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.

fantasybasics.jpg

Picture courtesy of Pixabay.

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
What classes, occupations, and paths would you expect from the following array of attributes?

Strength 11 (+0)
Dexterity 12 (+1)
Constitution 11 (+0)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 16 (+3)


PC: Sorcerer or Cleric
Elite NPC: Aristocrat or Bureaucrat
Non-Elite NPC: Cultist or Gang Member
 

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None of those are baseline assumptions in D&D either.

It's not favoritism to the old or the new.

The bsseline assumption of D&D is what the majority of D&D edition shares. When we get to 8e, more editions will have wizards with at will cantrips and no ACF and then at-will cantrips and no ACF will be baseline. Right now the baseline is that low level wizards gas out fast, don't wear armor, and wield few weapons because more editions display that.

Get it.

Vancian Casting was an assumption of the majority of DnD. All editions but 2 of them so far.

But Vancian Casting is no longer an assumption, and someone trying to use it in DnD 5e would be told we don't do that anymore.

So, right now, the Baseline is changed from what was existent in older editions of the game.

Get it?

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The thing you're not getting is that it is not just the decade. You can't just put any random person to a school and have them master a highly specialized field like neurosurgery or quantum physics. The people who are selected for such training are already gifted people who have an aptitude for the field.

You are right. People self-select and choose to go to that school for that degree.

I will never be a doctor. Is it because I am incapable of learning medicine? No. It is because I have no desire to be a doctor, and so I will not pursue a degree in medicine.

But if I was sat down and told, "You will be a doctor" and given private tutoring by a medical professional and over the course of a decade taught everything they know about medical practice and medicine.... I'd be a doctor by the end of it, in skills at least.

Sure, for our massive classrooms we can only take the top 100 people to put through the program, but there is no one who could not learn to be a doctor with enough dedicated effort. And in the modern era, that is what people lack to pursue those goals, a truly impressive drive and desire to reach the end goal at pace. Those who have it get through, those who want to pursue one of the hundreds of thousands of other options, don't.

Not really. The thing about the aristocracy is that they're in charge. It is not really about what they can personally do, it is about controlling the resources.

How is controlling access to magical education and making sure that these powers are only used by your own family not controlling the resources?

You do realize that access to education was constantly stifled in our world to prevent the rich and powerful's monopoly on it from being broken right? Why is magic education so radically different that it isn't considered a precious resource?

How many of those rich people spend decade in learning to become a an electric engineer so that they could build that alarm system themselves instead of just hiring someone to do it for them?

Difference between magic and technology.

For magic you need the knowledge, and that is about it. Tiny bit of time (10 minutes)

For technology you need the knowledge, access to rare resources, an enormous amount of time (a single person building and installing that system would take a month easily, longer if they had to do it from scratch)

And we keep coming back to this same point over and over again. Why are you educating someone else in the ability to wield these powers, which could then be trivially turned against you?

No, not all nobles need to learn to fight either.

This is not the assumption Minigiant has gone with. He has stated that nobles would forgo magic so they could keep their d8 HD, armor and weapon proficiencies. Maybe not every single noble, but the vast majority he says will be fighters.

In a world where wizardry was as easy to learn as you suggest, people would absolutely confiscate arcane foci just like they would any other weapons all sort of countermeasures against magic would be very common.

You are right, that would be the attempt. And that would change the depictions of things.

"Would you deprive an old man of his walking stick?" Yes, we would, because that is a staff and a magical focus. This leads to an interesting back and forth. Do you allow musicians at your party? That leaves you open to bardic manipulation. Do you confiscate religious iconography? Those are foci as well. If not, do you disguise your arcane foci as a religious symbol?

This gets into some interesting territory. Where right now, the fighter is going to have to strip down and leave their weapons at the door, while the mage and cleric stroll right on by, fully loaded with their full capabilities.

I don't think that either in Wildemount or Eberron nobles are commonly wizards. I don't know about Ravnica. In any case, I have already said one can build the setting fluff to support any position on this, but it really has nothing to do with the rules. You can have rare-wizard or common-wizard setting using any edition of the game.

Yes, we've gone over this again and again.

