- A social class system that reflects the period
- A basic discussion regarding Low Justice, High Justice, and Church Justice
- The roles of Church, nobility, and peasantry
- A discussion on feudalism, nobility, knighthoods (all types), reflecting the obligations and perks.
- A discussion on Christianity, Judaism, Islam and paganism and the ability for a character to be from those religions.
Now Chivalry and Sorcery -- there is a game that had medieval basis.
1. That was there and discussed throughout MANY books and adventures and how the kingdoms were run
2. This also was there.
3. There again, just augmented for the game since there was more close relations to deities
4. I would say those roles are clearly covered in the positions they held.
5. I hope nobody has to explain why those are not there...The game wouldnt be here today if they had been because there would have been more from "D&D has people summoning demons from books" crowds had it reference real world religions. Worse, if you had kids/teens/etc playing Christians going out in the game killing Jews.
All that you claim is lacking to make it medieval it is not. It is just toned down so that you can add back the heavier part if you want them, or can take the game into even more fantastic and out of this world directions.
Pretty much you just wanted a exact replica of a medieval setting to play in before you would accept it was medieval?
The games state pseudo-,edieval for a reason, adding too much would confine the game and not leave the room to grow for things like Athas, Krynn, Toril that were not exactly King Arthur, etc. As well not forcing feudilism means you can add whatever society you want for your group, while others can have what they want for theirs.
It was a plug-and-play system, where you could plug what was there into any style, but featured mostly the medieval themes, knights, kings, queens, paladin, etc.
Most people find the splatbooks to be a cause of fatigue, and hated them, but the green ones actually had your direct historical representation translations of the game.
WotC editions moved to off-world for the core parts of the game, I didnt see medieval mentioned much in 3rd if at all, and I dont think 4th edition touches it. TSR editions had it running through them at every turn.
The more you wanted you are able to add though to ANY edition.
The more you added you just would have stylized the game too much to one area of time and world that it might not have survived until today. You have your "trappings": no guns so before Renaissance, and iron was a staple so we have gone into the iron age, science and technology is starting, so that places D&D right into fantasy early middle ages (medieval), 5th~15th century.
That is a lots of years to cover in that 1000 years worth. In particular regarding your 5 points, most of those were constantly changing over that period of time.