Worlds of Design: Baseline Assumptions of Fantasy RPGs

You can write a set of fantasy role-playing game (FRPG) rules without specifying a setting, but there’s a default setting assumed by virtually every FRPG. Moreover, some rules (e.g. the existence of plate armor, and large horses) imply things about technology and breeding in the setting.

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The Basics of FRPG​

All FRPGs start with some assumptions built into the setting, some of them so innocuous that gamers might not even realize they're assumptions to begin with. For example the assumption that there are horses large enough to be ridden, even though for thousands of years of history, horses weren’t large enough for riding (the era of war chariots from about 1700-1000 BCE, and the era before that of infantry only).

Familiarity vs. strangeness is an important question for any worldbuilder to answer. What are gamers familiar with? That tends to be the default. J. R. R. Tolkien’s works (Lord of the Rings, Hobbit, etc.) are nearly a default setting for many, as in the dwarves and elves who are quite different from traditional stories of dwarves and elves. You could argue that the default setting is more Tolkien than it is medieval European, but he largely adopted Late Medieval European (1250-1500), so I prefer to refer to that.

The question is, do you want your ruleset, or your campaign setting, to follow the default? An early example of great deviation from the default was the wonderfully different world of Tekumel (Empire of the Petal Throne, and a few novels). A “different” FRPG might posit no monsters at all, perhaps not even elves and dwarves, just a lot of humans, yet never explicitly say so: if you leave out rules for monsters and humanoid races other than humans, you have a different-than-baseline setting, even if you didn't consciously make that decision. But be warned: too much unfamiliarity may make some players uncomfortable.

Are there baseline assumptions for science fiction? There seems to be so much variety, I wouldn’t try to pin it down.

The Baseline

What ARE the baseline assumptions? In general, they are mostly late medieval (not “Dark Ages” (500-1000) or High Medieval (1000-1250), as FRPGs tend to be magic grafted to later medieval Europe. In no particular order here is a list of categories for baseline assumptions that I’ll discuss specifically:
  • Transportation
  • Communication
  • State of Political Entities
  • Commonality of Magic
  • Commonality of Adventurers
  • Commonality of Monsters
  • Length of History and Rate of Change
  • Level of Technology
  • Warfare and the Military
  • Religion
  • Demography
  • Climate

Transportation

Wooden sailing vessels, late medieval style. In calm waters such as landlocked seas and lakes, galleys; in wild waters (such as oceans), small sailing vessels. River barges much preferable to poor roads and carts. And are there wonderful roads left by or maintained by an Empire (Rome)? See "Medieval Travel & Scale."

Communication

Proceeds at the rate of travel, by horse or by ship. In other words, very slow by modern standards. Even as late as 1815, the Battle of New Orleans was fought after the War of 1812 had ended (in 1814), but before news of the treaty had reached Louisiana from Europe.

State of Political Entities

Monarchies and lower level independent states (such as Duchies) ruled by “the man in charge” (very rarely, a woman). Nobles. States, not nations (the people rarely care which individual is actually in charge). Castles are so defensible that it’s fairly easy for subordinate nobles to defy their superiors. There are small cities (5-10,000 usually), not really large ones (over 100,000 people).

Commonality of Magic

Magicians are usually rare, secretive folk. Few people ever see any manifestation of magic. In some cases the church or the government tries to suppress magic. See "The Four Stages of Magic."

Commonality of Adventurers

Magicians, knights, powerful clerics, all are rare. 1 in 500 people? 1 in 10,000?

Commonality of Monsters

Human-centric. Monsters are usually individuals rather than large groups. Intelligent monsters are rare. (Here Tolkien’s influence, the great orc/goblin hordes, often overrides European influence.) Undead may be common. Dragons are “legendary.”

Length of History and Rate of Change

Slow pace of change of technology. Awareness of the greater days of a “universal empire” in the past (such as Rome), now gone. Technology changed much faster in late medieval times, than in Tolkien’s Middle-earth.