But what you refuse to acknowledge is that some of the editions support rare-wizard more than common-wizard, and some do the reverse.

5e's approach favors (rather heavily I think) a common-wizard approach. Magic is incredibly easy to come by, fighter's have at least... well with Tasha's I think it is now at least five subclasses that give them some sort of magical ability. If you can be a full-fighter and a spellcaster at the same time... is it really requiring such intense dedicated decades of studying at the expense of every aspect of your life? I mean... 3rd level fighter gets magic.

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I think it's less about "having a spark" and more about "rolling a high Intelligence score".

What separates PCs and common NPCs in most editions is that PCs have the benefit of rolled stats before race bonus/penalties whereas NPCs usually use a mediocre ability score array and layer racial bonuses/penalties on top of that. Only elite, special, and PC NPCs get to use the better arrays, rolls, or point buy.

So like everyone else, nobles would only pursue classes and occupations they could even manage with their stats. Fighter and Warrior would be a favorite as it is largely equipment based and functions with multiple ability scores. And if you go by the premise that you can tweak a few stats by training in adolescence, a noble bumping their Strength, Dexterity, or Constitution, (or Intelligence, Wisdom, or Charisma in 4e or 5e) from 11 to 13 is good enough for an NPC.

This all means a noble social class would have to work hard and together to produce a near entire magical aristocracy. All the nobles would have to seduce sexy dragons or make pacts with archfey and demons or guzzle alchemical potions to boost the smarts of offspring.

11 to 13 is good enough to be a wizard too. Multi-classing into wizard requires a 13 INT.

Know what wearing plate mail requires? A 15 strength.

So... it is actually harder to become a knight wearing platemail than it is to become a wizard, from a purely "what ability scores do I have" point of view.

And who tends to be the highest educated people in a medieval society, therefore having higher intelligence than average? Monks and religious figures. Then followed by the Nobility.
 

PC: Sorcerer or Cleric
Elite NPC: Aristocrat or Bureaucrat
Non-Elite NPC: Cultist or Gang Member
Cool. These are the attributes of the standard 5e Noble in the MM.

I think it's less about "having a spark" and more about "rolling a high Intelligence score".

What separates PCs and common NPCs in most editions is that PCs have the benefit of rolled stats before race bonus/penalties whereas NPCs usually use a mediocre ability score array and layer racial bonuses/penalties on top of that. Only elite, special, and PC NPCs get to use the better arrays, rolls, or point buy.

So like everyone else, nobles would only pursue classes and occupations they could even manage with their stats. Fighter and Warrior would be a favorite as it is largely equipment based and functions with multiple ability scores. And if you go by the premise that you can tweak a few stats by training in adolescence, a noble bumping their Strength, Dexterity, or Constitution, (or Intelligence, Wisdom, or Charisma in 4e or 5e) from 11 to 13 is good enough for an NPC.
So from the above, I trust then that the paths that nobles would likely pursue would be tied to their higher mental/social stats: e.g., Bard, Sorcerer, or Warlock. These are magical classes. Throughout our conversations (and with Chaosmancer), I have noticed your tendency to assume that magocracies would be wizards alone and you ignore other magical classes or paths apart from wizards.

This all means a noble social class would have to work hard and together to produce a near entire magical aristocracy. All the nobles would have to seduce sexy dragons or make pacts with archfey and demons or guzzle alchemical potions to boost the smarts of offspring.
I think you are putting the cart before the horse here, namely that the Nobility comes before the Magic whereas I think that the reverse is more likely. (Even then, I think you are overstating the amount of hard work it would require from nobles: hello, arranged marriages.)

For example, let's imagine that a powerful Wizard-King or Sorcerer-King establishes a powerful dynastic kingdom that becomes an empire. We'll name this hypothetical first magical emperor Carl the Great. Building on the work of his predecessors, he strengthens the magical institutions of the empire and bolsters magic as a sign of nobility and a skill among them through his reforms. His sons each inherit a portion of the empire that subsequently fragments. But through marriages Carl arranged for his children (and possibly grandchildren), nearly all magical noble families for the next 1000 years can variously claim descent from the Sorcerer-Emperor Carl the Great.

