 wrote:
               | Because they are landed gentry. The Gamgees and other
               | working class hobbits do the field work. Bilbo was
               | wealthy even before his adventure. Pippin and Merry are
               | also members of the aristocracy. Farmer Maggot was
               | something more or less like a yeoman farmer.
               | 
               | The Shire is, in basically every respect, including its
               | economics, an idealized version of the English
               | countryside.
        
               | fhars wrote:
               | Apart from Sam, who is a peasant, Gandalf, who is a
               | demigod, and Frodo, who is landed gentry with close
               | familial ties to the local aristocracy, everyone in the
               | company is an aristrocat: Legolas is the son of a king,
               | Pippin and Boromir are heirs apparent to the local
               | representative of the absent king, Aragorn is pretender
               | to the throne of said king, Merry is heir apparent to the
               | second most important local ruler after Pippin's father,
               | and Gimli is a member of Durins house.
        
             | digging wrote:
             | There's actually a staggering amount of thought and detail
             | in the logistics of Middle Earth, but you have to dig into
             | a wide variety of sources to access it. These details
             | informed his story but didn't make it into the plot of
             | LOTR, for obvious reasons. "In Deep Geek" is one youtube
             | channel I enjoy for learning about things like Aragorn's
             | tax policy or the economics of the Shire, if you have a an
             | interest but lack the time/obsession to piece it together
             | yourself.
        
             | labster wrote:
             | The details may be scant but you can see the outlines of
             | history there. Tolkien doesn't invent social structures, he
             | adapts European history and only uses the elements he
             | needs.
             | 
             | https://nathangoldwag.wordpress.com/2024/05/31/the-moral-
             | eco...
        
         | BolexNOLA wrote:
         | It's a popular activity because you aren't being graded or
         | financially incentivized to make it all work seamlessly. You're
         | playing make-believe with your friends, so if you want to
         | project some realism into your game because that just sounds
         | like a fun idea, well then you can!
         | 
         | As long as everyone is on board you can kind of do whatever the
         | hell you want, like playing with legos and toy cars and
         | whatever else is on the ground as a kid. I'd venture to say
         | it's also why "rule of cool" is so popular. Sometimes you just
         | want to do cool/funny/etc. stuff and D&D told a lot of people
         | "hell yeah get after it."
        
         | jeltz wrote:
         | There are a lot of authors and RPG creators who create coherent
         | fantasy worlds. I feel it is mostly just a matter of preference
         | and I can enjoy both. Worlds without internal consistency like
         | Discworld and worlds with internal consistency like Amber or
         | any of the many worlds created by Sanderson. Excepting realism
         | does in no way destroy the fantasy, in a world which was
         | created with a focus on consistency it only makes it easier to
         | play RPGs since you can use the already existing rules to
         | easily make up new things.
         | 
         | But of course if you expect consistency where there is none to
         | being with you will likely be disappointed.
        
           | WorldMaker wrote:
           | It's fun to see Amber described as internally consistent, but
           | it seemed to me obviously built as an onion of lies and most
           | of that onion was built a layer at a time seemingly by the
           | seat of the pants for what would be most jarring/weird/fun at
           | the given part of the book where Zelazny thought he needed a
           | big twist and/or gut punch to the current protagonist (and by
           | proxy, the reader).
           | 
           | Perhaps that's partly why the attempt by a different author
           | to build prequels failed so spectacularly, too, because it
           | assumed too much the world was internally consistent and so
           | was boring and didn't reveal anything truly new because it
           | wasn't really trying, it was just playing out the obvious
           | consequences for if you believed in some of the consistency
           | of the previous books. I suppose that it didn't really
           | understand the onion it was trying to emulate and that there
           | should have been a lot more lies and a lot less consistency.
           | 
           | (ETA: It's also why sadly it felt like the last five books
           | were all gearing up [often literally, new equipment every
           | stage like levels in a videogame] for a war that will now
           | never happen, because we don't know with who and for what
           | reason or why because the lying protagonist wouldn't tell us,
           | probably because Zelazny hadn't yet figured it out either and
           | was waiting for the right moment to strike in the books that
           | would have followed in some other timeline freer from cancer.
           | I do still wonder where those books would have been leading.
           | I don't know the author that could answer that definitively
           | for us other than Zelazny.)
        
           | the_af wrote:
           | > _Worlds without internal consistency like Discworld_
           | 
           | What don't you find internally consistent about Discworld?
           | 
           | Yes, it's full of gags and references to the modern world,
           | but is that inconsistency? Or do you mean something else?
        
             | pjc50 wrote:
             | Discworld runs on Rule Of Funny just as much as Roger
             | Rabbit does, but the author was very good about continuity
             | so there were rarely noticeable direct conflicts.
        
               | the_af wrote:
               | Agreed, that's what I mean! For a series that runs on
               | "Rule of Funny" (or as Granny Weatherwax would put it,
               | the "story") it's all surprisingly consistent. I'm not
               | saying there aren't inconsistencies, but far fewer than
               | one would expect from comedy literature.
        
         | gambiting wrote:
         | >>Expecting "realism" and coherency from a fantasy world
         | destroys the fantasy.
         | 
         | I don't know about realism, but coherency is absolutely
         | required for any fantasy world(imho).
        
           | dmonitor wrote:
           | D&D's main setting is built as a kitchen sink with tons of
           | weird conflicting ideas happening at once so that people can
           | exclude whatever parts they want to create their coherent
           | setting. You want to do a vampire story? A tolkien-esque
           | quest? Steampunk? Wizards of the Coast is happy to sell you
           | rules for all of that.
        
             | tormeh wrote:
             | This is the core weakness and strength of the Forgotten
             | Realms. It has everything but if you think about it nothing
             | makes sense. Paizo did the same with Golarion, probably
             | because they saw that the versatility of settings like FR
             | more than make up for the lack in coherency.
        
         | panzagl wrote:
         | By the time the original D&D books came out, the Blackmoor
         | campaign (that inspired the original game) already had crashed
         | spaceships and trans-dimensional travel.
        
           | somat wrote:
           | Reminds me of the first ultima game, it starts out as a
           | fairly bog standard medevil fantasy setting, and turns into
           | star-wars towards the end.
           | 
           | https://www.filfre.net/2012/02/ultima-part-3/
        
         | simplicio wrote:
         | I just got around to reading Howard's Conan stories a year or
         | so ago and was surprised how much it felt like just reading a
         | novelization of a D&D adventure. It feels like a much bigger
         | influence then Tolkien, where the influence seems limited to
         | borrowing some races and creatures.
        
         | wintermutestwin wrote:
         | I remember when our group in the 80s tried to play Chivalry. 5
         | of us peasants got slaughtered by an armed guard. Sounds about
         | right for accuracy, but it was not much fun at all.
        
       | master_crab wrote:
       | I can't wait for this buzzkill to state that Warhammer 40K is
       | "anti-future."
        
       | lou1306 wrote:
       | There is an entire ACOUP post [1] on what feudalism actually
       | means, and it is a _lot_ more complex than "land in exchange of
       | military glory for your overlord". Actually the "overlord" is
       | surprisingly weak wrt. our current assumptions about the powers a
       | "monarch" should have.
       | 
       | [1]: https://acoup.blog/2024/07/12/fireside-friday-july-12-2024/
        
         | sklargh wrote:
         | Violence and the State in Languedoc, 1250-1400 by Justine
         | Firnhaber-Baker is an interesting and in-depth investigation of
         | this power-without-power dynamic.
        
         | sevensor wrote:
         | This was the first thing I thought of when I saw "dark age" in
         | the post. If you want to get a historian spun up, start talking
         | about dark ages and prepare to be educated.
        
           | bnralt wrote:
           | Depends on the historian. The overly theatrical way some
           | historians react to the term "dark age" is a bit
           | revisionistic (and perpetual revisionism seems extremely
           | popular among academic historians).
           | 
           | And many get similarly spun up about the term "feudalism" as
           | well.
        
             | secstate wrote:
             | What is academic history other than repeated attempts at
             | revision?
             | 
             | History is literally the stories we tell ourselves about
             | the past. There are facts there, but the arrangement of
             | such facts will (and should) always be open to revision.
             | Anyone claiming to have figured out the One True history of
             | humanity should be viewed with extreme suspicion.
        
               | bnralt wrote:
               | True, but there's a difference between being open to
               | revisionism and actively trying to spin things in a
               | revisionistic manner because novelty brings more clout.
        
               | thereddaikon wrote:
               | >What is academic history other than repeated attempts at
               | revision?
               | 
               | I remember a historian answering a similar question once
               | when an ancient list civilization nut accused historians
               | of rejecting information that runs contrary to their
               | narrative. History and archaeology, like the rest of
               | science, builds upon the body of work. Every historian
               | would love to make a discovery that overturns previous
               | knowledge because its career defining. But almost all new
               | work doesn't do that. What it does do is improve and
               | refine our current understanding. It's rare that all new
               | understandings developed.
               | 
               | Revisionist history does not have the connotation of
               | improving and refining. If it did then it wouldn't need
               | its own name because that's the normal state of things.
               | Revisionist history is revising the record to a different
               | understanding or narrative. And that is generally
               | problematic because the burden of proof is very very
               | high. Most of it doesn't live up to that standard.
        
               | secstate wrote:
               | Yeah, I get that people in established positions feel
               | attacked from many angles these days, so defining things
               | like intention become very important to justifying the
               | belief in why they've chosen their perspective. Also,
               | it's easier than ever for truly bat-shit crazy ideas to
               | catch people's imaginations. But how, then, are we to
               | recognize paradigm shifts?
               | 
               | Herodotus was accused of just making shit up and
               | accepting legend as fact by his near-contemporaries. Now
               | a lot of what he wrote is accepted as being closer to the
               | truth than what almost anyone else wrote down then.
        
               | janalsncm wrote:
               | Probably a difference in epistemology. A historian should
               | try to start with facts and primary sources and draw a
               | conclusion from them. A revisionist starts from a
               | (perhaps politically motivated) conclusion and looks for
               | facts to support that conclusion.
        
             | Der_Einzige wrote:
             | Many of the folks who get worked up about issues in history
             | like this are likely themselves wrong, but in a different
             | way, about what it "really was" back then.
        
               | bee_rider wrote:
               | We tend to have an overly romantic point of view of
               | history. But to correct it, I think we should not add
               | Game of Thrones type stuff (ultra violence and other grim
               | stuff), but Monty Python's Holy Grail: rub a little poop,
               | stupidity, and selfishness on everything.
        
             | PeterCorless wrote:
             | Most British historians. They would prefer "Early Medieval
             | Period" (c. 410 - 1066), spanning from the Rescript of
             | Honorius to the Battles of Stamford Bridge (ending the
             | Viking era) and Hastings (beginning the Norman period).
             | 
             | Within "Early Medieval England," they will eschew the term
             | "Dark Ages" and instead you will talk about specific eras
             | such as "Sub-Roman Britain" (c. 410 - 597), "Anglo-Saxon
             | England" (c. 449 - 1066), "Viking-era Britain" (c. 793 -
             | 1066), or even "Anglo-Danish England" (c. 991-1016).
        
             | bee_rider wrote:
             | Which historians? I haven't listened to a ton of them...
             | 
             | The ACOUP guy seems to be pretty even-handed, some of his
             | best stuff is pushing back on
             | silly/impractical/stereotypical elements of Game of Thrones
             | (itself an over-the-top response to Lord of the Rings).
             | 
             | I think in historians we tend to see a lot of excitement
             | for their special thing (like all academics), but the stuff
             | they get excited about looks like details to us.
        
               | ethbr1 wrote:
               | When reading a specialist critique of a popular notion
               | it's important not to conflate the strength of the
               | argument _against_ the popular notion with the strength
               | of the argument _for_ what the author proposes as true
               | instead.
               | 
               | Almost any specialist can muster a well-supported
               | argument to a layperson that "X is wrong."
               | 
               | Unfortunately, it's a substantial turn from "X is
               | wrong..." to "...Y is true."
               | 
               | And a well-supported refuting of X shouldn't be
               | transfered into credibility towards Y.
               | 
               | The acoup guy is a decent author, but sometimes he makes
               | that pivot a bit too glibly and leverages the ignorance
               | of his readers.
        
         | jcranmer wrote:
         | I've long contended that most uses of the "-ism" terms in
         | popular discourse mostly serve an emotional purpose and
         | otherwise do more to obfuscate than they do to illuminate
         | understanding, especially because most people have very little
         | idea of what the -isms actually entail.
         | 
         | As a case in point, there was a recent conversation I was
         | having with someone kvetching about modern-day feudalism, and
         | when I asked them what they thought feudalism was, they were
         | modelling it after Louis XIV's absolute monarchy. Louis XIV was
         | the king who abolished the last vestiges of feudalism in
         | France. (To their credit, after I explained the history of
         | feudalism and absolute monarchy, and why absolute monarchy is
         | almost the complete opposite of feudalism, they did understand
         | the mistake they were making.)
         | 
         | As Bret Devereaux points out, I think a large part of the
         | problem is the sheer compression of history. We take about 1000
         | years of history and compress it into just a few events: the
         | Fall of the (Western) Roman Empire, Charlemagne crowned Holy
         | Roman Emperor, the Viking Age, the First Crusade, (maybe) the
         | Black Death, the Protestant Reformation, and two of those are
         | bookends for the period.
        
       | stolenmerch wrote:
       | It's just campaign rules for Chainmail, their medieval weapon
       | combat rules invented for the already existing Elastolin and
       | Starlux figures. It was a system for wargamers much more
       | interested in the weapon speed of pole arms rather than accurate
       | political and social structure. They needed a world of treasure
       | and magic to fuel the adventures, so a setting of accumulated
       | Appendix N source material was pieced together into an entirely
       | new setting.
        
       | boccaff wrote:
       | Disclaimer: My view is based on D&D 3Ed.
       | 
       | I think that the the game culture have changed into something
       | where the DM (dungeon master) is just a enforcer of rules/npc
       | builder. Most of the arguments in the text should be
       | discretionary to the DM. If a DM chooses to enforce a "medieval"
       | setting, the campaign will be medieval. "Knights mentioned", "any
       | time select a land", well, I guess the DM can mention knights and
       | not treat land as something that can be bought as long as you
       | have money. It was very different playing a campaign in Forgotten
       | Realms, Dragonlance or Greyhawk, or having a custom world built
       | by a DM.
        
         | davedx wrote:
         | I remember we once used ad&d rules to replay the Aeniad. That
         | was awesome. Just use your imagination folks, it's actually
         | that simple!
         | 
         | (Alcohol may have helped. And hindered.)
        
         | ileonichwiesz wrote:
         | I can't agree - if anything the role of DM has been expanding
         | since Gygax's day. The DM was explicitly an ,,arbiter" in
         | classic D&D, a person whose role was mostly
         | explaining/enforcing the rules and lightly tying the story
         | together. The actual adventure was mostly determined by the
         | setting (often premade) and by random tables (roll to see
         | what's in the room). In modern D&D, by contrast, the DM is
         | often expected to do worldbuilding, write adventures, and do
         | NPC voices.
        
           | jghn wrote:
           | > and do NPC voices
           | 
           | The steady increase of the performative acting style of play
           | has been a key part of why I never picked the game back up.
           | Reading that "do[ing] NPC voices" is a key part of the DMs
           | job description doesn't help that stance of mine :)
        
             | nox101 wrote:
             | I played D&D with Lawrence Schick
             | (https://en.wikipedia.org/wiki/Lawrence_Schick) in the 80s.
             | He very much did NPC voices back then. It's what made
             | playing with him as the DM amazing. I have always assumed
             | since then, the best DMs can do NPC voices.
        
               | jghn wrote:
               | I'm not saying it didn't exist back then. My experience
               | was that the performative acting style existed but was
               | less common. But I definitely encountered it.
               | 
               | However I get the impression that this is the standard
               | play style today.
        
               | TheCleric wrote:
               | Not really. It's the most VISIBLE playing style, because
               | it make for an entertaining live play, so naturally
               | that's what the videos on YouTube lean towards.
               | 
               | But at an everyday table, it's generally not expected.
               | Some players will prefer that type of DM (just as some
               | players prefer combat heavy or dungeon delve heavy
               | campaigns), but I've never had anyone say to me "Why
               | aren't you doing voices? DMs are supposed to do voices!"
        
