You´re missing the point a bit. It´s not only what´s missing, it´s also what need to be removed that matters.
To quote myself:
To add further to that, let´s remove the stuff from D&D that isn´t medieval:
- Frontier mentality
- Taming the wildernes
- Low population figures
- Dangerous overland travel
- Individual rights
- Natives & Barbarias
What I´d like to add: - Outlaws vs. Sheriff
Actually, I think that the deities themselves wouldn´t really play a role, not as much as their chruches anyway.
Robin Hood dates back as far as 14th centruy, which is within the medieval period.
You wanted to add outlaws v. Sheriff should be removed or be there? Because apparently it was in the medieval period, and as far as the game is concerned, that would be up to the adventure and MANY include the PCs on either side there as plot hooks.
I am guessing by frontier mentality you mean as opposed to living within a build society. Again Robin Hood tells of that very thing, so removing it would mean it doesn't correlate with medieval as it was present. Not everyone lived within the confines of the protection of the city. Thus as to your next point, people expanding beyond the city limits would need to "tame the wilderness".
Population has to deal with the setting again. There are adventures with cities of large populations, but in game terms that can be a problem depending on what you are trying to present. Not something for the game itself to decide, but the adventures and settings to have be decided for individuals rather than trying to force all cities to be England with 1 million residents.
Safe travel...well it is an adventure game featuring monsters, and they didnt exist in historically accurate medieval Europe. As some people would not find it fun to jsut travel and meet peasant and such along the way, why roleplay travel at all if nothing can happen. Travel is presented in the for of a Quest for the Holy Grail manner where you are on an adventure.
Rights people DID have, but just not many. Again being a game, you need to have the ability for players to play it, and if the DM is controlling it so tightly as to what the players can do, you really lose the game.
Natives and barbarians are there in the forms of monsters and humans and demihumans, etc.
Accurate historical representation fatigue in gaming was the thing the miniature wargamers that created D&D were trying to move away from for more freedoms because of the limits set by some of those things you listed. It doesnt mean they are not present, just not as much focus is put on them so that players can play in the types of games they want.
The ame pretty much has to cover ALL the medieval period, as well leave room for other things to fit, so again you couldn't constrain it to every precise detail within the adaptable system. You had room to add those constraints back if you wanted, but others were also free to venture into other ways.
The game never claimed to be perfect 800 AD European Earth, but you could add those elements in your game world if you wanted to, while it allows me to have Fantasy World #1453132542 with the rules of society that I have set for my world.
Again it says
pseudo-medieval because it needs to be open enough to not scare away people not wanting to play solely in 1086 England.
Even 4th edition can be placed into a strict year within the middle ages, even though it doesnt give you the info on that. It is up to the one(s) designing the game you are playing in.
These products form TSR might be somethign that would help realize the midle ages you are looking for in older editions, but would probably require some rules conversion for newer editions.
9322 HR1 Vikings Campaign Sourcebook
9323 HR2 Charlemagne’s Paladins Campaign Sourcebook
9376 HR3 Celts Campaign Sourcebook
9370 HR4 A Mighty Fortress Campaign Sourcebook
9425 HR5 The Glory of Rome Campaign Sourcebook
9408 (HR6) Age of Heroes Campaign Sourcebook
9469 (HR7) The Crusades Campaign Sourcebook