But not every noble at the time was strong enough bloodline in magic over generations. Things have not gone well for the once powerful family of Baron von Faust, and to strengthen his position in this magocracy, he makes a dangerous pact with an even more dangerous pact: "Asmodeus, God of Ambition, by this blood pact, I bind my family and all of my descendants to your service in return for the power we seek."
 

You are right. People self-select and choose to go to that school for that degree.

I will never be a doctor. Is it because I am incapable of learning medicine? No. It is because I have no desire to be a doctor, and so I will not pursue a degree in medicine.

But if I was sat down and told, "You will be a doctor" and given private tutoring by a medical professional and over the course of a decade taught everything they know about medical practice and medicine.... I'd be a doctor by the end of it, in skills at least.

Sure, for our massive classrooms we can only take the top 100 people to put through the program, but there is no one who could not learn to be a doctor with enough dedicated effort. And in the modern era, that is what people lack to pursue those goals, a truly impressive drive and desire to reach the end goal at pace. Those who have it get through, those who want to pursue one of the hundreds of thousands of other options, don't.

First of I'm not convinced that even with private tutoring you could teach everyone to be a capable medical doctor and I am absolutely certain that you couldn't teach everyone to be a neurosurgeon or a quantum physicist. For example high level math and certain types of abstract thinking simply are things that not everyone is capable of learning. People have different strengths, weaknesses and aptitudes and those affect what things they can learn in a reasonable timeframe.

How is controlling access to magical education and making sure that these powers are only used by your own family not controlling the resources?

You do realize that access to education was constantly stifled in our world to prevent the rich and powerful's monopoly on it from being broken right? Why is magic education so radically different that it isn't considered a precious resource?

Sure. I'd assume that the nobles would seek to control the magical education. They would control the funding for magical academies and set laws regarding spellcasting. They might require certified wizards to commit providing certain services in exchange for paying the education and providing material components and research facilities for them. And sure, they could get that education for those in their family who are gifted on that area, but such individuals would still be rare. (Or not, if you want, but in most settings wizards are relatively rare.)

Difference between magic and technology.

For magic you need the knowledge, and that is about it. Tiny bit of time (10 minutes)

For technology you need the knowledge, access to rare resources, an enormous amount of time (a single person building and installing that system would take a month easily, longer if they had to do it from scratch)
You need that decade of education. And the components.

And we keep coming back to this same point over and over again. Why are you educating someone else in the ability to wield these powers, which could then be trivially turned against you?
Because they were gifted on that area, you were not and instead you spent your time learning politics, finance and courtly etiquette. You paid the education for one nerd who now is your court wizard.

You are right, that would be the attempt. And that would change the depictions of things.

"Would you deprive an old man of his walking stick?" Yes, we would, because that is a staff and a magical focus. This leads to an interesting back and forth. Do you allow musicians at your party? That leaves you open to bardic manipulation. Do you confiscate religious iconography? Those are foci as well. If not, do you disguise your arcane foci as a religious symbol?

This gets into some interesting territory. Where right now, the fighter is going to have to strip down and leave their weapons at the door, while the mage and cleric stroll right on by, fully loaded with their full capabilities.
Yeah, I think the customs and laws regarding magic are an interesting area and one which is often overlooked.


Yes, we've gone over this again and again.

But what you refuse to acknowledge is that some of the editions support rare-wizard more than common-wizard, and some do the reverse.

5e's approach favors (rather heavily I think) a common-wizard approach. Magic is incredibly easy to come by, fighter's have at least... well with Tasha's I think it is now at least five subclasses that give them some sort of magical ability. If you can be a full-fighter and a spellcaster at the same time... is it really requiring such intense dedicated decades of studying at the expense of every aspect of your life? I mean... 3rd level fighter gets magic.

This doesn't make any sense to me. There are a shitton of elf subraces, much more than any other race has. Does this mean that the elves are the most common race in D&D settings? That something exists as a character creation option has nothing to do with its prominence in the setting, beyond it existing on some level. You can have a setting where half of the population are wizards or you can have a setting where the PC wizard is literally the only wizard in the entire setting and the rules remain exactly the same.
 

Cool. These are the attributes of the standard 5e Noble in the MM.