           | bigstrat2003 wrote:
           | Indeed - one of my big complaints about 5e is that the rules
           | leave way too much up to the discretion of the DM. And I say
           | this as a DM! I'm not an expert in game design, so having a
           | framework given by the rules is extremely important to me.
           | But all too often 5e's designers didn't do that, just leaving
           | it up to DMs to invent something from whole cloth.
        
           | cthalupa wrote:
           | > The actual adventure was mostly determined by the setting
           | (often premade)
           | 
           | Hmm. I disagree. Greyhawk and Blackmoor were published fairly
           | early in D&D's history, but the majority of games falling
           | into premade settings didn't really take off until
           | Dragonlance and then the Forgotten Realms in the mid to late
           | 80s.
           | 
           | It's true that DM responsibilities have changed over time -
           | in a way that I am not particularly a fan of - but I think
           | it's the farthest thing from the truth to suggest that DMs
           | weren't supposed to do worldbuilding in the days of OD&D and
           | AD&D 1E/BECMI. If anything, they had to do more - the DM's
           | job was to create a believable living world for the players
           | to exist in. There were very few published "campaigns" back
           | in those days - Dragonlance is really what changed all of
           | this - so most modules were locales you could more or less
           | plop down wherever. Keep on the Borderlands just needed to be
           | in a borderland, the Caverns of Thracia could be anywhere,
           | etc.
           | 
           | Players being fully in control of what their goals were and
           | where the narrative was to head meant that the GM _had_ to
           | build a convincing and interesting world for the players to
           | adventure around. It was quite rare for there to be something
           | akin to a  "big bad evil guy" in the early days of D&D, or
           | even for there to be some overarching plot to drive the whole
           | campaign.
           | 
           | > In modern D&D, by contrast, the DM is often expected to do
           | worldbuilding, write adventures, and do NPC voices.
           | 
           | I'm fairly certain the overwhelming majority of D&D played
           | these days happens with the published modules. There's a lot
           | more people playing so I'm sure the absolute number of people
           | writing their own adventures is higher than ever, but I would
           | be willing to wager that the ratio of people running almost
           | exclusively published modules and campaigns vs. their self-
           | written adventures has shifted in the opposite direction.
        
           | ultimafan wrote:
           | I think both can be true and that seems to track with what
           | you are saying- modern DMs being expected to do much more and
           | overperform in some areas (theatrics, atmosphere, narrative,
           | game/combat balance, make sure players are having "fun" and
           | are being challenged but not too much so) and at the same
           | time are expected to do much less in others (like
           | knowing/refereeing the rules like the back of their hand,
           | being the final arbitrator and having the final and often
           | only say in a ruling). I've definitely noticed the same. And
           | noticed how in some cases the modern approach has "bled back"
           | so to speak and a group I played 1E both before and after
           | 3E/4E/5E, had a completely different expectation of the older
           | game when we returned to it out of nostalgia.
           | 
           | This next part is also purely anecdotal, but something I've
           | observed in several groups so I think it's interesting to
           | note- playing in groups of mostly pre-3E players, I hardly
           | ever see arguments with the DM break out over rules/rulings,
           | both then and now. But playing 3E/5E, or playing other games
           | with people who primarily play 3E/5E, there are many
           | occasions where the flow of the game is interrupted for quite
           | long arguments between player and DM because a player is not
           | satisfied with some resolution or not being allowed to
           | do/play as something in particular and thinks the DM should
           | do it a different way. It feels like there's a much bigger
           | cultural expectation that the DM is there to entertain and
           | enable the players fantasy and not to be an impartial judge
           | for a world the players are exploring. But like all things
           | I'm sure people can chime in with completely different
           | experiences for all the editions
        
       | curtisblaine wrote:
       | D&D is as medieval as Hollywood movies set in the middle ages are
       | "medieval": the environment vaguely resonates with a middle-ages
       | setting, but then you have high fantasy, epic kind of stuff (like
       | kings fighting each other directly or pep-talking their soldiers
       | to victory, football-locker style) that wasn't really a thing in
       | the middle ages. That you don't have vassals and king is an
       | implementation detail: you can totally play a game of D&D with
       | vassals and kings, if you want. The real difference is overall
       | "epicness", which is obtained at the rules level: if you are
       | level 10, there's no way one (or ten) level 1 opponents can even
       | touch you. This allows a storyline in which a small party of
       | heroes can overthrow tyrants and slay dragons; in real life
       | (especially in the middle ages) no matter how trained you are, a
       | makeshift mace made of wood and nails swung by angry peasants can
       | still end you quickly, especially if you wander alone, which
       | means you can't get away from needing an army, a society,
       | strategy, politics, etc.
        
         | PaulHoule wrote:
         | When nobles did go into combat they were better equipped and
         | protected.
         | 
         | In warring states Japan, common foot soldiers would be armed
         | with pikes (wood shafts with a sharp metal point) but nobles
         | might ride a horse wearing mail armor and armed with an huge
         | and asymmetrical simple bow and be further protected by their
         | position in the military structure.
         | 
         | This is more like _Monster Hunter_ as you do not scale your
         | 'hit points' by an order of magnitude but you do get gear and
         | actual skills.
        
           | curtisblaine wrote:
           | Right, but D&D exaggerates this mechanism to unrealistic
           | lengths, in order to maintain the epicness of high fantasy.
           | If you accumulate enough levels in D&D, you can destroy
           | entire armies and tackle literal gods. Most of all, there's a
           | limit (based on your AC and the enemies modifiers) under
           | which lower challenge-rate enemies _can 't literally touch
           | you_ (save maybe for critical hits), which is obviously not
           | how it works in real combat.
           | 
           | I remember there were "realistic" alternatives to D&D in the
           | 90s, with thousands of detailed tables and the concept of hit
           | zones, where any enemy could potentially even kill you with
           | enough luck (say lucky hit to the back of your armored head
           | from peasant with a spiked club), and you could always get
           | maimed or crippled in some ways (because you wouldn't only
           | lose HP when you get hit, you can break your foot or arm
           | etc).
           | 
           | Clearly, you had to have a much more cautious style of
           | playing and you didn't have as much fun as in D&D, where the
           | master would tailor a series of increasingly challenging but
           | killable encounters until you got to destroy an epic,
           | ridiculously powered villain at the end of the campaign.
        
             | cthalupa wrote:
             | > If you accumulate enough levels in D&D, you can destroy
             | entire armies and tackle literal gods.
             | 
             | This is largely an invention of modern D&D, though. This
             | was 100% not the case in OD&D, or stock AD&D 1E. Splatbooks
             | in 1E added significant power level to characters,
             | particularly after the success of the Dragonlance modules,
             | including some truly ridiculous stuff like the power
             | progression in the H1-H4 books. But before that point you
             | were playing adventurers, not heroes.
             | 
             | Even in 2E you could still play more like adventurers,
             | though it was clear the preference for heroic gameplay was
             | the new norm. It wasn't until 3E that the adventuring
             | playstyle was really made impossible.
             | 
             | > where the master would tailor a series of increasingly
             | challenging but killable encounters until you got to
             | destroy an epic, ridiculously powered villain at the end of
             | the campaign.
             | 
             | The original decade or so of D&D really didn't even have
             | the idea of campaigns ending or building up to an epic
             | showdown with the big bad evil guy. Gygax wrote extensively
             | of campaigns as settings, and the sort of campaigns he (and
             | Arneson) ran wouldn't even allow for this sort of showdown,
             | because they were more like gaming clubs. They had dozens
             | of people playing in the campaign regularly at any given
             | time, often across multiple characters, split into multiple
             | groups, etc. They were big persistent worlds. There would
             | be no way to make a specific showdown or progression like
             | this enjoyable for that sort of group - you could never get
             | all 30-50 people together at once, and even if you could,
             | there's no way to make that manageable for actual play, and
             | you wouldn't want all of the players not involved in the
             | final showdown to feel like their years of play had
             | ultimately missed out on the climax.
        
       | acomjean wrote:
       | I played a little informally in the 80s. Even young me knew it
       | never seemed to be a realistic portrait of the past world, or
       | claimed to be. Way too many dragons compared to the historical
       | record.
       | 
       | the monster manual seemed to be a mash up of monster from all
       | over the place, including Greek myths.
       | 
       | Some of the weaponry was midevil but it didn't seem like it was
       | at all realistic. Like many fantasy books. Not like some of the
       | war games of the time that where more historical (axis and allies
       | and diplomacy)
       | 
       | Honestly if it was midevil, would it be fun? Who wants to play a
       | game where you're just farming. That would be such a grind and
       | never be popular.
        
       | ajuc wrote:
       | D&D is theme park based mostly on modern-day USA with some Wild
       | West influences. It's very obvious for people from Europe playing
       | it :)
       | 
       | The biggest thing is that in D&D most of population lives in
       | towns & cities, and there are very few if any villages. I'm not
       | sure Americans even understand the difference between a village
       | and countryside.
       | 
       | When D&D has people living in the countryside it's often
       | American-style single-family farms in the middle of nowhere. That
       | wasn't a thing.
       | 
       | For actual medieval theme every small town should be surrounded
       | by dozens of small villages with lots of people living in close
       | proximity farming lots of small fields, and where one village
       | ends - another starts.
       | 
       | Most places shouldn't have enough people to sustain full-time
       | inns and shops. Weekly or monthly markets were done instead so
       | that the same traders could be reused between many places.
       | 
       | The way D&D worlds are usually structured could only work if
       | everybody has a magic car and food is abundant.
        
         | michaelt wrote:
         | _> The biggest thing is that in D &D most of population lives
         | in towns & cities, and there are very few if any villages._
         | 
         | In my experience most D&D settlements have to fit onto a two-
         | page spread in a letter/legal sized book. So they've got space
         | for an inn, a store, and maybe one or two places with things to
         | advance the plot.
         | 
         | A realistic town might need 300 houses for each inn, but there
         | just ain't the space on the page.
        
           | lupusreal wrote:
           | Yeah, there's a lot of spatial and social compression.
           | Bethesda RPGs are the same way, again for technical reasons.
        
             | PaulHoule wrote:
             | Without some of that the game would be unplayable or at
             | least highly constrained.
             | 
             | A 2 week ride on horseback would be a reasonable trip in
             | that milieu but has to be compressed somehow; at best the
             | group could meet and game out some encounters during that
             | time period but that takes dedication, and if that was the
             | way you rolled you'd also put them in a conference room for
             | a long weekend to play the dungeon.
        
             | Ekaros wrote:
             | And largely due to game play. Lot could be scaled down to
             | present enough generic npcs and buildings, but having to
             | spend time traveling through same town for 5, 10, 30
             | minutes or more each time is not exactly fun. Or takes
             | special kind of player. I am not saying there is not fans
             | of that level of realism, but it is not big niche.
        
           | ajuc wrote:
           | Villages are smaller so they are easier to generate and fit
           | on a page than towns. But people design based on what they
           | experience (in games and in real-life). So most adventures
           | take place in towns or in the wilderness. Americans probably
           | never seen a village.
           | 
           | > A realistic town might need 300 houses for each inn
           | 
           | 300 houses in one place is already a big city in dark ages.
           | Let's say 2 stories with 2 families on each level, with 5
           | people in each family - that's 20*300 = 6000 people.
           | 
           | 6000 people would probably be top 10 city in a kingdom in
           | 1300. Rome was 25 000 people back then.
           | 
           | And inns were mostly for travellers, so the number of houses
           | weren't that important - it mattered if you are integer
           | number of days of travel from the last trade center.
        
             | michaelt wrote:
             | Honestly I just took the present day number of houses in
             | the UK (30 million or so) and divided by the number of pubs
             | in the UK (46,800 or so) which gave 641 houses per pub,
             | then I knocked that down to 300 lest people think I was
             | over-estimating the number of houses.
             | 
             | Of course, that present day number is 30 million houses for
             | 67 million population, i.e. 2.2 people per house - not the
             | 20 people per house from your assumptions.
        
         | derstander wrote:
         | > The way D&D worlds are usually structured could only work if
         | everybody has a magic car and food is abundant.
         | 
         | To be fair, that's kind of the case. Sure, not everyone is an
         | adventurer, but level 1 adventurers probably aren't
         | particularly rare in the world. A level 1 spellcaster may be
         | able to do two of the following things a day using their two
         | spell slots (depending on what kind of spellcaster they are):
         | 
         | - feed up to 10 people for a day (and heal them, to boot) with
         | goodberry
         | 
         | - create 10 gallons of potable water with create or destroy
         | water
         | 
         | - double walking speed for 10 minutes without exhaustion
         | (expeditious retreat)
         | 
         | - move a third again as fast as normal for an hour without
         | exhaustion (long strider)
         | 
         | - load up and move 500 pounds at those speeds without having to
         | carry anything themselves for an hour (Tenser's floating disk)
         | 
         | That's just food and transportation. A level 1 cleric totally
         | trounces period-accurate medical care and compares pretty
         | favorably to a whole modern hospital filled with specialists
         | and equipment (and with a few more levels under their belt they
         | do much better than modern medicine as they can bring the
         | recently deceased back to life).
         | 
         | But that's starting to miss the forest for the trees. I
         | definitely respect people, like the author of the article, that
         | focus this deeply on hobbies -- I can barely do that for paying
         | work. But it misses the point of D&D for me.
         | 
         | Fundamentally, my response to the article is that D&D's just a
         | collection of systems meant to generate fun, not be an accurate
         | model of a particular time and place in history.
         | 
         | I, for one, would _expect_ social and political structures to
         | deviate from history once you 've added magic in the mix.
         | 
         | In my eyes, the article's argument is akin to people a thousand
         | years from now role-playing in 2020s America but adding in Star
         | Trek-style replicators and wondering why the rules don't model
         | Homeowners Associations (HOAs). Sure, lots of current Americans
         | are subject to them but what percentage of players would find
         | that enjoyable? And are you sure they'd still exist in such a
         | world?
        
           | ajuc wrote:
           | > Sure, not everyone is an adventurer, but level 1
           | adventurers probably aren't particularly rare in the world.
           | 
           | How often do you meet other adventuring groups when you play
           | D&D?
           | 
           | Post-scarcity magic utopia is one solution, but it's
           | certainly not the setting of most D&D campaigns.
           | 
           | > Fundamentally, my response to the article is that D&D's
           | just a collection of systems meant to generate fun, not be an
           | accurate model of a particular time and place in history.
           | 
           | Sure, but more realistic medieval fantasy can be just as fun
           | and more interesting (cause your players' unconscious
           | assumptions about how any world has to work are broken).
        
       | mybrid wrote:
       | I grew up reading Tolkein and then playing D&D. It seemed to me
       | along with everyone in our playing sphere that D&D was set in
       | Middle Earth, not Medival Times. It wasn't long after the
       | original release when the Gods & Demigods manual was released to
       | help clerics have someone specifically to worship. I never ever
       | thought this game was in any way trying to model reality. Then,
       | of course, you have the various astral and god planes of
       | existence. The only "setting" that makes sense to me for D&D is
       | bringing Middle Earth and myths into a game setting.
        
         | jncfhnb wrote:
         | I'm amused that people use the actual canon and not just
         | asserting a god into existence
        
           | BolexNOLA wrote:
           | A lot of that is because the gods are usually part of some
           | sort of pantheon or otherwise juxtaposed with other deities
           | in some fashion. They have followers and creeds and lore and
           | all these other elements that slot into the larger world. If
           | you scoop them out, aside from just changing their name/look,
           | you have to replace all of that in theory.
        
             | jncfhnb wrote:
             | I find this surprising. I can barely get my players to
             | learn the rules properly. I struggle to imagine people
             | making lore accurate characters. One, because it's a lot to
             | learn. Two, because it's specific and kind of dumb. We just
             | use dnd canon at will to supplement but otherwise make
             | everything up as desired.
        
               | pdpi wrote:
               | Different strokes for different folks. Many people
               | actively enjoy having a mass of written lore to consume,
               | and prefer having a well-defined setting to act as a
               | foundation to their stories. It's a safety net of sorts.
        