Level of Technology

Late medieval, or possibly less. (Late medieval for the technology necessary to make full plate armor, if nothing else.) See "When Technology Changes the Game."

Warfare and the Military

Wars rarely changed borders much (Late Medieval) - the great migrations have ended. Wars certainly aren’t national wars, the common people are spectators. See "The Fundamental Patterns of War."

Religion

What we’re used to in later medieval times is a universal monotheistic church (Catholicism), though with foreign churches of different stripe (Orthodox Christian, Muslim, Hindu, Buddhist). But in games, more often the setting seems to derive from older, pantheon-based, religions.

Demography

Density of population is low. Depends on whether the local area is frontier or settled. Cities are population sinks (high mortality rates). There may be stories of a Great Plague (later-1340s and onward in Europe).

Climate

Temperate medieval European (more often, English (governed by the Gulf Stream)), with fairly cool summers so that full armor is not impossibly hot. (Imagine wearing full armor when the average summer high is 91 degrees F, as in northern Florida.) But winters are much less severe than in the northern USA. (Modern European climate is currently getting much warmer than in late medieval times.)

Your Turn: Do you see the default setting as different that what I’ve summarized?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
It think the base assumption is that wizardry take too much time to learn and cleric training take too much loyalty for a noble to pursue and maintain their full studies. So nobles mostly pursue classes that take less time to learn like fighters and rogues. Sorcerer and Warlock work for nobles but they would be limited to specific families in base D&D.

A noble might sent their children who wont enherit titles and land to be wizards and clerics to bolster the family. This is where noble adventurer wizards and clerics come from. However the royal and noble courts won't be littered with mages unless their race is long lived (like elves). And the nonmagical nobles would not want a whole lot of spellcasters in succession lines all over so that slows the process as well.

I find myself disagreeing.

Firstly, while learning magic might take a long time... so did learning the Greek epics and Philosophies, which plenty of nobles did. And, while perhaps the noblemen might consider themselves too important, if you want to go full medieval, the noblewomen would have no such problems.

And, I think you forget just how ridiculous magic is. Even if a nobleman could only ever reach 1st level in wizardry, remember that gives them six spells.

Alarm -> Ward your bedroom against assassins

Comprehend Languages -> Be able to meet with any foreign Diplomat

Mage Armor and Shield -> Instant protection against assassins equivalent to plate mail

Detect Magic -> figure out if these gifts are very valuable, or traps

Illusory Script -> Keep state secrets, secret.

Oh, and they get cantrips like Shocking Grasp, Fire Bolt, and Prestidigitation.


So, at a minimum a 1st level wizard education would allow a noble to write down secrets, protect themselves from assassins, and always be armed and armored as if for war.

Get to level 3? How about Detect Thoughts to see what people really are thinking? Misty Step to flee? See Invisibility?

Sure, maybe it would take a decade of learning to make it to the point of first level, but Nobles would start early, teaching their 10 yr old sons and daughters the ways of magic, and by the time they were 20, they could be basic wizards, with access to their family library of spells and magical knowledge collected.

And as they grew older, less able to physically wear armor and wield swords in battle? They would still be learning and growing as wizards.


The benefits are too massive. No noble family would ignore them.
 

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Perhaps using Arcane magic makes you sterile.

Would explain why nobles wouldn't want to learn it themselves - the family'd lose or that ancestral land.

A good choice for the second or third children, however.
There's always been the trope that magic-users don't have normal family lives, for whatever reason--this could be one reason. In Ars Magica it used to be rare to even take a spouse, but in Dragonlance there were plenty of love affairs within (and between) the orders, and Raistlin had a nephew at least. (He had a putative daughter too, I remember reading...) We've got a married sorcerer-wizard retired adventurer couple in the Tome and Blood 3e book.
 

Thats why my base assumption is not everyone has the gift for magic.

(A PC that wanted to be a wizard can of course, but NPCs* are rare.)