I know. I use it often.


from the above, I trust then that the paths that nobles would likely pursue would be tied to their higher mental/social stats: e.g., Bard, Sorcerer, or Warlock. These are magical classes. Throughout our conversations (and with Chaosmancer), I have noticed your tendency to assume that magocracies would be wizards alone and you ignore other magical classes or paths apart from wizards.
Thou art forgetting.

There are mental skills and parts not tied to magical study.

We see the PC classes because we play special adventurers who do not handle nor manage the at to day of the world.

Just because the main way for a PC adventurer to leverage their mind is magic doesn't mean it's the only way period. There are still doctors, lawyers, scientists, and engineerers in D&D setting and not all of them use magic.
 

I think you are putting the cart before the horse here, namely that the Nobility comes before the Magic whereas I think that the reverse is more likely. (Even then, I think you are overstating the amount of hard work it would require from nobles: hello, arranged marriages.)
Magocracies in the baseline assumption have long lived races, have naturally magical races, are evil, have fallen, are corrupted, or required a golden age of peace to get the breding program set up to prevent much of the aforementioned problems.
 

First of I'm not convinced that even with private tutoring you could teach everyone to be a capable medical doctor and I am absolutely certain that you couldn't teach everyone to be a neurosurgeon or a quantum physicist. For example high level math and certain types of abstract thinking simply are things that not everyone is capable of learning. People have different strengths, weaknesses and aptitudes and those affect what things they can learn in a reasonable timeframe.

That bolded bit? That is where the crux lies.

A decade is not a reasonable timeframe. It is a long frickin time. I might not be able to teach someone high level math in a year or two, but a decade of dedicated education from a single consistent teacher?

Yes. Anyone can learn pretty much anything in that situation, because it is not a reasonable timeframe.

Sure. I'd assume that the nobles would seek to control the magical education. They would control the funding for magical academies and set laws regarding spellcasting. They might require certified wizards to commit providing certain services in exchange for paying the education and providing material components and research facilities for them. And sure, they could get that education for those in their family who are gifted on that area, but such individuals would still be rare. (Or not, if you want, but in most settings wizards are relatively rare.)

So, they control the only way to learn magic, and they will only send the gifted children of nobles to learn.

So, which nobles are going to admit their children are less gifted than their peers? Noble and rich people come up with all sorts of ways to pressure and force their children to be as talented and accomplished, or more so than their peers, not only for prestige, but because admitting to being lesser to your future competition is a bad way to start your rule.

So, who is willing to admit that? All of them?

You need that decade of education. And the components.

Components for Alarm is a length of silver thread. Easily accomplished.

The absolute first thing you need for an alarm system is enough metallic thread to connect to every point in the house you want an alarm on. Then you need a circuit board, with dozens of tiny, specialized components. Coding, a system to implement the coding, connection to speakers or air horns that will alert you, which also need to be designed, built and installed.

There is a rather big difference here.

Because they were gifted on that area, you were not and instead you spent your time learning politics, finance and courtly etiquette. You paid the education for one nerd who now is your court wizard.

See, this is the problem, at the core.

The Wizard is not "a nerd". That carries lots of cultural baggage and social stigma. Even the least of wizards, who only know cantrips, have the potential to kill a man with a word and a gesture.

Picture a high school hallway. The Fighter jock bodies the "nerd" wizard into a locker, laughing. In our world, the physically weaker individual might mutter darkly, but ultimately in the moment can do nothing. In DnD? that dark muttering finishes in a thunderous blast of force that likely kills the jock and everyone standing too close, twisting and buckling lockers, and the thunderous crack of wrath is heard throughout the entire building. Thunderwave, verbal somatic, no components. 10 Damage is not unreasonable from that attack.

Maybe the classic swirly? The mage grappled and... immediately lighting arcs from his hand and fries his assailant, potentially leaving behind a smoking corpse. Shocking Grasp.

Adventurers skew many things, and one of those things is that 4 to 10 hp represents the majority of normal people. Sure, that 1d8 shocking grasp isn't impressive to an ogre, but against people, that is a different story

And wizards can also be educated in politics, finance and courtly etiquette. Those things would fall under History, and a wizard can trivially have that skill and Arcana.