               | kergonath wrote:
               | Back in the day we'd play the same characters for a year
               | or so. Some background lore is nice to have in this case.
               | It makes everything more interesting.
        
               | ecshafer wrote:
               | My primary gaming group everyone goes out of their way to
               | learn the rules and make lore accurate characters, or
               | build onto the lore. Regardless of which system, setting
               | or game we are playing. We do a lot of homebrew though.
        
               | scruple wrote:
               | In a current PF2E game, my Cleric has a deity and I do RP
               | him to stay in Ragathiel's favor. It's explicitly called
               | out and I don't think it's dumb at all...
        
               | jncfhnb wrote:
               | Sure. But is Ragathiel any better than Bjorn'er, the god
               | of rapturous dance that I just made up? Imo, no. If
               | someone wants to choose a predefined god, sure. If
               | someone wants to make one up? Also sure.
               | 
               | The only thing I'd be fairly vocal about is that until
               | some lore has reason to enter the narrative, it isn't
               | canon. E.g. the space faring races that appear in both
               | dnd and pathfinder
        
               | hinkley wrote:
               | You made up god may turn out to be an arch-fey who got a
               | little in over his head.
        
               | scruple wrote:
               | I mean, objectively yes I do think Ragathiel is better
               | than Bjorn'er because there is actual lore, thought, and
               | consistency there. [0]
               | 
               | Look by all means, if you want to bring your own deity or
               | $WHATEVER to a table I don't think most reasonable DMs
               | and players would even bat an eye but you'll _absolutely_
               | be expected to put some degree of effort into this beyond
               | just showing up unprepared and cooking shit up on the
               | fly.
               | 
               | [0]: https://pathfinderwiki.com/wiki/Ragathiel
        
               | jncfhnb wrote:
               | I would argue it's even better role play if players don't
               | know things though. If you meet some followers of Bane, a
               | player who knows the lore will probably deem them to be a
               | bad guy. If they have no idea, they will roll knowledge
               | to see if their character would know. The DM providing
               | information based on character knowledge checks is
               | generally a great source of fun.
               | 
               | The DM saying "yeah I know you know Bane is a bad guy but
               | I made your roll for it and you failed so you need to
               | pretend you don't know that" is never very good even if
               | the players try to obey the spirit of things.
        
               | Joel_Mckay wrote:
               | Indeed, some folks do re-role until fate favors their
               | egos... lol =3
               | 
               | In a way, the more modern video game mechanics based on
               | traditional starter-map games must also choose between a
               | chaotic open-world, or a structured linear mission story
               | (often degrading into a rail-game like snakes/chutes-and-
               | ladders.)
               | 
               | Certainly, many of the iconic characters were a mix of
               | several genres:
               | 
               | https://en.wikipedia.org/wiki/Death_Dealer_(painting)
               | 
               | It was initially about people having fun, and a shared
               | experience with friends on a rainy day. The golden age
               | before the rise of the Internet. =3
        
               | saghm wrote:
               | In higher level campaigns, you can literally go to other
               | planes and interact with the beings there. The deities in
               | D&D are literal physical beings that you could just go
               | and interact with (although depending on the deity and
               | the context they might not take kindly to being
               | bothered). A lot of prewritten modules specifically are
               | about stuff with various deities; even Baldur's Gate 3,
               | arguably the most played prewritten module in some time
               | (it was popular enough to go mainstream and win GotY)
               | heavily features lore from deities and in a few places in
               | the story you (or another character) can directly have
               | short conversations with some of the deities.
               | 
               | I don't see why it's "kind of dumb" if people enjoy
               | playing that way. Tabletop RPGs have always had a wide
               | spectrum of playstyles where some people follow the rules
               | rigorously and some people ignore them entirely, and
               | being consistent with lore is just another dimension on
               | that. Every successful group will settle into a pattern
               | that's comfortable for them.
        
               | jncfhnb wrote:
               | The lore itself is kind of dumb. That's ok. Most TTRPG
               | stories will be pretty dumb. They can still be awesome.
               | Imo plying your own dumb story is a lot better than
               | someone else's dumb story.
               | 
               | I would say it's not ideal for different players to have
               | different levels of knowledge about the world for non
               | game reasons though. It's better when most of it is
               | freshly discovered.
        
           | BizarroLand wrote:
           | I used to play with a guy whose character was a Paladin of
           | the God of hardtack, and before he used his Paladin skills he
           | would in real life take out a plain white cracker and eat it.
        
           | rcfox wrote:
           | There's actually a race in D&D, the Kuo-toa, that did exactly
           | that.
        
         | Jeff_Brown wrote:
         | Yeah, the way I played, I read the parts of the books about
         | magic, combat, monsters and chatacter development, and ignored
         | anything about society, filling it in with my own teenage
         | ideas.
        
         | ants_everywhere wrote:
         | D&D was definitely, uh, borrowed quite heavily from Tolkein.
         | Even using creatures that Tolkein invented.
         | 
         | Tolkein, I think, is pretty much Beowulf + WWII
        
           | actionfromafar wrote:
           | Pretty much, except World War 1.
        
             | HotHotLava wrote:
             | I must have missed the part where Gondorians and Orcs where
             | sitting for months in trenches opposite to each other
             | fighting for the same few kilometers of ground?
             | 
             | The entire war of the ring lasts less than a year, and most
             | battles are won after at most a few days of fighting by
             | glorious charges on horseback with the leader in front of
             | his men. Making them far more similar to the battles of
             | Arthurian legend rather than anything contemporary to
             | Tolkien.
        
               | ekianjo wrote:
               | from ww1 we know that Tolkien took a strong dislike in
               | industrialisation which made war and killing much more
               | effective than before. Hence the "good" hobbits as
               | traditional farmer-like society, and evil portayed as
               | destroying the natural realm.
        
               | openasocket wrote:
               | Tolkien has specifically stated that the Dead Marshes
               | were inspired by the appearance of Northern France after
               | the battle of the Somme. And that Sam is a reflection of
               | the privates and batman he served with. That said, he
               | explicitly denies that WW1 or WW2 had any influence on
               | the actual plot.
               | 
               | I don't know how much you want to take the Tolkien's word
               | for it (death of the author and all that) but there it
               | is.
        
               | clarionbell wrote:
               | That's the "hot" period of the war. Before that there
               | were several centuries long war of attrition between
               | Dunedain, their allies and proxies of Sauron.
               | 
               | The capital city of Gondor, Osgiliath, was turned into
               | ruins, front going straight through. And before that, the
               | same thing happened to Minas Ithil. Those big towers next
               | to Black Gate? Those were fortifications built by Gondor.
               | But after Great Plague, which was probably a biological
               | weapon of sorts, there weren't enough people to man them.
               | 
               | What we see in lotr, is essentially last days of war.
               | When one side is barely clinging on, and can muster only
               | localized offensives.
        
               | boccaff wrote:
               | This impression looks more like the main events of the
               | movie.
               | 
               | You have the several turns on the Battle of Osgiliath,
               | and Boromir alluding to Gondor paying the cost for
               | holding the frotiers with Mordor.
        
               | alexey-salmin wrote:
               | I think the Osgiliath battle lasted for many years? Not
               | exactly trenches, but it was the only suitable river
               | crossing in that area
        
               | bee_rider wrote:
               | Trench warfare thing is a thing, a big thing, about WW1.
               | But it isn't the only thing that happened in WW1. It
               | looms large in our imaginations, probably because it
               | impacted the geopolitical situation, and that's what we
               | see through the zoomed out lens of history.
               | 
               | But Tolkien experienced WW1 in first person. When people
               | say his books were influenced by WW1, I think they mean
               | the experience of soldiering.
               | 
               | Somebody already mentioned the marshes. The Nazgul are
               | also described as spreading a sort of deep, supernatural
               | sort of dread; not normal fear, but something that
               | shatters the will of hardened soldiers, just by looming
               | over the siege of Gondor. That could be influenced by the
               | experience of artillery bombardments, without explicitly
               | referencing it.
               | 
               | It is also a story in which the good guys are agrarian,
               | and the bad guys are industrial; this was possibly
               | influenced by the experience of being on the receiving
               | end of industrial warfare. I hear it is unpleasant.
        
             | Jeff_Brown wrote:
             | Wasn't "one ring to rule them all" a metaphor for nukes?
        
               | jawilson2 wrote:
               | Not really, though I suppose you can interpret art how
               | you like:
               | 
               | The Lord of the Rings was actually begun, as a separate
               | thing, about 1937, and had reached the inn at Bree,
               | before the shadow of the second war. Personally I do not
               | think that either war (and of course not the atomic bomb)
               | had any influence upon either the plot or the manner of
               | its unfolding. Perhaps in landscape. The Dead Marshes and
               | the approaches to the Morannon owe something to Northern
               | France after the Battle of the Somme. They owe more to
               | William Morris and his Huns and Romans, as in The House
               | of the Wolfings or The Roots of the Mountains.
               | 
               | Letters, no. 226
        
               | bee_rider wrote:
               | Probably not, it doesn't seem to have any direct power to
               | just, like, blast stuff, as far as we see on the page. I
               | think it is more like a wide-ranging enhancement to all
               | the forces of evil if they get it. The power of every orc
               | waking up on the right side of the bed to go do the day-
               | to-day work of evil every morning.
        
             | ants_everywhere wrote:
             | There's no doubt a lot of WWI in there. I would guess that
             | part of his goal was to talk about the universality of much
             | of what was going on. For that he'd need to draw from a lot
             | of history, and he had first-hand experience with WWI.
             | 
             | But the major plot element of having a weapon too powerful
             | for humans (and humanoids) to wield (and which must be
             | destroyed) is clearly influenced by his reaction to the
             | atomic bomb. The ring gets a pretty big promotion from an
             | Gyges-style invisibility ring in the original edition of
             | the Hobbit, to a civilization-destroying force in LOTR.
             | 
             | There's also arguably a Japanese influence on the Orcs, as
             | an army of people who don't look quite like the English and
             | are fighting hard for a way of life the English don't
             | understand. Japan was England's ally in WWI but an enemy in
             | WWII.
        
               | KineticLensman wrote:
               | > But the major plot element of having a weapon too
               | powerful for humans (and humanoids) to wield (and which
               | must be destroyed) is clearly influenced by his reaction
               | to the atomic bomb.
               | 
               | Sorry but no. The ring had been written into existence
               | before 1937 (in the Hobbit) and it's darker nature in
               | TLOTR was defined sometime in 1938, long before anyone
               | knew about the bomb [0]. Much later, Tolkien specifically
               | addressed the relationship with WW2 by saying IIRC that
               | if the ring war had reflected the real war, the allies
               | would have used the ring against Sauron and Saruman
               | probably would have made his own in the chaos that
               | followed.
               | 
               | [0] https://en.wikipedia.org/wiki/Constructing_The_Lord_o
               | f_the_R...
        
               | bee_rider wrote:
               | The Ring also has some very nebulous power up effect that
               | it would give to the forces of evil. It isn't at all
               | clear what it does, just that it would be real bad for
               | the bad guys to get it.
               | 
               | If it was a nuke, presumably Elrond would have mentioned
               | that, haha.
               | 
               | I think it has more of a wide ranging philosophical power
               | or something like that. If it fell into the hands of
               | evil, it would mean the arc of history was going their
               | way, all the little dice rolls would bend imperceptibly
               | their way, they'd wake up just a little more energized
               | than the forces of good every day, etc etc. It is better
               | that way, because it becomes a battle for the soul of
               | Middle Earth.
        
               | KineticLensman wrote:
               | > I think it has more of a wide ranging philosophical
               | power or something like that
               | 
               | The Ring was a force multiplier for Sauron (who had in
               | effect transferred some of his power into it, for
               | whatever reason). He could already wield extreme control
               | over his underlings (and we see what happens when he gets
               | distracted at the very end) and strike fear into the
               | hearts of his enemies. All of these capabilities would
               | have been enhanced if he got it back. He would also have
               | been able to perceive the actions (and thoughts?) of the
               | other ring bearers (i.e. the elves). And perhaps a load
               | of other things that Gandalf and the other experts didn't
               | know about (they didn't appear in middle earth until long
               | after the ring was forged).
        
               | ants_everywhere wrote:
               | Tolkien continually revised his writings and published in
               | 1954. I'm sure there are some hints looking back in
               | retrospect at his earlier drafts.
               | 
               | And we know he changed the Hobbit to give the ring more
               | power in later editions, for example making it
               | irresistible to Golem. This sort of changed was likely
               | propagated throughout the LOTR drafts as he made the ring
               | more powerful.
        
               | KineticLensman wrote:
               | Yes, but Tolkien knew from the outset (in approx 1938)
               | that the Ring absolutely could not be used. This was the
               | whole point of Frodo's mission, that the Ring must be
               | destroyed, even though the details of the tale changed
               | substantially as Tolkien wrote and rewrote.
               | 
               | By 1944, Tolkien was already writing about Frodo trudging
               | through the dead marshes on the way to Mordor, bearing
               | the hideous burden of the Ring. The bomb was still a year
               | away.
        
               | arp242 wrote:
               | Tolkien has repeatedly and explicitly said that he never
               | wrote allegories for anything, and that he simply wanted
               | to write a good story.
               | 
               | Of course he also readily admitted that his own
               | experiences and views on life influenced his writing. He
               | went off to fight in the trenches with his university
               | friends and he was the only one to come back. This
               | obviously leaves a mark. And if you read his writings
               | aware of his views on Catholicism, then obviously quite a
               | lot of that shines through as well.
               | 
               | But all of that is fairly subtle. The notion that this or
               | that is an allegory for such and such is pretty much
               | always wrong. Tolkien just wanted to write an
               | entertaining story - nothing more, nothing less.
               | 
               | With a large work of fiction and a large set of real-
               | world events, you can find allegories in everything.
               | Doesn't mean the author intended this.
        
               | ants_everywhere wrote:
               | I never said it was an allegory. I think you're confusing
               | two ideas. One is whether the story in as allegory, and
               | the other is whether Tolkien was inspired by one of the
               | most significant events in the history of humanity.
               | 
               | He said if he had written an allegory it would have a
               | different ending, as in if he wanted to preserve a one-
               | to-one mapping things would have changed. But there are
               | story types that are not allegories and which also are
               | influenced by things.
        
               | arp242 wrote:
               | "Inspired by events, and write them into your story" is
               | what an "allegory" is.
        
               | ants_everywhere wrote:
               | An allegory is a moral fable. It's a similar genre to
               | Aesop's fables or parables. A relatively familiar example
               | is Animal Farm.
        
               | Daneel_ wrote:
               | Thank you!
               | 
               | Sadly my English teachers in high school wouldn't accept
               | this as a response to their request for an essay on
               | Tolkien. It was extremely frustrating, to say the least,
               | given his repeated stance on the matter.
        
               | michaelt wrote:
               | The great thing about interpreting LOTR as an allegory
               | for WW1 is it nicely explains the lack of female
               | characters, without us needing to say critical things
               | about an author we like.
        
               | bigstrat2003 wrote:
               | Arwen, Eowyn, and Galadriel say what?
        
               | cthalupa wrote:
               | This is largely an issue of definition. When Tolkien
               | spoke of disliking allegories, he was largely referring
               | to the medieval tradition -
               | https://slate.com/culture/2016/05/an-allegory-is-not-the-
               | sam... - where you are quite explicitly making a direct
               | connection to a specific thing.
               | 
               | He did, however, love to speak of "applicability," which
               | many people would call allegory today. The One Ring, for
               | example, is clearly meant to to embody power and the
               | temptation of it/addiction to it. This is pretty
               | unambiguously true! What Tolkien didn't want was for
               | people to view The One Ring as some specific embodiment
               | of power, e.g. the atomic bomb, and instead for readers
               | to draw parallels to their own lives, experiences, and
               | knowledge. To him, this was "applicability," but in the
               | modern discussion of literature this sort of thing would
               | still often be called an allegory.
        
               | adashofpepper wrote:
               | I'm sorry but the proposed metaphor is just completely
               | unworkable. The ring is not "too powerful for humans"
               | it's not useful at all to humans! it induces irrational
               | desire for it, but actually is of minor real utility, one
               | person at a time can become real stealthy, it's cool but
               | it's not beating an army. oh but actually when you try
               | and use it for that minor ability, it secretly calls
               | goons on you. Not desirable!
               | 
               | So it's like the atomic bomb, except there's only exactly
               | one, and only the nazis can use it as a bomb, when the
               | americans have it it just poisons the local groundwater a
               | bit. But they have to keep it around and just let it do
               | that because it's really important to guard it against
               | the axis getting their hands on it.
        