Which led to a big plot twist/adventure to investigate why this one school was so successful at creating mages. (Turns out was demonic bargains)(This was way before warlocks as a class existed).
 

The benefits are too massive. No noble family would ignore them.

I didn't say the noble family would ignore magic. I said the top lord/lady and their heirs wouldn't be wizards, clerics, druids, and warlocks and sorcerers is a class of chance. However a third son/daughter or a branch family might turn to magic for the main family. Or they might take that edition's method of snagging a few spells.

The base assumption is that learnable full classing is time consuming. Wizardry takes up all your time and being a cleric requires being a full time priest for a period of time. This is not compatible with a sterotypical noble who needs to be a full time ruler and run diplomacy for the family. You don't want to wait 30 years for the heir to grind enough levels at home for them to not be ultra squishy.

Many modern setting have wizardry and divine magic much easier or has nobles bred to be sorcerers. However that is not the base assumption. The base assumption doesn't have a magically adept nobility in short lived races unless they go full tiefling.
 

You wouldn't use a Mage to be a pocket trebuchet. You use a mage for cantrips. Mending, prestidigitation, message, minor illusion, and light would be invaluable in the field. Guidance, Spare the Dying, Druidcraft, and Produce Flame would make Clerical orders and Druids vital. The level spells are gravy for showy effects.
This is why high elven societies can be both 'primitive' and advanced. The little magic that every elf possesses would be transformational.
 

I didn't say the noble family would ignore magic. I said the top lord/lady and their heirs wouldn't be wizards, clerics, druids, and warlocks and sorcerers is a class of chance. However a third son/daughter or a branch family might turn to magic for the main family. Or they might take that edition's method of snagging a few spells.

The base assumption is that learnable full classing is time consuming. Wizardry takes up all your time and being a cleric requires being a full time priest for a period of time. This is not compatible with a sterotypical noble who needs to be a full time ruler and run diplomacy for the family. You don't want to wait 30 years for the heir to grind enough levels at home for them to not be ultra squishy.

Many modern setting have wizardry and divine magic much easier or has nobles bred to be sorcerers. However that is not the base assumption. The base assumption doesn't have a magically adept nobility in short lived races unless they go full tiefling.

I don't know of any setting which assumed 1st level of wizard took 30 years of study with no time for anything else. But sure, if that is your assumption then almost no one would be a wizard, that is too huge of a time commitment... but it would also only be nobles families (even if only third sons) who could be wizards, since it would require someone supporting you for your entire adult life to even get started as a wizard.

Edit: Oh, you might have meant that 30 years for being higher than 1st level, but I would like to remind you that in most DnD games (using 5e as an example because I have the numbers) most commonrers or nobles have between 4 and 10 hp. Even a guard has only 11. So, a 2nd level wizard would have about 10 hp in 5e with no con bonus, and be fairly tough.

Also, I'm not speaking of going straight into war like this, though I would note again... Compared to a guard, using magic in battle is right in line with wearing armor and using a sword, with a lot of added benefits.
 

I don't know of any setting which assumed 1st level of wizard took 30 years of study with no time for anything else. But sure, if that is your assumption then almost no one would be a wizard, that is too huge of a time commitment... but it would also only be nobles families (even if only third sons) who could be wizards, since it would require someone supporting you for your entire adult life to even get started as a wizard.

Edit: Oh, you might have meant that 30 years for being higher than 1st level, but I would like to remind you that in most DnD games (using 5e as an example because I have the numbers) most commonrers or nobles have between 4 and 10 hp. Even a guard has only 11. So, a 2nd level wizard would have about 10 hp in 5e with no con bonus, and be fairly tough.

Also, I'm not speaking of going straight into war like this, though I would note again... Compared to a guard, using magic in battle is right in line with wearing armor and using a sword, with a lot of added benefits.