Yeah, I think the customs and laws regarding magic are an interesting area and one which is often overlooked.

Agreed


This doesn't make any sense to me. There are a shitton of elf subraces, much more than any other race has. Does this mean that the elves are the most common race in D&D settings? That something exists as a character creation option has nothing to do with its prominence in the setting, beyond it existing on some level. You can have a setting where half of the population are wizards or you can have a setting where the PC wizard is literally the only wizard in the entire setting and the rules remain exactly the same.

So, what, Arcane Archers and Eldritch knights are even more special and have an even better grasp of magic than a wizard?

The mechanics tell us no, but they also tell us that they did learn all of that fighting stuff, and first level magic. Which was my point.

If the idea is that learning even a few first level spells is so intensive and difficult that only the most gifted students, who spend decades doing nothing else can learn it... then how does the fighter learn it while still learning all their fighter stuff?

Sure, you can say that magic is still incredibly difficult, and Eldritch knights are just super rare super geniuses doing something that almost no one else could possibly do...

You you could say that the basics of magic are not that difficult, and could be taught to a large number of people.
 

That bolded bit? That is where the crux lies.

A decade is not a reasonable timeframe. It is a long frickin time. I might not be able to teach someone high level math in a year or two, but a decade of dedicated education from a single consistent teacher?
I don't know what sort of education you have, but I've spent a far longer than a decade on studying.

Yes. Anyone can learn pretty much anything in that situation, because it is not a reasonable timeframe.
Super hard nope.

So, they control the only way to learn magic, and they will only send the gifted children of nobles to learn.
No. Other gifted children too, but those are sponsored by the nobles ands thus are indebted to them.

So, which nobles are going to admit their children are less gifted than their peers? Noble and rich people come up with all sorts of ways to pressure and force their children to be as talented and accomplished, or more so than their peers, not only for prestige, but because admitting to being lesser to your future competition is a bad way to start your rule.

So, who is willing to admit that? All of them?
Why would the magic be the only avenue for the prestige? Why put your upper class twit offspring into the wizard school to fail miserably and embarrass the whole family? Let them play polo or something.

Sure, you can say that magic is still incredibly difficult, and Eldritch knights are just super rare super geniuses doing something that almost no one else could possibly do...

You you could say that the basics of magic are not that difficult, and could be taught to a large number of people.
Yes, you can say either and either can make sense in your setting if you want to. But neither has anything to do with the rules of the game.
 

Thou art forgetting.

There are mental skills and parts not tied to magical study.

We see the PC classes because we play special adventurers who do not handle nor manage the at to day of the world.

Just because the main way for a PC adventurer to leverage their mind is magic doesn't mean it's the only way period. There are still doctors, lawyers, scientists, and engineerers in D&D setting and not all of them use magic.
Thou art horribly forgetting: This is not a law of the cosmos or universal truth in D&D. Nothing is stopping nobles from studying magic apart from you, Minigiant. Nothing is stopping the frequency of magocracies apart from you because the fundamental issue of this entire thread is with conscientious world-building.

Magocracies in the baseline assumption have long lived races, have naturally magical races, are evil, have fallen, are corrupted, or required a golden age of peace to get the breding program set up to prevent much of the aforementioned problems.
This is more empty post hoc mumbo jumbo.

Why would the magic be the only avenue for the prestige? Why put your upper class twit offspring into the wizard school to fail miserably and embarrass the whole family? Let them play polo or something.
But why do you and @Minigiant want to preclude the possibility that it is a form of prestige in some societies and that would prevent the formation of more magocracies in D&D?

Yes, you can say either and either can make sense in your setting if you want to. But neither has anything to do with the rules of the game.
So the rules of the game are not an impediment to magocracies as others in this thread have argued? Good to know.
 

So the rules of the game are not an impediment to magocracies as others in this thread have argued? Good to know.
I haven't argued that. Some people have argued that 'it just makes sense' that most nobles would be wizards and that it is perhaps weird that in many D&D settings this is not the case. I've merely tried to explain how a typical rare-wizard setting would operate and how it makes perfect sense. If you alter your assumptions, common-wizard setting could work too. Either makes sense if you want it to, as this is purely a fluff issue and not a rule one.
 

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