             | AnotherGoodName wrote:
             | Definitely both imho. Tolkien's own ww1 experience shines
             | through. But then his sons served in ww2 and you can feel a
             | lot of bilbos pain come through as Frodo has to take on the
             | burden of fighting evil.
             | 
             | You can clearly see the pain at the end of return of the
             | king where Frodo and Bilbo together just leave. They had
             | both been through too much and are basically shell shocked.
             | 
             | It's really hard to not view it as an allegory of the
             | journey of two generations through ww1 and ww2 imho.
        
           | ekianjo wrote:
           | thats a little reductive.
           | 
           | Tolkien was influenced by many things, such as the rings of
           | the nibelungen and other proto germanic stories, his studies
           | of the english language especially in its older forms,
           | christianity for core values, and indeed his experiences in
           | ww1.
        
             | ants_everywhere wrote:
             | Yes, of course. Tolkien was massively well read and
             | obsessively created whole worlds, as can be seen in things
             | like The Silmarillion.
             | 
             | > thats a little reductive.
             | 
             | I prefer to think of it as dimensionality reduction :)
        
           | Zardoz89 wrote:
           | DnD is primarily based on Jack Vance and Michael Moorecock's
           | fantasy. Moorecock's work being a direct rebuttal of the
           | pastoral conservatism Tolkien was peddling.
           | 
           | Gygax was adamantly not a fan of LoTR. The creatures of DnD
           | are clearly not based on Tolkien's works, and the player
           | races you believe Tolkien invented predate his work by
           | centuries.
        
             | gotoeleven wrote:
             | Damn peddled pastoral conservatism! I far prefer the
             | pansexual libertines of Baldur's Gate 3.
        
             | panzagl wrote:
             | Howard and Burroughs rather than Vance and Moorcock, though
             | Tolkien would be number three. Gygax only argued otherwise
             | after he was sued by the Tolkien estate.
        
             | p0w3n3d wrote:
             | I would say that the description of dwarves as middle-sized
             | strong men that live underground and are known for good
             | forgery, and elves being tall, old, singing folk indeed
             | comes from Tolkien. Previously Dwarves were imagined as
             | magical folk with powers more close to Cinderella's God
             | Mother, and if I'm not mistaken, Elves too (i.e. dwarves
             | were elves really) according to Germanic mythology. For
             | example, if you read Andre Norton's Witch World this world
             | differs greatly from Tolkiens' - especially in this matter.
        
               | hinkley wrote:
               | Elves were more imps than tall, eternal sages. See
               | Santa's elves.
        
               | BizarroLand wrote:
               | The word "Eldritch" as in "Eldritch Horror" comes from
               | the same root as the word Elf.
               | 
               | Elves were terrifying forest creatures akin to djinn.
               | They were horrors that would give you amazing things at a
               | terrible cost, and from the medieval period we hear only
               | the stories of the rare survivors of their actions.
               | 
               | (like Tam Lin who was given temporary immortality at the
               | cost of being the slave of the elf queen and being tithed
               | to hell unless some other mortal saved him)
               | 
               | or would literally kill you and drag your soul to hell if
               | they encountered you
               | 
               | (the Wild Hunt)
               | 
               | or tricksters who would ask you for a favor and in the
               | process attempt to steal you away as a slave
               | 
               | (there was a midwife who was summoned to help with an
               | elven childbirth, after she was done the husband tried to
               | get her to eat or drink of their food, but the elf-wife
               | had warned her that if she did she would become his
               | property)
               | 
               | They were not cutesy Santa's helpers or Legolases
               | (Legolai?) or whatever flavor anime blonde girl you're
               | thinking of. They were horrors you hoped to never
               | encounter, the dark things in the forest looking for
               | their next plaything.
        
               | hinkley wrote:
               | Ah, I was referring to physicality not the personality.
               | They hold the Trickster archetype prior to Sinter Klaus
               | and Tolkien for sure. At least in Asian cultures a fox
               | (trickster) sometimes has wisdom.
               | 
               | Have you read Susanna Clarke? Her faeries are like djinn
               | if djinn had hopes and plans of their own. Amoral,
               | egotistical, slightly insane, and sometimes petty beings
               | of immense power, born of ancient pacts with the elements
               | of nature.
        
             | cthalupa wrote:
             | Chainmail drew heavily on LotR, in no small part because
             | Chainmail was heavily influenced by 'Rules for Middle
             | Earth,' and halflings were even explicitly called hobbits
             | early on, there were explicitly balrogs, etc.
             | 
             | Gygax himself lists Tolkien and The Lords of the Rings in
             | Appendix N in the 1e DMG.
             | 
             | After Saul Zaentz started threatening lawsuits about the
             | similarities Gygax did a lot to distance D&D from LotR and
             | Tolkien but in the mid 70s this was hardly the case.
             | 
             | D&D is obviously not just a recreation of Tolkien-esque
             | fantasy, particularly since the players weren't even
             | anything resembling heroes in the early editions and
             | instead just adventurers trying to eek out a living, but
             | the idea that D&D is anti-LotR is largely revisionism from
             | Gygax and TSR trying to avoid a lawsuit from the person who
             | owned the merchandising rights.
        
           | PhasmaFelis wrote:
           | Not as much as you'd think. D&D's conception of elves,
           | dwarves, and halflings was straight out of Tolkien,
           | and...that was very nearly it as far as really unique
           | elements (barring a few monster names and specific magic
           | items, out of hundreds). Those three races are highly visible
           | but kinda superficial. The
           | Howard/Burroughs/Vance/Moorcock/etc. style of swords-and-
           | sorcery/murderhoboism is a lot more deeply baked in.
        
         | the_af wrote:
         | Hm, while D&D borrowed a lot of the trappings (and creatures)
         | from Tolkien, I think Middle Earth is all about birthrights and
         | kings and noble (elven or "old human") bloodlines. Tolkien is
         | all about the legacy of your blood, ancient prophecies
         | fulfilled that have to do with birthrights, vassals and fealty
         | and whatnot... and I believe none of this plays an important
         | part (or at all) in classic D&D.
        
           | vantassell wrote:
           | If you like at the skills of each class then it's pretty
           | obvious that wizards, rangers, halflings, elves, dwarves, and
           | orcs are modeled after Gandalf, Aragorn, the hobbits, etc.
           | 
           | Gandalf calls Aragorn the world's best hunter, and Aragorn
           | literally listens to the earth (in the pursuit of Merry and
           | Pippin) like the Ranger class skill. If D&D isn't based on
           | LOTR, weird that so many of the classes are 1:1.
           | 
           | Then look at the way Dragons in D&D affect their environment
           | (e.g. the weather changes as you get near a dragon's den) and
           | it's even more obvious that D&D is based off LOTR. Not to
           | mention the assault on Minas Tirith beginning with a change
           | in weather due to the power of Sauron (or the way Saruman
           | changes the weather on Caradhras). Or look at the mechanics
           | of being frightened, that's pretty much the core class trait
           | of the Nazgul.
           | 
           | Reading LOTR after reading through the Player's Manual makes
           | it extremely obvious where each of the class skills came from
           | - the came from events in LOTR.
        
             | the_af wrote:
             | Yes, but that's it: the _trappings_ of LotR. I don 't think
             | there's anybody that would deny the elf, dwarf, halfling,
             | ranger, wizard [1] of D&D are based on LotR.
             | 
             | The thing is D&D stops at the trappings of LotR, and
             | completely ignores Tolkien's world is a kind of feudalism,
             | with vassals, oaths, birthrights, "noble blood", etc.
             | Upstarts are frowned upon in Middle Earth, and in fact,
             | much shedding of tears is caused by people overstepping
             | their bounds or wishing to dethrone their rightful lords.
             | The very concept of "rightful lord" is so very Tolkenian.
             | Denethor in his pride forgets he is a mere steward and not
             | the rightful king of Gondor. Saruman in his pride forgets
             | he is tasked with a "sacred" task and should seek no
             | earthly glory. Wormtongue covets both Eowyn and the throne
             | of Rohan.
             | 
             | D&D has none of this, as the article explains. You can
             | "earn" your way to having a fortress, lands, etc, without
             | the pesky concept of vassalage. D&D is all about the
             | upstarts seeking fame, coin and glory.
             | 
             | [1] except D&D's magic is Vancian in nature, unlike LotR's.
             | You cannot "learn spells" in LotR, and in fact, Elves don't
             | even consider what they do magic and are suprised of it
             | being called as such.
        
         | lnxg33k1 wrote:
         | Also for me same experience, only difference is the setting, I
         | was playing Dragonlance
        
         | tarsinge wrote:
         | D&D world draw heavily from Middle Earth but also from other
         | authors like Vance, Moorcock, Leiber, ... The list is
         | officially documented as "Appendix N" in AD&D 1st ed manual[0]
         | 
         | Kind of like Warcraft, I personally started playing around the
         | Warcraft 2 release and it was always kind of the same world of
         | everything medieval fantasy mixed in, never realistic.
         | 
         | [0]https://goodman-games.com/blog/2018/03/26/what-is-
         | appendix-n...
         | 
         | From the D&D original author:
         | 
         | > The most immediate influences upon AD&D were probably de Camp
         | & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P.
         | Lovecraft, and A. Merritt; but all of the above authors, as
         | well as many not listed, certainly helped to shape the form of
         | the game.
         | 
         | Edit: citation
        
         | SeanLuke wrote:
         | IIRC D&D was so directly based on Tolkien that they used the
         | terms "halfling", "goblin", and "magic user" to avoid a fight
         | with the Tolkien Estate over the terms "hobbit", "orc", and
         | "wizard". This article thus makes little sense to me: how many
         | half-elf magic users do you see popping up in medieval history?
        
       | pinebox wrote:
       | I have long considered the relationship of OD&D to historical
       | medievalism as equivalent to the vaporwave genre vs. music
       | actually produced in the 80's.
        
       | Symmetry wrote:
       | I'd say that (1) there's a lot more to the medieval period than
       | just the high middle ages in England and France and (2) a world
       | with orcs, owlbears, etc is going to tend to be more thinly
       | populated than similar historical analogues, meaning finding
       | unclaimed land becomes more plausible.
        
       | cdrini wrote:
       | I mean, this is like saying "because DND has magic, and the real
       | medieval age didn't have magic, that means DND is anti-medieval".
       | It can be accurately described as "medieval" without replicating
       | every element of actual medieval society. And there are enough
       | medieval like elements in there that it strikes as a sufficiently
       | resonant descriptor for me.
        
         | Guthur wrote:
         | Sorry did you read it, the point was there is literally nothing
         | medieval/feudal except the fact that there are swords and
         | pointy sticks.
        
           | Guthur wrote:
           | If you want to see an actual fantasy feudal setting check out
           | Burning Wheel.
        
           | cdrini wrote:
           | I did read it :) I disagree that not being feudal is enough
           | to disqualify something as medieval. Loads of DND components
           | are medieval, the timeframe, the architecture, the technology
           | (excluding magic), the vague element of religion like
           | cleric/etc. It's like a very blurry view of medieval times,
           | with certain elements dropped out. But not enough elements
           | removed to say that it's _not_ based on medieval times; let
           | alone anti-medieval!
        
       | xbar wrote:
       | Huh?
       | 
       | Gygax's own campaign was decidedly medieval and the rules were
       | written before his milieu was published, so he left it as an
       | exercise of the imagination for rule-book consumers to produce
       | their own milieus until such a time as his could be published.
       | The rules include descriptions of the possible selection of
       | governmental structures. Technologically represented in the rules
       | (aka weapon types) were decidedly medieval, as the author
       | concedes.
       | 
       | That it was left to the DM to implement bureaucracy does not mean
       | that it was anti-medieval.
        
       | helboi4 wrote:
       | There is a certain propagandistic line about capitalism that
       | implies that it is the natural state of affairs and everything
       | leading up to it was a proto-captialist society (see the myth of
       | a barter society, which never existed). I wonder how much
       | revisionist media like this that makes people associate medieval
       | aesthetics with an economy that works like the American frontier
       | aids that propaganda. Not that I think D&D is a purposeful piece
       | of propaganda. Just that it unknowingly reinforces the
       | brainwashing of the public into believing capitalism is an
       | immortal and immovable default state of human being.
        
         | PaulHoule wrote:
         | 'Capitalism' is a term that was coined by its enemies, if it
         | had its own way it would have no name but be the thing that
         | "there is no alternative" to.
         | 
         | Christopher Lasch's _Culture of Narcissism_ is about the 1970s
         | (early middle Technetronic?) but also about the late 19th and
         | the old pagan empires such as Rome and is popular in Japan as a
         | critique of the Tokugawa era culture.
         | 
         | I imagine urban people in cosmopolitan centers (like that
         | university town Corinth that my namesake wrote a letter to) of
         | an artisan or merchant or intellectual class would have very
         | much liked a game like Dungeons and Dragons and would have come
         | up with similar weapons tables, monster books, spell lists,
         | theology, etc.
        
           | helboi4 wrote:
           | Merchants of course would have loved it since they were the
           | few people living in a reality that would actually become
           | capitalism.
           | 
           | I disagree with your initial statement since there were
           | obviously alternatives throughout history and countries that
           | never fully bought into full trappings of capitalism. It is
           | only our opinion that capitalism, heavily influenced by our
           | education that lends us to believe that capitalism is the
           | only way things can be.
        
             | PaulHoule wrote:
             | Markets, however, have always existed as long their have
             | been towns, see Braudel.
        
               | helboi4 wrote:
               | Yeah I do think some level of market is natural. But I do
               | think on the whole humans would rather live in a society
               | that leans socialist with market forces than a rugged
               | individualist nuclear family hyper-capitalist society.
               | Like, being a frontier cowboy is only fun for a short
               | amount of time. After your adventure you just wanna
               | return to the shire and share vegetables and chill with
               | your friends.
        
               | PaulHoule wrote:
               | _But do they want to play that game?_ Dungeon and
               | Dragons, plus the computer RPGs that it inspired,
               | represent an idealized version of the  "building up of
               | the self" that one does in, say, contemporary urban
               | China, U.S., etc.
               | 
               | What would a game set in a world of positive socialism be
               | like? Is it like Sim City or can we tell compelling
               | stories about people who are part of the plan?
               | 
               | Fiction needs compelling villains. _Time Bandits_ on
               | Apple TV fails at this and instead is a madcap ramp
               | through character and setting where good and evil seem
               | equally bad. Contrast that to _Foundation_ where Tellum
               | Bond was quite terrifying and set expectations for the
               | Mule to be much more terrifying in the next season.
               | 
               | Real life doesn't.
        
               | spencerflem wrote:
               | I read an interesting take that the Free Market and
               | Capitalism are natural enemies- in that, the ideal
               | capitalist investment, one that makes tbe best returns,
               | is in the creation of a monopoly, thus subverting the
               | free market.
               | 
               | We can see that today that, given the USA has largely
               | stopped externally enforcing anti-monopoly measures, that
               | companies grow and grow in size in a very un-free-market
               | way.
        
               | helboi4 wrote:
               | Fr. I find libertarians so laughable because I'm like...
               | your ultimately free market would just lead to mega
               | monopolies that would go from being warlords to emperors
               | real quick. Which would immediately destroy the free
               | market.
        
               | Ekaros wrote:
               | I wonder about the real quick part. Eventually surely,
               | but before that would it not be cheaper to affect
               | political system so that government takes these actions
               | by themselves, with tax money from everyone and with good
               | loaning of money to boot. Paying for all that gear and
               | people is expensive, better have someone else to boot the
               | bill and then when system crashes down capture it...
        
               | rsynnott wrote:
               | This problem has been recognised more or less since
               | capitalism was conceptualised; Adam Smith warned about
               | it, for instance.
        