I meant becoming 3rd or higher level full spellcasters. In 3e, it only takes on average 7 years to become a level 1 wizard. If nobles just wanted a few cantrips or rituals, there are feats for that. Nobleman and noblewoman doing rituals and minor magic is not a far fetched concept. It is a common trope.

However if you are expecting a whole noble upper class of spellcasters, it would have to be warlock pacts, sorcerous breeding, or long lifespan. It just takes too long to train multiple levels of wizard or cleric in D&D without adventuring. In older editions, you don't get enough from low level casters. In newer editions, you can dabble in magic without being a full member of the class.

I mean the pictures of wizards and clerics are usually middle aged folk and older.
 

I always thought of a default D&D setting as being very magic heavy. As a result, communication and transportation would be quite fast for the rich. Civilized areas would be densely populated and boast huge cities, because most natural diseases would be eradicated and harvests would be much bigger than was historically the case. Medieval castles would be worthless from a military standpoint, so rulers would either build renaissance palaces or 19th century-style fairy-tale castles such as Neuschwanstein - simply to impress.
 

I meant becoming 3rd or higher level full spellcasters. In 3e, it only takes on average 7 years to become a level 1 wizard. If nobles just wanted a few cantrips or rituals, there are feats for that. Nobleman and noblewoman doing rituals and minor magic is not a far fetched concept. It is a common trope.

However if you are expecting a whole noble upper class of spellcasters, it would have to be warlock pacts, sorcerous breeding, or long lifespan. It just takes too long to train multiple levels of wizard or cleric in D&D without adventuring. In older editions, you don't get enough from low level casters. In newer editions, you can dabble in magic without being a full member of the class.

I mean the pictures of wizards and clerics are usually middle aged folk and older.


I think that assumption is where we are disagreeing.

Levels in cleric take no training. The gods pick you to be a cleric, and then you are a cleric. Yes, we have the narrative of leveling up, but that is more earning more and more of their favor or channeling more and more of the Faith rather than dedicated study as far as I have ever seen.

And, the assertion that you can study magic faster and easier on the back of a horse as you travel around the countryside fighting Gnolls compared to sitting in your study at home? That doesn't make sense. It doesn't even make sense in the narrative because what are most NPC wizards doing? Staying home and studying magic.

Also, let us take that seven year figure. Let us assume they start studying all subjects they need by age 10 (I'm actually starting late for when noble children would start studying I imagine) and assume that by adding in the extra curriculum, we increase that to 10 years of study of magic. That makes them age 20 and a 1st level wizard. At this stage the only thing holding them back from knowing every 1st level spell in the book is time, money and access. They just need to have access to a spellbook with those spells.... and if your Grandfather's brother was the second son of the family and spent his entire life gathering and researching spells, then you would very easily have access to that library of 1st level spells.

Then what does it take to reach level 3? Well, let us say that it takes 1 and a half times as many years to crack 2nd level spells. That is 15 years leading to them being... 35. Not that old really. Even if we decide they are fairly busy that is 20 years making them 40.

And, this is assuming they are dedicating their time to other pursuits. After all, nobles had leisure time. They had a lot of it, and one of the things they would do during parties and social gatherings is discuss high-level philosophy, things that other nobles had studied and considered. Which means that the social gatherings of nobles could also be where they discuss Magical Theory, meaning that preparing for diplomatic relations with the Duke of Such and Such could involve brushing up on your knowledge of Otto's theory of symphonic strings so you can speak to the Duke's interests.

Also, don't forget the other most famous of Noble pastimes. Hunting. IE, they would also engage in combat for sport. And that could give them the XP to level normally, albeit slower than an adventurer.
 

I mean the pictures of wizards and clerics are usually middle aged folk and older.
That probably has a lot more to do with our imagined sense of folklore (e.g., Merlin, Gandalf, etc.) and history (e.g., aged bishops, cardinals, and popes) than anything else.

One thing that Eberron does better than most other D&D settings rests in its assumption of magic as a commodity and and form of capital that confers social advantages.
 

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