             | Wytwwww wrote:
             | > education that lends us to believe that capitalism is the
             | only way things can be.
             | 
             | It seems to be the only stable system that has allowed
             | relatively stable and continuous growth to occur long-term.
             | 
             | > capitalism is the only way things can be.
             | 
             | Of course it depends on how you personally define
             | "capitalism" (because it's really not clear at all) and
             | obviously humanity has attempted to implement various
             | different systems, they never really worked out.
             | 
             | Other more "natural" (i.e. not imposed by the use of
             | violence) systems of course have existed (e.g. various
             | hunter gather societies) but they seem to have a very low
             | cap on productivity and therefore can't sustain any long-
             | term economic growth and therefore were outcompeted by
             | "capitalism".
        
         | Wytwwww wrote:
         | > that it is the natural state of affairs and everything
         | leading up to it was a proto-captialist society (see the myth
         | of a barter society, which never existed).
         | 
         | Wasn't that one of Marx's ideas? Certainly the part about
         | everything leading to capitalism (including the proto-
         | capitalist part). We're stuck at this stage for longer than he
         | might have expected but I don't see how that invalidates his
         | core ideas...
         | 
         | > capitalism is an immortal and immovable default state of
         | human being.
         | 
         | Depends on how you define "capitalism" but in many ways it (at
         | least many aspects of/proto-capitalism as you said) just seems
         | like the default equilibria state human societies converge to
         | without someone using excessive force/violence to mould it into
         | something else.
         | 
         | At the end of the day humans need/want food/stuff to survive.
         | Them giving it away them altruistically wouldn't be the best
         | from the evolutionary perspective (i.e. their descendants if
         | they kept doing the same would soon be outcompeted by more
         | selfish individuals). Mutually beneficial (on the individual
         | level) exchange of goods services seems seems to lead to
         | extremely high productivity and no other system/approach can
         | really compete with it.
        
           | helboi4 wrote:
           | Yeah it is sort of a Marxist idea, that doesn't mean its
           | correct nor does it mean that it's not co-opted and warped by
           | capitalists to make their own points.
           | 
           | Some level of market seems sort of natural but I think I
           | would say full blown capitalism was a temporary stepping
           | stone that was necessary in order to bring us to modern
           | industrial civilisation. And now there is really absolutely
           | zero reason to have as high as possible productivity. Like
           | most people are being forced to pretend to be super
           | productive at totally bullshit jobs because we really do not
           | need that much labour any more to get things done. As humans
           | it would feel more natural and less miserable to not live
           | under this system.
        
             | Wytwwww wrote:
             | > And now there is really absolutely zero reason to have as
             | high as possible productivity.
             | 
             | Why? Redistribution is a problem and of course there are
             | negative externalities (environmental and other) associated
             | with the high growth over the few hundred years. But it
             | doesn't mean that productivity can't continue growing even
             | if we find ways to handle those things.
             | 
             | > Like most people are being forced to pretend to be super
             | productive at totally bullshit jobs because we really do
             | not need that much labour any more to get things done
             | 
             | So they aren't super productive? Inefficiencies exist in
             | every system. And people spending a lot of effort working
             | without producing any real value is not particularly
             | "capitalist" at all.
             | 
             | But I do think that "capitalism" (again, it's very hard to
             | provide any meaningful arguments when it's not at all clear
             | what you mean by that specifically) enables higher
             | productivity but it doesn't necessarily force you to
             | maximize your productivity (due to technological and
             | institutional progress we should be able to have enough
             | surplus, at least for a generation or so, unless people
             | start having children again..)
             | 
             | Anyway. What alternatives would you propose?
        
       | netbioserror wrote:
       | This is to say nothing of the modern "baristacore" fantasy, which
       | seems to be a projection of modern American urban life, with many
       | of its social attitudes and creature comforts, into a fantastical
       | set-dressing evoking a mixture of high-fantasy and medieval
       | aesthetics. Like a fancier-looking version of the Columbia U bar
       | scene.
       | 
       | For recent examples, Dragon Age, Warcraft, and D&D itself are
       | pushing further and further in this direction lately.
        
         | busterarm wrote:
         | Never heard this term in the context of fantasy gaming, but I'm
         | stealing it.
        
         | baxuz wrote:
         | Did you coin this term? I can't find it anywhere online but I
         | _LOVE_ it.
        
         | lacker wrote:
         | I suppose this comment is inspired by the recent "Legends &
         | Lattes", a fantasy novel winning various awards, starring a
         | barista Orc...
         | 
         | https://www.amazon.com/Legends-Lattes-Novel-Fantasy-Stakes-e...
         | 
         | I haven't read it myself, but apparently it is big on TikTok.
         | Perhaps for some HN readers this is the sort of thing they are
         | looking for ;-)
        
           | crooked-v wrote:
           | For me, that book sits in a weird crux of interesting yet
           | underwhelming. I think it suffers a lot from the implied
           | quasi-D&D setting intersecting with modern assumptions. It
           | has a lot of absentee worldbuilding that amounts to a blank
           | space implying all the stuff you're already used to from the
           | real world, instead of doing anything interesting with it
           | being fantasy.
        
         | WereAllMadHere wrote:
         | Can you go elaborate on this concept of baristacore? I'm
         | guessing you mean something broader than Legends and Lattes?
        
       | Pinegulf wrote:
       | No, it's not "anti-medieval" it's medieval fantasy. Or in the
       | words of the greats "Rules for Fantastic Medieval War Games".
        
       | pyuser583 wrote:
       | D&D was highly customizable, so it was as medieval as you wanted.
       | 
       | Some of the sourcebooks were extremely accurate in describing the
       | Middle Ages. Others didn't even try.
       | 
       | I do like the articles core criticism: the goal of D&D is social
       | advancement.
       | 
       | D&D always was a Western at heart. A group of desperadoes going
       | town to town taking up jobs and fighting the baddies.
        
         | jeltz wrote:
         | When did that change? Because I have played since ADnD 2nd
         | Edition and I do not think it has ever been highly
         | customizable. Customizable? Yes, but not highly so.
        
           | jghn wrote:
           | 1e literally had examples on how to blend the game with other
           | games such as Boot Hill, Gamma World, etc.
        
             | jeltz wrote:
             | I never played 1e, I started with ADnD 2e.
        
               | jghn wrote:
               | Yeah, things started shifting with 2e and that shift kept
               | going further and further.
               | 
               | With Forgotten Realms it shifted from more of a pulp
               | swords & sorcery to a medieval-ish Tolkien-esque
               | environment.
               | 
               | Over time it shifted from low fantasy to high fantasy.
               | 
               | And not only did the theming start to solidify, but over
               | time the tropes arguably became self-reinforcing.
        
             | ourmandave wrote:
             | We played all three but never combined them.
             | 
             | They have guns and smoke powder in 5e and it just doesn't
             | feel right.
             | 
             |  _Game of Thrones_ with cowboys carrying torc grenades?
        
               | jghn wrote:
               | I feel like as the game evolved to fit more of a trope-y
               | Tolkienesque quasi-medieval setting it definitely got
               | more and more out of place. 1e, especially earlier on,
               | and before was much more of a genre mishmash. Fantasy in
               | the truest sense.
               | 
               | We never combined them either but I did find it cool that
               | the 1e DMG gave explicit advice on how to do so. Heck,
               | there was even that one module where the characters can
               | find laser weapons. [1]
               | 
               | [1] https://en.wikipedia.org/wiki/Expedition_to_the_Barri
               | er_Peak...
        
               | cthalupa wrote:
               | > They have guns and smoke powder in 5e and it just
               | doesn't feel right.
               | 
               | One of the settings for the game that became OD&D
               | included far-future alien technology (Blackmoor), so
               | there's long been precedent.
        
       | ElectricSpoon wrote:
       | Having read that, I really wish to back to being GM and trolling
       | players by awarding them non-fungible plots of land as rewards.
       | Then players get challenged since they failed to occupy the land,
       | so at a later visit, they discover their plot occupied by
       | squatters.
        
         | Ekaros wrote:
         | Or coming back from year or two on adventure and wondering
         | where is everyone and why there is tribes of whatever creatures
         | around. Just to find that your peasants are really really angry
         | for abandoning them and not doing your duty to protect them and
         | moved to neighbour who is actually around to do their job.
        
           | busterarm wrote:
           | There are long term/generational campaigns that run like
           | this. It's just that the majority of the playerbase is
           | playing a different game, whether they're murderhoboing or
           | badly copying Critical Role.
           | 
           | And the murderhobo style is as old as D&D itself.
        
         | bluefirebrand wrote:
         | It can be a lot of fun if the players actually _do_ occupy the
         | land and start influencing the game world at a higher level
         | than just adventuring all of the time
         | 
         | It also gives them something to invest their hard earned
         | treasure into that isn't just trying to buy more and more
         | powerful magic items to minmax their builds
        
         | creer wrote:
         | It's actually very practical and useful. A common problem is
         | absent players (their characters are busy trying to run their
         | domain). Another common problem is too much money among the
         | adventurers: easily fixed with costs of construction, required
         | finery, and a constantly deficit-running domain. Sometimes it
         | helps if one of the player has some form of authority over the
         | others - set the adventure in or near their domain.
        
       | NovemberWhiskey wrote:
       | I think I'm missing something here - what is "OD&D" in this
       | context? Is this just some back formation for the original D&D
       | once AD&D existed?
       | 
       | Looking at the "Basic" D&D rules (red books), they don't cover
       | characters up to the levels where they would be landowners etc.
       | They only cover up to 3rd level.
       | 
       | The "Expert" D&D rulebook (blue books) covers characters up to
       | 14th level, and includes sections on strongholds and land
       | ownership. Once characters are 9th level, they can gain land but
       | the narrative is definitely rooted in feudal concepts (fighters
       | get land from a higher lord, and their realm is a barony etc)
        
         | amonon wrote:
         | I believe you are correct; OD&D is the holmes/moldvay/etc.
         | books that existed before AD&D, but I'm not certain.
        
           | cthalupa wrote:
           | Nope, that is Basic/Expert, and eventually BECMI/Rules
           | Cyclopedia. These were released in parallel with AD&D.
           | 
           | In theory they catered to different playstyles, in practice
           | it was largely to escape paying Arneson royalties.
           | 
           | OD&D is the original 1974 release co-authored by Gygax and
           | Arneson
        
         | hackthemack wrote:
         | What to call the many editions of D&D to differentiate them is
         | a bit nebulous. Here is an article with an infographic at the
         | end that explains what the community started calling the
         | various editions.
         | 
         | https://daddyrolleda1.blogspot.com/2024/06/editions-of-dunge...
         | 
         | OD&D usually refers to the Original Edition that was first
         | released in 1974. It consists of 3 little brown books.
         | 
         | Direct link to infographic
         | 
         | https://blogger.googleusercontent.com/img/a/AVvXsEi8QrcSdtdy...
        
         | VagabundoP wrote:
         | OD&D usually refers to the 3BB (three brown books;Men & Magic,
         | Monsters & Treasure, and The Underworld & Wilderness
         | Adventures.), there is a fourth called Sup1:Greyhawk that has
         | additional content. Thats what is usually referred to as OD&D.
         | 
         | However everything is a little fuzzy in that sphere, sometimes
         | anything before 1e is called Classic D&D.
        
         | cthalupa wrote:
         | Basic/Expert (and the BECMI -> Rule Cyclopedia) line were
         | parallel to AD&D. TSR claimed these were the rules meant for
         | "Home" play and AD&D was meant for "Tournament" play. More
         | plausibly, this was an attempt to escape from having to pay
         | Arneson any royalties for continued editions of D&D.
         | 
         | OD&D predates both and was the original release.
        
       | drivingmenuts wrote:
       | I have seen the ruleset for Pathfinder where you can purchase
       | land and titles, etc. and it is pitifully boring. I would be
       | surprised if someone seriously into crunching the numbers behind
       | real estate would be interested in a game based centrally on die
       | rolling. I have also seen rulesets that tried to be more medieval
       | and they were near unplayable. Someone who was serious about
       | playing that sort of game is generally not the same kind of
       | person who would play the more popular forms of TRPGs. I think
       | there's not much about medieval life that is exciting enough to
       | be able to make a sustainable ruleset for TRPGs.
       | 
       | There's very little in modern society that is pro-medieval. Even
       | the Ren fairs that so many people are into have almost nothing to
       | do with recreating actual medieval life.
       | 
       | Being pro-something does not always mean being anti-something
       | else. Sometimes it means that a certain group just isn't
       | interested.
       | 
       | And in the context of modern TRPGs, medieval is a marketing term,
       | not an actual descriptive term.
        
         | busterarm wrote:
         | There are plenty of campaigns out there that are politically
         | oriented and traveling hobos aren't likely to get positive
         | attention from the local lord or lady.
         | 
         | Turns out that having a stake in local society is one of the
         | best ways to get that positive attention, just following
         | logically.
         | 
         | Rules like these are for people playing the setting
         | appropriately. But these days I think it's appropriate to
         | assume that large numbers of roleplayers are doing so to play
         | out chiefly their own fantasies and all of the modern
         | sensibilities that comes with.
        
         | jeltz wrote:
         | In my country, Sweden, one of the most popular RPGs used to be
         | Eon and that game i s much more medieval than DnD and it is
         | very playable. I would argue more so than DnD, that that is
         | subjective. And it was a very popular game so your guesses are
         | wrong. There are also a whole bunch of the games which are semi
         | successful which are more or less about medieval life, e.g.
         | Pendragon. And then we have Warhammer Fantasy which is
         | renaissance.
         | 
         | DnD is mostly just big in the US due to historical reasons.
        
       | pwillia7 wrote:
       | OK so where is my high fantasy 4X feudal city state tabletop sim?
       | Maybe HRE Tabletop lol. I'd play that if I could find a group of
       | people insane enough to do it with me
        
         | jowea wrote:
         | As someone who could find such a thing interesting, I googled a
         | bit and there seems to be some RPGs with more of that focus,
         | although I think people mostly play video games for that:
         | 
         | https://forum.rpg.net/index.php?threads/city-building-manage...
         | https://www.reddit.com/r/rpg/comments/ll6z4d/games_that_have...
         | https://www.reddit.com/r/rpg/comments/2zazc9/rpg_systems_whe...
         | 
         | And if you want people slightly less insane (lol), maybe a
         | mixed game with management elements would be easier to swallow?
         | The ASOIAF RPG, Pendragon and the Border Princes region for
         | Warhammer Fantasy all have some type of feudal lordship
         | elements in addition to the usual RPG fare for example.
        
       | jerf wrote:
       | If you get to a sufficiently-high level of "realism", D&D game
       | mechanics and fuedalism can't coexist anyhow. All of human
       | history prior to around the 17th century is based on the fact
       | that a "military man" is within a certain range of power. You can
       | have better or worse, like how the Roman empire had a more
       | reliable way of getting more-per-soldier than the competition of
       | the time, but in general throughout history, there's definitely a
       | range on human power. Everything is so deeply based on that model
       | that we can't even see it. Even as I describe this you may be
       | going "yeah, but what about...", but bear with me for a second.
       | 
       | In these style of games, though, there's generally exponential
       | power growth. One level 20 warrior can take on an absurd number
       | of level 1 warriors. With modern games being so much larger and
       | more complicated it's not impossible to find builds where a level
       | 20 (or 40, or 60, or 100...) warrior can defeat _arbitrary_
       | numbers of level 1 warriors. Moreover, the leveling mechanics are
       | such that the things you do to attain levels are only loosely
       | correlated to the skills you obtain from those levels, e.g., why
       | would killing a bunch of kobolds suddenly allow you to cast two
       | fireballs instead of one?
       | 
       | This breaks fuedalism in ways both subtle and gross. If the King
       | is level 20 (or whatever), he has little to no utility for your
       | Level 3 warrior's oath of fealty and the several dozen Level 1
       | warriors following him. In the real world every oath of fealty is
       | some incremental boost in power and you may need everything you
       | can get, but this oath of fealty is just a waste of your
       | military's food.
       | 
       | So what would it look like? Well, you may note I time-bound my
       | claim above that soldiers were somewhat range-bound in
       | capability. Clearly modern militaries are wildly disproportional
       | in effectiveness per soldier. It's been that way ever since the
       | gun became a practical military weapon and has generally gotten
       | worse over time. And what do we see today? Broadly speaking, the
       | people with militaries have power and offer nothing like
       | feudalistic loyalty in return. Loyalty is a one-way street where
       | the plebs are beholden to the militaries, but the only loyalty
       | the militaries have back to them is mostly based around the fact
       | the plebs are still the supply line, so you can't actually kill
       | them all, but you sure can kill a lot of them if you need to in
       | order to maintain power. If you feel this is an inaccurate
       | summary of the modern West, look beyond the modern West; there's
       | a lot more to history than just the modern West in the past
       | ~300-400 years. And it is, of course, a single paragraph merely
       | sketching a hint of a broad shape, not a PhD thesis; I'm well
       | aware that this is a very fuzzy picture. But the point I'm trying
       | to make is not a positive one about the details of the sketch I'm
       | making here; it suffices simply to point out that A: we actually
       | have much less balanced "power per person" in the real world
       | (though not driven by "leveling mechanics") right now and B: the
       | resulting social structures that have been semi-stable now for
       | centuries look nothing like feudalism at _all_.
        
         | PaulHoule wrote:
         | See also the common sci-fi story such as _Skylark of Space_ or
         | _Microcosmic God_ or _The Stars my Destination_. Those are
         | oldies but goodies, in all of them the hero experiences major
         | leveling in capability by pulling up on their bootstraps.
         | 
         | Newer literature is more sophisticated as the hero becomes more
         | socially involved. It definitely happens in Pohl's _Heechee_
         | series and also Vinge's _The Peace War_ but you don't see it in
         | _The Terraformers_ by Newitz as the characters are born into
         | the post-human.
         | 
         | Commercially there is a lot to gain from 'future histories' but
         | they have a way of blowing up: exponential leveling can be
         | sometimes contained, as in Niven's _Known Space_ but such a
         | system can be killed by any bad idea, and that one got two.
        
       | AdmiralAsshat wrote:
       | Counterpoint: Why in god's name would I want to play a fantasy
       | adventure in a "realistic" medieval setting?
        
         | TillE wrote:
         | Because Ars Magica is a really good game.
        
           | jjkaczor wrote:
           | Thank-you - I was searching for "Ars Magica" here in the
           | comments - as it is the only fantasy RPG that I have ever
           | seen come close to having the "feel" of actual "medieval"
           | times, except - of course ... for the magic... (It is also
           | the absolute best magic system out there!)
        
         | thfuran wrote:
         | Why should you hate the idea?
        
         | pavel_lishin wrote:
         | Realism is a sliding scale. Some people prefer to count their
         | arrows after every combat, some people prefer to go into a
         | dungeon without even checking whether they have a backpack,
         | much less whether it has any rations in it.
        
         | jeltz wrote:
         | Having tried it myself: because it can be really fun! More
         | magic, more dragons, more princesses does not inherently make a
         | story better.
        
         | lyu07282 wrote:
         | Not a tabletop but the Kingdom Come Deliverance video game has
         | completely changed my previous very similar opinion. It's one
         | of the best action RPGs of all time and it's historically
         | accurate and realistic:
         | https://store.steampowered.com/app/379430/Kingdom_Come_Deliv...
        
           | jowea wrote:
           | Fair enough but that's not fantasy.
        
         | rsynnott wrote:
         | I mean, I don't think the author is claiming that you should;
         | they're just saying that it's not medieval.
        
       | dash2 wrote:
       | My favourite world was Warhammer Fantasy Roleplay of the 80s. It
       | was explicitly early Renaissance, with analogues to France and
       | the Empire, but also with the underlying darkness of the
       | narrative that Chaos was sure to win in the end.
        
         | VagabundoP wrote:
         | British fantasy RPGs in general have far more Jabberwocky
         | (1977) in them than the American ones.
         | 
         | Basically everything is covered in shit.
        
           | kergonath wrote:
           | That's fine. I prefer grimdark to cartoonish settings, even
           | if both tend to be a bit camp. Warhammer is better than
           | Warcraft as a setting.
        
             | VagabundoP wrote:
             | They have a good amount of "not taking themselves too
             | seriously" as well.
             | 
             | The Enemy Within is a great read and I'm planning on
             | running it one day, this has some spoilers about it, but is
             | funny:
             | 
             | https://www.reddit.com/r/warhammerfantasyrpg/comments/7hzz1
             | l...
             | 
             | The original blog post is gone I think,
        
               | kergonath wrote:
               | Brilliant! Thanks for the link. I did not play WRPG
               | (though I know more than a bit of the lore from WFB and
               | things like Mordheim) much but this resonates with some
               | memories :)
               | 
               | Some of the pages are on archive.org apparently.
        
       | dadrian wrote:
       | Of course D&D is not an accurate picture of the medieval era.
       | There's magic in D&D! There was not magic in the medieval era.
       | What are we even doing here?
        
         | shermantanktop wrote:
         | I don't think they rolled dice to decide who won in combat
         | either. I agree, what are we doing here??
        
         | Hugsun wrote:
         | D&D claims to occur in the european medieval era where magic
         | and fantastic beasts exist.
         | 
         | The author's point is that it's not like that. It's a
         | persistent capitalistic medieval themed wild west with no real
         | power structures. The feudal power structures were a defining
         | feature of the european medieval era.
         | 
         | Of course it's fantasy and can be anything. The author is
         | simply explaining that it says that it's theme is the european
         | medieval era, while it has almost none of it's defining
         | features.
        
           | bigstrat2003 wrote:
           | D&D is based on the _popular conception_ of the medieval era.
           | This has very little to do with the actual history that
           | happened during the medieval era, despite sharing the same
           | name. But D &D didn't invent the ideas it's building on.
        
         | the_af wrote:
         | > _Of course D &D is not an accurate picture of the medieval
         | era_
         | 
         | I don't think that's what being stated in TFA. The argument is
         | that there's _nothing_ medieval about it (except maybe some of
         | the weapons), contradicting Gygax 's own assertions:
         | 
         | > _You can be forgiven for thinking that OD &D is a medieval
         | European fantasy game. After all, Gary Gygax himself says so.
         | He describes the original D&D books as "Rules for Fantastic
         | Medieval War Games" (on the cover) and "rules [for] designing
         | your own fantastic-medieval campaign" (in the introduction)._
         | 
         | As for this:
         | 
         | > _There 's magic in D&D!_
         | 
         | You could devise a medieval society where magic exists. This is
         | not what D&D does. That's the point.
        
       | VagabundoP wrote:
       | Birthright[1] was a 2e setting all about managing your domain in
       | a fantasy feudal setting.
       | 
       | [1] https://en.wikipedia.org/wiki/Birthright_(campaign_setting)
        
         | mlinhares wrote:
         | I was about to say that, how come no one mentions Birthright
         | here?
         | 
         | The usual D&D scenario might not focus too much on this but as
         | you level you you can have something like that. Almost all high
         | level campaigns I DMed would eventually see the characters form
         | a retinue, groups, organizations (like the harpers). A lot of
         | the novels also have this context for the powerful characters,
         | so there's plenty of content out there where for you to be
         | inspired.
        
         | cortesoft wrote:
         | Was looking for this!
        
       | waffletower wrote:
       | This article reads like: "D&D is not like this other game I
       | imagined! Why?" It is a pedantic, tunnel-vision diatribe that
       | focusses upon Gygax's casual use of the word "medievel". While
       | not explicitly built into the D&D system, the author completely
       | misses the point that D&D has considerable flexibility to allow
       | for many of the "glaring" medievel flavor lacks they didacticly
       | emphasize.
        
       | shermantanktop wrote:
       | I think of creative work, and most human endeavors, as frames
       | within frames. The inconsistency of something like D&D is easily
       | avoided by stepping out of the frame, and thinking of it as a sui
       | generis creation of Gygax, or stepping further in and thinking of
       | it as a game mechanic that leads to an experience of fun.
       | 
       | But the geek habit is to stay inside the frame and obsess over
       | how the premise should have been more explicit, the details more
       | accurate, the rules more consistent. How does the tricorder work?
       | What's inside a Dalek?? Can you really clone a dinosaur using a
       | chicken egg??? Let's write a wiki page about our theories and
       | then argue about it!
        
         | dfxm12 wrote:
         | I think in the context of a role playing game like D&D, you
         | _do_ want to stay within the frame because a unique  & defining
         | part of an RPG is the _role playing_. This is different from
         | content you purely consume, like a TV series.
        
           | shermantanktop wrote:
           | I'm not an RPG person - but when I've done it, every player
           | is in fact both acting their character's role AND acting as
           | player in the game. The elven mage character does not know
           | that a DM exists, or that dice are being rolled; but the
           | player does, and complains when the DM applies a rule
           | inconsistently.
        
         | swayvil wrote:
         | That's how concentrating your attention goes.
         | 
         | You pick a thing within your field of attention, center your
         | attention upon it and narrow your attention until the thing
         | fills your entire field of attention.
         | 
         | Which gives you a new field of attention. Then you repeat the
         | process. And so on.
         | 
         | A kind of infinite shrinking of perspective.
         | 
         | This is what artists, scientists and engineers do. It's a bit
         | insane. It's the cornerstone of our civilization.
        
         | creer wrote:
         | > sui generis creation of Gygax
         | 
         | Isn't it the opposite? Gygax lived in a world of sword and
         | sorcery books, short stories and pulp comics. If you want his
         | model of "medieval world", it's more like that: you have
         | independent characters galore, few concerns about overall world
         | economics or power structure (aside from the immediate
         | interference with the heros).
        
       | agentultra wrote:
       | There were other RPGs and settings with more historical
       | influences than D&D. The "fantastic" was always a part of the D&D
       | setting. The cultures that influenced D&D came more from 20th
       | century Minnesota than any 13th century society.
        
         | dagw wrote:
         | If you want to role play in Medieval Europe, but with a
         | smattering of magic and fantastical elements, then Ars Magica
         | is the game you're looking for.
        
       | lyu07282 wrote:
       | It's "romanticized middle ages", epic high fantasy, it's not
       | supposed to be realistic or allegorical, it just provides a
       | neutral canvas, on top of which the actually interesting bits are
       | painted. The most interesting themes to me in D&D's forgotten
       | realms were always mythological, immortality, the pantheon (the
       | time of troubles etc.), divine and arcane magic, good vs. evil,
       | destiny & prophecies etc. it has nothing to do with the middle
       | ages. Kings are often literally background characters while the
       | heroes fight against the world ending threats (like dark lords
       | similar to Sauron, liches or ascended (demi)gods).
       | 
       | But of course everyone's perspective on this is very different,
       | which is a good thing imho. It only has very deep lore if it
       | matters to you.
        
         | jghn wrote:
         | > epic high fantasy
         | 
         | In the early days it was much more of a low fantasy
         | environment. The epic high fantasy angle grew over time.
        
           | lyu07282 wrote:
           | I'm a much younger D&D enjoyer so that makes sense then,
           | everyone seems to have a different perspective on what D&D
           | even is.
        
             | cthalupa wrote:
             | > everyone seems to have a different perspective on what
             | D&D even is.
             | 
             | There's a variety of axis you could split it on, but if you
             | wanted to look at the departure from low-fantasy
             | adventurer's just trying to eek out an existence to the
             | players becoming heroes going on epic quests, there's a
             | pretty universally agreed upon point that really kicked
             | this shift into overdrive, and it's the original
             | Dragonlance modules. They weren't the first to position the
             | game this way, but they were the first to really stick with
             | the population. We started seeing more AD&D splatbooks that
             | raised the power level of characters, the Companion rules
             | came out for the Basic/Expert line that raised the power
             | levels there, etc. AD&D 2E further embraced this, though
             | you could still play the more traditional sword and sorcery
             | style, but 3E largely cut off the original style of play
             | completely.
        
       | photochemsyn wrote:
       | Generally fantasy role-playing relies on some historical input,
       | which fills out the world. A game could be set in a place like
       | 13th century Spain with a mix of influences from North African to
       | Western European. Or it could be set in something like the Aztec
       | Empire of around the same time period. The whole game is setup to
       | be pretty flexible - you can project onto it whatever you want,
       | within the basic ruleset.
        
       | davidashe wrote:
       | Hacker News, where a fun fantasy game with zero world-modeling
       | ambitions is criticized as a failed medieval simulation by
       | software engineers who know little about
       | anthropology/sociology/history.
        
       | leoc wrote:
       | Sure: D&D is the American Dream. (Lizzie Stark said it in 2012
       | https://nordiclarp.org/w/images/a/a0/2012-States.of.play.pdf and
       | I'd been saying it for the best part of a decade already at that
       | point.) That's why _Paranoia_ , a middle finger to the mores and
       | expectations of late-'70s, rules-lawyer-era D&D, is a role-
       | playing game about being, basically, a work gang of gulag
       | prisoners in a totalitarian state; while _Call of Cthulhu_ ,
       | another RPG from people who were sick of D&D, experiments a bit
       | half-heartedly with ideas of cosmic despair and creeping personal
       | ruin, and bigs up Cthulhu himself as an unbeatable grudge
       | monster.
        
         | teachrdan wrote:
         | _Call of Cthulhu_ was notable for the fact that players '
         | combat skills were inevitably their weakest.
        
         | hibikir wrote:
         | It's interesting to look outside the US, in countries where the
         | D&D translations didn't come in a decade early: When facing
         | Cthulhu, Paranoia, Rolemaster, Vampire and the like on an even
         | playing field, D&D didn't really win.
        
           | bovermyer wrote:
           | I know how the RPG hobby played out in Japan, but I'm
           | unfamiliar with other countries' experience.
           | 
           | Has anyone written about this?
        
             | SSLy wrote:
             | I don't know of any broader essay about it. You you'll get
             | per-country folklore if you ask specific communities.
             | Probably some will chime in here.
        
             | geon wrote:
             | https://en.wikipedia.org/wiki/Drakar_och_Demoner was pretty
             | big in sweden.
        
             | rmsaksida wrote:
             | I think at a time _Vampire: The Masquerade_ was the most
             | popular title in Brazil, but D &D eventually won.
             | 
             |  _Tormenta_ and _Old Dragon_ are pretty popular as well.
        
             | tormeh wrote:
             | The American market rules supreme. Any setting and/or
             | ruleset popular with Americans will be able to afford much
             | higher production values than its competitors. Those
             | production values in turn attract non-American players.
        
         | PaulHoule wrote:
         | Don't forget _Toon_ as the radical alternative for somebody who
         | wants to run an easy and fast game that is not set in such an
         | unforgiving setting as _CoC_ or _Paranoia_.
        
       | TacticalCoder wrote:
       | > But it's worth taking a step back from the medieval-fantasy
       | cliches that overran later D&D publications, and playing the
       | original, more coherent setting: A swords-and-sorcery world,
       | empty of government, where anyone can pick up a sword, become a
       | hero, and live the American dream.
       | 
       | "... empty of government ... live the American dream"
       | 
       |  _That_ is the real fantasy: to believe that the USA is  "empty
       | of government".
       | 
       | Or maybe the author considers the american dream is dead, because
       | of too much government?
        
       | golergka wrote:
       | > No one knows what "plate mail" is supposed to be.
       | 
       | https://en.wikipedia.org/wiki/Mail_and_plate_armour
       | 
       | It's literally the first search result.
        
         | Ekaros wrote:
         | Later edition:
         | https://roll20.net/compendium/dnd5e/Armor#content
         | 
         | There is Scale mail, Splint, Half-Plate and Plate...
         | 
         | Which is quite range of different things that are mostly same
         | concept, but to different degrees so it does get rather
         | confusing when looking for real world examples.
        
       | baxuz wrote:
       | Reading this article, it seems to me that what the author thinks
       | of when they say "D&D" is actually Forgotten Realms.
       | 
       | Which is why I massively prefer Eberron, as the original setting
       | makes no sense at all.
       | 
       | Not that Eberron is without its faults but at least it's coherent
       | and embraces what it is.
       | 
       | https://www.dndbeyond.com/posts/279-welcome-to-eberron-an-in...
        
         | coolsunglasses wrote:
         | I just finished posting a comment disagreeing with the author
         | and I think you've nailed the problem with their argument more
         | succinctly than I did. They're assuming "Forgotten Realms" and
         | AD&D, not OD&D.
        
         | kagakuninja wrote:
         | The author was specifically referring to the original 3 book
         | rules, which pre-dated Forgotten Realms by 13 years.
        
         | pdonis wrote:
         | _> the original setting_
         | 
         | Forgotten Realms was not the original setting of D&D. To the
         | extent there was one, it was Gygax's Greyhawk campaign.
        
           | baxuz wrote:
           | TIL. I thought that Greyhawk and Dragonlance came after
           | Forgotten Realms!
        
       | coolsunglasses wrote:
       | This post takes the way D&D is played today to be how Gary and
       | his contemporaries played D&D and it leads them to the conclusion
       | that D&D is the opposite of medieval.
       | 
       | As near as I can tell, patrons, village leaders, barons, and
       | kings were very intentionally a part of the schema of a typical
       | original D&D campaign. They used 1:1 time, players had multiple
       | PCs, and you often led mercenaries into battle (cf. Chainmail
       | rules being incorporated for this purpose)
       | 
       | What's weird is the author appears to be au fait with some of
       | original D&D (they mention Chainmail), but then they make claims
       | like:
       | 
       | >While you can create a barony, there is no way to level up and
       | become a duke or King
       | 
       | I mean, you definitely could, but it's a question of what the
       | scope of the campaign is meant to be. That's between the DM and
       | the players. Just because Gary Gygax didn't address every
       | possibility explicitly doesn't mean it was considered and assumed
       | to happen in some campaigns.
       | 
       | >There's no evidence for (or against) the idea that OD&D takes
       | place in a dark age after a fallen Roman Empire analogue or
       | during the death throes of a feudal kingdom.
       | 
       | The magic system of D&D is largely based on Jack Vance's Dying
       | Earth series which is a post-apocalyptic and exhausted Earth set
       | in the far future. Between that and the _sheer number of ruins
       | littered all over the landscape_, I would tend to think that
       | there's plenty of room for a DM to weave a background history of
       | a fallen empire into their setting.
       | 
       | The author seems to expect Gary Gygax to have played the role of
       | someone like Tolkien rather than what Gary Gygax actually was: a
       | systems builder who was interested in designing systems for
       | interactive games humans play together.
       | 
       | >The monster descriptions of "men", "elves", and "dwarves" don't
       | suggest that the game is set in a European culture.
       | 
       | What? Just because there are corsairs doesn't mean there isn't a
       | strong Old World flavor to the elements of D&D's cast of
       | cultures. Barbary pirates were a relevant force in European
       | history.
       | 
       | >OD&D is meant to be setting-free. The game's referee is to
       | create his or her own campaign, ranging in milieu from the
       | "prehistoric to the imagined future" (with emphasis on the
       | medieval, especially for beginners).
       | 
       | This is an accurate statement.
       | 
       | What the author's saying here fits better for AD&D than it does
       | OD&D. There's some insight and reasonable points about D&D not
       | being Feudalism Simulator 2024 (play Dark Albion if you want
       | that) but they take the idea further than the facts on the ground
       | can bear.
        
       | bcrosby95 wrote:
       | D&D was inspired by Sword & Sorcery novels, not history. And I
       | wouldn't call it the "American Dream" - maybe the Wild West,
       | which was a very short period in the history of the USA.
        
       | gavmor wrote:
       | This was a good read, and the author makes convincing points.
       | Largely, I agree, but the author makes a mistake that's extremely
       | common in the hobby: they presume that the author of the book is
       | the authority of the game, whereas the presumption made by Gygax
       | et al. was that the Dungeon Master was overflowing with ideas,
       | and needed only some reference points to pin them down.
       | 
       | One might as well refer to my garage toolbox as "anti-Cabinets"
       | for containing no hinges.
       | 
       | And these anti-Medieval fixtures from the text aren't even
       | necessarily _central_ to the experience. Hiring retainers is a
       | hand-wave, a way to get back to the meat of the game: prying gems
       | from the eyes of enchanted statues.
       | 
       | I guess my point is that the most accurate possible exegesis of
       | the Gygaxian canon misses, almost entirely, the heart of the
       | game, which exists overwhelmingly at the table, and not in the
       | book.
        
         | pessimizer wrote:
         | I don't buy that the "heart of the game" is at the table. It's
         | at the table where the game is being played, by the rules that
         | the game sets up. In a way that no one had ever really played
         | before, and a way everyone ended up playing since.
         | 
         | You can barely call D&D anti-medieval; it isn't from a world of
         | obsessing about Tolkien-style fantasy. It's Gygax coming up
         | with rules for miniatures wargaming where players are
         | _individuals_ within a group rather than being entire sides of
         | a war and moving armies, or being squad-level and choosing how
         | to move squad members. That was the important part that
         | influenced the entire world. All of the players were part of a
         | single squad, and working (and cooperating) as individuals for
         | their own benefit.
         | 
         | These rules were then applied to Gygax's (and everybody else's)
         | favorite fantasy novels. The thing that varied most about those
         | novels was the idea of magic, so the only influence on his
         | system from fiction that I recall is the stat-friendly Jack
         | Vance magic, which would end up imposed onto other settings.
         | 
         | But it's still fair to call the system anti-medieval as the
         | article does because it was made for a competitive multiplayer
         | tabletop game which was meant to progress over sessions, and
         | the main aspect of its progression are stats. So it has to be
         | as fair as possible, and you have to be able to accumulate
         | indefinitely rather than die in the same place you were born
         | with no more than your parents had. That's American myth, not
         | medieval reality. There can't be a medieval system, because
         | that would crush all of the characters, starting by burning all
         | of the witches. If every character were a fighter trying to get
         | ahead by fighting in an army, there's no D&D, because D&D is
         | individual, not squad or army.
        
           | creer wrote:
           | The original books missed the idea of initial motivation on
           | the "adventurer" career path. Why and how did even these
           | first level characters end up this way. That makes the rules
           | and settings awkward and necessitates the world to contain
           | bait for first level characters. Like posters seeking guards
           | for (incompetent) caravan escort duty or that kind of thing.
           | Some people noticed that and tried to formulate 1st level
           | adventures or entire world settings which did not start with
           | a fully formed 1st level fighter or mage. Perhaps you start
           | as a bored teen farm hand, or something extraordinary happens
           | in your life but it helps if there is something that kicks
           | you outside of "normal" medieval life and into something far
           | more individualistic.
        
             | jfengel wrote:
             | In my experience, there are an awful lot of people waiting
             | around in taverns for somebody to show up with some sort of
             | quest. Fame and fortune in return for killing the bad guy
             | and returning the crucial artifact he stole.
        
           | crooked-v wrote:
           | > So it has to be as fair as possible, and you have to be
           | able to accumulate indefinitely rather than die in the same
           | place you were born with no more than your parents had.
           | That's American myth, not medieval reality.
           | 
           | The medieval era actually had a pretty decent number of
           | wandering mercenaries and adventurers, many of whom were
           | displaced people from the neverending ongoing local wars
           | across the centuries. (Of course, these groups were also
           | basically interchangeable with bandits if they were broke.)
           | Just look at the Varangian Guard, which recruited itinerant
           | soldiers from all over Northern Europe from the 900s pretty
           | much right up until Constantinople fell to the Ottomans.
           | 
           | This all kicked into even higher gear in the Renaissance and
           | later. As central monarchical control grew, so did army sizes
           | and the impacts of those armies, leading to entire villages
           | being wiped out or displaced entirely as a side effect of
           | being in the way of an army passing through. Conflicts like
           | the Thirty Years' War led to immense numbers of deaths and
           | famine (current estimates say 4-8 million deaths just from
           | the Thirty Years' War, for example), and consequently to
           | immense numbers of migrants looking for work anywhere they
           | could.
           | 
           | The part that didn't exist was, of course, the dungeons.
           | There was no nominally ethical-concern-free money sitting
           | around underground; the source was other people, willing or
           | not. But the whole point of D&D was to have a small-scale
           | alternative to the "armies or mercenary companies fighting
           | each other" gameplay that it originally sprang from, so I can
           | give a pass on that, even if the writers never actually
           | figured out any coherent setting explanations for it.
        
             | whythre wrote:
             | "But the whole point of D&D was to have a small-scale
             | alternative to the "armies or mercenary companies fighting
             | each other" gameplay that it originally sprang from, so I
             | can give a pass on that, even if the writers never actually
             | figured out any coherent setting explanations for it."
             | 
             | 'A wizard did it' is almost always the in-universe reason.
             | Whether it is Halaster Blackcloak or a Red Thayan or
             | Acererak, it is usually a magic user doing it to mess with
             | people. Which, as I type that out, kinda just seems to be a
             | barely disguised expy of the role of the GM...
        
           | pdonis wrote:
           | _> I don 't buy that the "heart of the game" is at the table.
           | It's at the table where the game is being played, by the
           | rules that the game sets up. In a way that no one had ever
           | really played before, and a way everyone ended up playing
           | since._
           | 
           | To an extent, yes, but while, as I responded to the GP just
           | upthread, I think Gygax's view, at least with AD&D, was that
           | every game should be played a certain way, I don't think
           | that's what actually happened. Every D&D campaign I have been
           | in has had plenty of house rules, ignored some of the
           | standard rules, and in the end, if what the rules said didn't
           | make sense at the table, the rules got thrown out and
           | everyone just roleplayed what made sense at the table. So in
           | the end, I think the heart of the game _is_ at the table;
           | that 's where the actual stories are made. The rules are a
           | helpful framework for cooperative storytelling, but they
           | don't and shouldn't be the final determiner of what happens
           | in your world.
        
           | cthalupa wrote:
           | > All of the players were part of a single squad, and working
           | (and cooperating) as individuals for their own benefit.
           | 
           | Sorry, I'm not sure if this is specifically referring to
           | Chainmail or early D&D. If the latter, this is explicitly not
           | how Gygax (and Arneson) ran their campaigns back in those
           | days, though. They had groups of people playing that
           | fluctuated in the 30-50 player range, and people often had
           | multiple characters specifically because they frequently did
           | not have the same people at the table each session. They were
           | in the same shard, persistent world, but there were many
           | different parties, and they all decided on their own goals.
           | These often conflicted - adversarial interactions between
           | groups were things that happened! B2 - Keep on the
           | Borderlands - even includes a lot of details around how the
           | DM should handle such situations, how the players can protect
           | their treasure from other players, etc.
        
             | upwardbound wrote:
             | That sounds amazing!!! I would love to be part of a gaming
             | community like that (in-person I mean) with party vs party
             | interactions in a single unified & fluid unfolding plot.
             | The closest thing I've read about to this (but never
             | participated in) is the "Grand Quest" in Drew Hayes'
             | excellent litrpg series _Spells, Swords, & Stealth_, which
             | is still being written. The audiobook format version of the
             | series is especially captivating.
             | https://www.audible.com/series/Spells-Swords-Stealth-
             | Audiobo...
        
               | cthalupa wrote:
               | It's a very different way to play than most people get to
               | experience now, and one that I think is a lot more fun!
               | 
               | Ben Milton of Questing Beast has a great video on the
               | concept - https://www.youtube.com/watch?v=slBsxmHs070
        
         | pdonis wrote:
         | _> they presume that the author of the book is the authority of
         | the game, whereas the presumption made by Gygax et al. was that
         | the Dungeon Master was overflowing with ideas, and needed only
         | some reference points to pin them down._
         | 
         | Original D&D may have been more or less that way, but anyone
         | who read the AD&D 1st Edition Dungeon Master's Guide will see
         | the opposite: a profusion of detail laid out by Gygax himself,
         | with strong implications all over the place that this was The
         | Correct Way to run a D&D (or at least Advanced D&D) campaign.
         | 
         |  _> the heart of the game, which exists overwhelmingly at the
         | table_
         | 
         | I agree with this, and I think Gygax probably would have said
         | the same if asked, but at least as far as AD&D is concerned, I
         | think what Gygax meant by "at the table" was "at the table as
         | long as things are run the way I think they should be run".
         | 
         | And of course no discussion of D&D and Gygax would be complete
         | without the classic XKCD requiem:
         | 
         | https://xkcd.com/393/
        
           | cthalupa wrote:
           | Hmm. I still play a mix of ADD 1E and Basic/Expert twice a
           | week, and regularly re-read the 1E DMG. I think Gary has a
           | lot of ideas about how D&D is best played, and is happy to
           | share them, but between what's written in the DMG, all of his
           | posts on dragonsfoot over the years, etc., I can't agree that
           | he thinks the only way to play D&D (or even AD&D
           | specifically) is the way he envisions it.
           | 
           | In fact, he's always known that the overwhelming majority of
           | players have not ever played D&D the way that he did during
           | the OD&D/AD&D 1e days. You have to remember that Gygax and
           | Arneson's campaigns were much more like a tabletop precursor
           | to MMOs than what we think of today when we talk about TTRPG
           | campaigns. Both of them were running persistent worlds where
           | 30-50 players were dropping in and out constantly, often with
           | multiple characters involved in different things, multiple
           | parties, etc. Time ingame ran linearly with time in the real
           | world (thus Gygax's repeated insistence that strict time
           | records must be kept), things happened in-world even when no
           | one was playing, etc. But it's always been a tiny minority of
           | games that were run this way, and Gygax knew it and knew that
           | most people playing would have difficulty doing it the way he
           | did.
           | 
           | You also have to remember that Gygax explicitly states in the
           | DMG that players should not know all the rules and that you
           | should distrust any player that has a copy of the DMG, and
           | has many places where he recommends the DM adjust things as
           | they see fit for their situation and table. He also was in
           | favor of DMs fudging rolls when they believed it to be the
           | right thing to do! And there's also his quote of "The secret
           | we should never let the gamemasters know is that they don't
           | need any rules" - to me, all evidence points towards Gygax
           | believing that the heart of the game really was at the table.
        
         | Supermancho wrote:
         | > This was a good read, and the author makes convincing points.
         | 
         | The meaning of MEDIEVAL is at the heart of this. D&D is
         | Medieval, as it has markedly and prominent medieval world
         | characteristics.
         | 
         | When the game world clashes with what narrative is being
         | presented, they retreat to minutia. When the game world makes
         | no reference, a reasoning is constructed without reference.
         | Topics are repeated - eg no feudalism and no vassals and no
         | kings (which is incorrect and handwaved away as it serves
         | them).
         | 
         | I think it's empty prattle, reeking of being edgy, and seems
         | more than a little strange to show up on HN.
        
           | handoflixue wrote:
           | Can you actually provide any citation for OD&D containing
           | feudalism or monarchy? Certainly, later versions add it, but
           | I found myself nodding along going "huh, he's right, the
           | original version didn't have anything that really resembles a
           | large-scale government at all."
           | 
           | Every version of D&D contains the idea that a random peasant
           | can go make a name for themselves as a monster-slayer and
           | become a baron. Land is literally free for the taking if you
           | can just clear out the beasts. That seems much more American
           | Dream / Colonialism, and not at all European / Medieval
           | history.
        
         | upwardbound wrote:
         | Fair enough. I forgot the name of this ruleset, but there's a
         | very simple D20-based game ruleset which is designed for
         | beginners but IMHO is more fun even for everyone, as it focuses
         | on creativity and storytelling! The rules are very simple:
         | 
         | (1) The players take turns. They describe what they want to do,
         | and the DM narrates the outcome, incorporating a dice roll into
         | the process if needed, because:
         | 
         | (2) Any significant action requires a dice roll, which cannot
         | be re-attempted if failed.
         | 
         | (3) A roll of a 1 is a critical failure (a guaranteed failure
         | even on an easy task such as cooking pancakes), and a critical
         | failure during combat causes accidental self-injury. A roll of
         | a 20 is a critical success, which always succeeds (e.g. a level
         | 1 archer can destroy a level 18 Elder Dragon if they aim for
         | the eye and roll a 20). Any roll between 2-19 is compared to
         | the difficulty level of the attempted action. Difficult actions
         | require a roll of around 16 to succeed; easier ones, perhaps
         | around 12. The raw dice roll (if between 2-19) is supplemented
         | by adding around +1 or +2 if the player has invested skill
         | points into the relevant skill, and by also adding around +1 or
         | +2 if the player is using high-quality specialized equipment
         | for the task.
         | 
         | That's it! Of course you probably also want to incorporate
         | standard gaming tropes such as levels, gold, HP, MP, weapons,
         | armor, and such, but all of that is not meant to be set in
         | stone within this system - e.g. if you want to try using a pair
         | of sapplings and some rope as a giant improved slingshot
         | weapon, that's meant to be allowed to work, in this system
         | (albeit maybe with a -3 adder to dice checks, since the
         | weapon's quality is probably total crap). It's about being nice
         | to each other and encouraging each others' creative ideas, so
         | the team + DM can tell a totally new and perhaps unexpected
         | story together.
         | 
         | When I explain DND-like games to people, I usually tell them
         | about this system, because it's very welcoming, and encourages
         | people to try out new ideas and find creative solutions to big
         | tasks. A campaign can be super open-ended; e.g. "Destroy
         | Sauron's ring - by any means - open world". With these rules,
         | all sorts of creative ideas (such as the classic idea of asking
         | one of the giant eagles to fly over Mt. Doom and simply drop
         | the ring into the open caldera of the volcano) can be
         | attempted, and can succeed, if the players are plucky and
         | resourceful!
        
       | WangComputers wrote:
       | ACKS fixes this
        
       | PeterCorless wrote:
       | The author might make broad sweeping generalizations but the main
       | point is true. A group of PCs is basically a democracy. Such D&D
       | democracy makes roleplaying in strict social hierarchies pretty
       | difficult. PCs will mouth off to kings or wizards or even
       | deities.
       | 
       | I clearly remember how such "D&D PC-ism" influenced the relative
       | flopping of the early Star Trek RPG [FASA, 1982
       | https://en.wikipedia.org/wiki/Star_Trek:_The_Role_Playing_Ga...].
       | The main reason? No one wanted to be ordered around by a Captain
       | PC, or by other PC officers that outranked them. Players wanted
       | to be "equals." (While Star Trek TTRPG did have fans and survived
       | for a long while, it never really took off as many hoped it
       | would.)
       | 
       | Another reason, though, is that it did not satisfy the bloodlust
       | of the typical "hack and slash" D&D fans (what are now called
       | "murder hobos" -- wandering bands of characters with no
       | allegiances, no lords, no loyalties). These types of players
       | couldn't just use the Enterprise's phasers to hold planets
       | hostage and take all their loot. They couldn't just be space
       | pirates. They thought the universe of Star Trek was "boring." In
       | GDW's Traveller, by contrast, you could definitely (in due time)
       | get a ship capable of hurling nukes at planets. You _could_ be
       | space pirates! Now that was  "fun!"
       | 
       | It is often difficult to get many D&D players outside of their
       | modernisms and into a medieval mindset, or into any sort of
       | realistic strictly hierarchical society (as shown, even in
       | Science Fiction).
       | 
       | I've run Pendragon for decades. It can misfire spectacularly if
       | players refuse to put aside their modern mindsets and adopt the
       | concepts of chivalry, feudalism, courtly love and faith
       | (Christian or otherwise) that are central to its themes and
       | historical source materials.
       | 
       | I had a whole session in this past year where I went through the
       | ancient Brehon marriage laws under late pagan/early Christian
       | Ireland. (btw: It's a far cry from "Say Yes to the Dress.")
       | 
       | D&D is more like a typical Renn Faire. A motley assortment of
       | anything from ancient to nearly modern dress. A cross-time saloon
       | of attitudes, weaponry, cultures and so on. What passes for
       | society is made up from kit-bashed models. It rarely makes
       | cohesive sense.
        
         | isk517 wrote:
         | The Star Trek RPG might have done better if it was released
         | today than in 80's. YouTube pen and paper role playing shows
         | have lead to more people being interested in the actual role
         | playing aspect and not just murder hoboing.
        
           | sdenton4 wrote:
           | One factor in the emphasis on role-playing is that "kill
           | monsters and watch numbers go up while navigating a mostly
           | linear narrative" is quite well addressed by video games...
           | We go to the table to do things we can only do at the table.
        
           | crooked-v wrote:
           | There's a decently successful Star Trek RPG right now
           | (https://modiphius.net/en-us/collections/star-trek-
           | adventures).
           | 
           | I would put the gradual failure of the FASA system more on
           | the same basic problem a lot of licensed RPGs have: it's an
           | elaborate simulation wargame that happens to use the same
           | setting, rather than a game designed to actually feel like
           | the experience of the show. This is extremely common to the
           | point of absurdity, to the point that even official Doctor
           | Who and My Little Pony RPGs have done it.
        
         | DiscourseFan wrote:
         | Yeah but then you see how the historical unconscious reveals
         | itself: not in the "true" history trapped in books but the
         | lived memory in the world. Of course modernity has infested all
         | historical understanding, but it also reveals things,
         | unconsciously, about history that a rigorous analysis could
         | never show: and thus to redeem true history is also the bring
         | it to a point beyond historical recognition.
         | 
         | You need both: you need to critical historical understanding,
         | but you also need the real world exercise of collective memory,
         | so that you can break through history to bring about something
         | entirely novel.
        
         | the_af wrote:
         | Good comment!
         | 
         | > _The author might make broad sweeping generalizations but the
         | main point is true. A group of PCs is basically a democracy.
         | Such D &D democracy makes roleplaying in strict social
         | hierarchies pretty difficult. PCs will mouth off to kings or
         | wizards or even deities._
         | 
         | But D&D (and its descendants) make this _particularly_ likely
         | to happen, right? Take Paranoia as a different extreme. You
         | cannot mouth off to authority figures in Paranoia because it
         | will get you killed in a second, and the rules encourage making
         | you trip and get killed because you said the wrong thing to the
         | wrong person (or Computer).
        
         | keybored wrote:
         | In this episode of HN we learn that people want adventure and
         | excitement and not a Medieval court simulator.
        
           | krapp wrote:
           | Honestly, I would expect a fair number of people on HN to
           | want a medieval court simulator.
        
       | beloch wrote:
       | If you made a completely faithful and realistic medieval role-
       | playing game, only sociopaths would play it.
       | 
       | Even if such a game started players off in positions of enviable
       | social status, the things they'd be required to do to maintain
       | order would be so distasteful that only seriously screwed up
       | people would want to continue playing. The obstacles set up by
       | society in the way of going on any sort of adventure outside of a
       | few strict avenues (e.g. a pilgrimage or crusade) would be so
       | infuriating that even sociopaths would be hard-pressed.
       | 
       | Medieval society is _seriously_ alien. We can look back on their
       | art, literature, architecture, etc. and see their humanity
       | shining down through the ages, but we 've carefully tended and
       | cared for only the portions of medieval culture that still hold
       | appeal. From top to bottom and in almost all respects, medieval
       | society would shock and horrify us today.
        
       | yyyk wrote:
       | What's mentioned here is trivially 'fixed', it's setting stuff
       | which can filled in.
       | 
       | The bigger issue is the magic system and description, especially
       | combined with the very active divine system. D&D without it could
       | be a zero-sum ignorant world like medieval times. The magic and
       | divine systems transform it into an almost scientific world with
       | magic replacing science. We can't easily 'fix' this like the
       | setting stuff.
       | 
       | To get a more static result, designers then need to introduce
       | powerful enemies, limit magic to a few people so the results of
       | research can make little social difference, and since that's not
       | enough (the PCs must have access to magic and work against the
       | enemies), introduce almost regular cataclysms. That's still not
       | enough, since the attitude is still a modern one ('we can fix it
       | with tech^W magic').
        
       | 082349872349872 wrote:
       | cf "Papers & Paychecks":
       | https://www.explorersdesign.com/content/images/2024/04/7f35a...
        
       | subjectsigma wrote:
       | I mean, did anyone really think D&D was an accurate
       | representation of medieval life in any sense of the word? It's
       | interesting to talk about medieval life but the pretext for the
       | article is flimsy. If someone really thought non-blood-relative
       | peasants commonly traveled the land in autonomous groups earning
       | money doing side jobs and largely ignoring the law, then I guess
       | we needed this article, but...
        
       | Ericson2314 wrote:
       | D&D is the fever dream of late medieval merchants, guildsman, and
       | other proto-bourgeoisie.
       | 
       | It's depopulated because of the black plague.
        
       | DEADMEAT wrote:
       | Perhaps I'm oversimplifying things, but I have personally always
       | assumed that using "Medieval" to describe D&D was almost entirely
       | a reflection of the (non-magical) level of technology, and not
       | anything societal or cultural.
        
         | the_af wrote:
         | Interesting. The article does mention the aspect of
         | tech/weapons to mention it's not particularly "medieval"
         | either:
         | 
         | > _The D &D weapon list has a medieval feel to it, but partly
         | that's just because that's what we're expecting to find. In
         | fact, it's a sort of survey of (mostly) pre-gunpowder weapons.
         | Most of the weapons and armor appear in ancient Europe and in
         | Asia as well as in medieval Europe. Partial exceptions:
         | Composite bows are mostly non-European, while longbows are
         | associated with Europe. The halberd is basically a Renaissance
         | weapon, and the two-handed sword appears in medieval Europe,
         | India, and Japan, but not the ancient world. No one knows what
         | "plate mail" is supposed to be._
        
         | notjes wrote:
         | But societal, cultural and political concepts and traditions
         | are technology too.
        
         | cthalupa wrote:
         | Early D&D didn't really make any sort of assumptions about
         | technology level, either. Arneson's campaign was heavily
         | implied to take place in a post-apocalyptic future - Blackmoor
         | was full of advanced technology, including nuclear powered
         | flying cards, lasers, androids, etc.
         | 
         | Gygax himself didn't lean into it as hard, but there were
         | plenty of fairly gonzo modules that did include aspects of
         | future and/or alien technology.
        
       | paperplatter wrote:
       | No, D&D is definitely set in medieval Europe except with magic
       | added, and the mythical creatures are based on European fairy
       | tales (albeit ones before the medieval era). The weapons are also
       | medieval era specifically, with types of swords and armor that
       | didn't exist prior and weren't used later.
       | 
       | Maybe it doesn't represent feudalism, but this was the
       | inspiration, not the USA. And macro economy isn't a focus in the
       | game. If you want to make it fit, you could say the adventurers
       | are not adhering to the system, rather they're rebels, nomads, or
       | pirates.
        
         | crooked-v wrote:
         | If anything it's much more Renaissance than medieval, what with
         | the prominence of aesthetic-defining heavy armors.
        
           | paperplatter wrote:
           | I can see that, but plate armor was prominent in the later
           | middle ages too, pre-Renaissance. And D&D has no gunpowder
           | weapons, which were starting to be common in the Renaissance.
           | 
           | Then again a lot of "medieval" movies/TV/games mix
           | Renaissance stuff in.
        
             | ender341341 wrote:
             | the DMG has Pistols & Muskets, and there's also Laser
             | Rifles in at least Rime of the Frostmaiden. They just tend
             | to not get used cause they don't really fit in the rest of
             | the setting.
        
         | jghn wrote:
         | > and the mythical creators are based on European fairy tales
         | 
         | My copy of Deities & Demigods had gods from mythology that came
         | from all over the world. Not just European derived.
        
         | creer wrote:
         | It's the whole point of the fine article - that very little of
         | actual medieval Europe is in there. It's only in there as a
         | faint backdrop meant to provide some kind of "comon" image in
         | the mind of the players. Exactly like the early sword and
         | sorcery stories, or Conan comics.
        
         | Steko wrote:
         | I think the author's issue is he conflates feudalism, which is
         | generally held to begin in the 10th century, with the entire
         | medieval period, which is traditionally dated as starting in
         | the late 5th century. He also thinks of feudalism as this
         | static culturally defining force but in reality it waxed and
         | waned depending on the time and place.
         | 
         | It also had some huge holes in who and what it covered, and
         | it's not hard to imagine any of the OD&D classes (cleric,
         | magic-user, fighting-man) in those gaps. The largest of these
         | gaps by far was The Church, but we also have universities
         | (which developed under protection of the church), guilds (which
         | developed in places under protection of the universities), and
         | the rising merchant class (who could form guilds to reinforce
         | their power). There were also mercenaries, hermits and various
         | other free people.
        
       | sigy wrote:
       | I find the overall assertion to be grasping at a counterpoint.
       | Particularly, 1. The reference to "Medieval" labeling goes all
       | the way back to the beginning when D&D overall was nothing but a
       | seed and an experiment. Modern materials do not come with the
       | same presumptive labeling. 2. There is good reason to not include
       | all the trappings of life in any particular era, as the core of
       | D&D is a set of rules, and all the settings are simply versions
       | of content that work on top of it. There are many such settings
       | and they decidedly do not come from the same time and place. 3.
       | Many of the arguments take the form of "It's not ..." wherein the
       | thing that is not explicitly medieval is also not explicitly not-
       | medieval. For example, it's easy to consider the texture of towns
       | and villages as we generally see them in D&D as operating within
       | the tapestry of an explicitly medieval (as the author describes)
       | environment, or within any variation thereof as desired by the
       | DM. Similarly you could also say "D&D does not explain how to
       | make ice cream accurately." It was never _seriously_ about being
       | medieval nor seriously about making ice cream.
        
       | karaterobot wrote:
       | D&D is the rules system. You can bolt on your own setting,
       | including a hyper-realistic medieval world. I GM'd that game, or
       | its derivatives, for almost 26 years, and never really used their
       | (frankly terrible) generic fantasy setting, since the fun part
       | for me was coming up with our own world. There's nothing
       | mechanically that prevents you from running a medieval game with
       | D&D rules. There are better systems for it, but there's nothing
       | stopping you. You just don't want to.
       | 
       | I don't blame you for that. I don't want to run one either. Which
       | may point us to why D&D is ahistorical: a realistic medieval game
       | would be of limited interest to most people.
        
       | calmbonsai wrote:
       | Duh. D&D has only ever had a "medieval aesthetic" going all the
       | way back to "Advanced" 1st edition.
        
       | AtlasBarfed wrote:
       | Core d&d is lord of the rings and the hobbit, with much more
       | powerful magic.
       | 
       | Really the essence of the game is right in the name: dungeon
       | crawl, fantasy creatures. Everything else is a bolt on.
       | 
       | Personally I apply a rule that there is no way to "mass produce"
       | magic effects. Each spell invocation is unique based on local
       | conditions/environment, and enchantment of magical items is
       | unique to the item, even if quantities, materials, shapes, etc is
       | precisely identical.
       | 
       | Otherwise magic is essentially more powerful than modern
       | technology and medicine: infinite power generation, cure
       | anything, raise dead, invulnerability, produce almost anything
       | from thin air, know anything, teleport anywhere, and it would be
       | inevitable that machines would be made to do so
       | 
       | It is kind of like the navigators in dune, although that has a
       | prohibition on computers, I believe that computers pre jihad
       | couldn't compete with spice enabled navigator prescience.
       | 
       | What was always funny to me as a teenager was the price tables
       | for castles like barbicans, crenellations, etc: I had no idea
       | what these were before the Internet. I knew towers, walls keeps.
       | 
       | Castles themselves seem much useless in the age of dragons,
       | flying carpets, disintegrate spells, and flying mounts. There's a
       | reason the US military doesn't have castles for defense.
        
       | Jiro wrote:
       | D&D isn't American history. It's fantasy fiction. The "American
       | History"-like elements come from fantasy fiction, where someone
       | like Conan could become a king and there are unexplored areas
       | full of hostiles all over the place.
        
       | scelerat wrote:
       | "You can be forgiven for thinking that OD&D is a medieval
       | European fantasy game. After all, Gary Gygax himself says so. "
       | 
       | At various points (the original Dungeon Master's Guide, for
       | example, page 88), he also has said it's expressly _not_ a
       | European Feudal game, and goes at length to qualify that, saying
       | that it is only one of many sources of inspiration, and describes
       | a number of political systems possible in a campaign and explains
       | ways a variety of societies could be woven into it.
       | 
       | So, yeah I suppose if you've only read a little about D&D you
       | could be forgiven for thinking this, but there is a large body of
       | in-game and supplementary official and fan-created rules and
       | settings which should give no one the impression that at any
       | point were game authors and players as a whole were going for
       | feudal european verisimilitude (or opposing it, for that matter)
       | 
       | Blog post is interesting but the title and initial setup is kind
       | of a strawman
        
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