D&D General Why Do You Prefer a Medieval Milieu For D&D? +

I'm usually fine with Medieval plus some anachronisms, even more likely if they are purely magical. I love the idea of a wandslinger, but mundane firearms are a no go. I don't have an issue with Eberron's Lightning Rail, but the Concordant Express' dumb little smoke stack fills me nerd rage.
I don't care for it myself because it feels like something we'd see on the Flintstones. In Eberron, I half expect that if I opened the cabinet under the kitchen sink we'd see a oytugh serving as a garbage dispoal. He'd turn to us, shrug, and say, "It's a living."
 

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Think of the lengths Frank Herbert went to make sure there were still knife fights in the distant future. Or E. R. Burrows's need to nerf guns so swords would still be a thing, and George Lucas doubling down with just "space magic" to bring magic swords into his space story -

That's how cool swords are.
 

but there is quite a bit of difference between what the wild west looked like and what London at the time looked like, or even England as a whole.

It’s not like the entire world progresses in lockstep.

Sure. That's exactly my point, which is that you can't easily set aside an entire era as having or not having something.
 

Sure. That's exactly my point, which is that you can't easily set aside an entire era as having or not having something.
I don’t think l disagreed with this. I use victorian as shorthand for ‘industrial with guns, trains, airships, etc.’ not as ‘everything that was going on around the world in 1850, even in the remote corners’. Same for medieval, which I did not really distinguish from basically mesopotamia on up for this.

A mostly wild and unexplored land, points of light, pre-industrial / no guns as opposed to the guns / trains / airships / maybe electricity the OP asked about. Neither is really about a specific moment in time, but about setting tropes
 


Why fantasy?

1. Because D&D is fantasy, and D&D is the predominant game in the hobby.


2. Because fantasy, moreso than any other genre, particularly lends itself to both the "campaign" and to the reward play loop (zero-to-hero) that so many people enjoy. In addition, while other genres have examples of group play (Science Fiction has Star Trek and the bridge crew, while Super Heroes has, inter alia, the Avengers or Guardians of the Galaxy), few genres have such a well-entrenched (and copied) example like the Fellowship.


3. Because it's fantasy, and actually realistic medievalism. So, one thing most people agree on is that fantasy, generally, tends to be a reactionary and small-c conservative genre. It is the imagining of some bygone time (that never existed). It often involves battles between identifiable forces of good and evil. There is usually the presence of various governments that are autocracies, and the main concern with the autocracies are whether they are good (kind, benevolent, for the people) or evil (bad, tyrannical, expansionist) as opposed to an in-depth look at the nature of autocracy. It is exceedingly common for power or importance or skill or magic to be the result of bloodlines- it might be hidden (Harry Potter, Luke Skywalker, etc. etc.) or might be overt (Strider/Aragorn). Even the subversion of the tropes often reifies it (GoT and Jon Snow). None of this is, or should be remarkable.

What is surprising is the extent to which some people assert that D&D necessarily resembles medieval Europe- or would have feudalism. To start with, D&D is fantasy, but while it borrows tropes from European (and other) fantasy stories, it doesn't resemble any specific historic period so much as it resembles ... itself. Arguably, D&D incorporates has, from the beginning through 5e, incorporated elements from 2800 B.C. (Middle Kingdom of Egypt) through the Roman Period (~100 BC on) continuing on to King Arthur (eh ... invented later, but backdated to the 6th century AD) on to the Medieval period and then through the Renaissance and incorporating, arguably, elements right up to the industrial revolution (we will say 1760). ....and that's assuming you're not running Eberron or some other similar campaign.


4. Because fantasy worlds have autocracies (usually monarchies) that we can use without worrying about it too much.
And I think this gets to the heart of why monarchies and autocracies are so common in RPG games. The emphasis is on the game, on the conflict. And conflicts and stories work best with identifiable personalities.

Generally, people want to interact with a single point of contact- and rulers ... whether they are kings or queens, autocrats or generals ... they allow streamlined play and roleplay. They make the game easier to run, and for many tables, more fun to play. It's not just a trope of fantasy- it's a crutch of a lot of storytelling. It's easier to play when you're dealing with a small group of people or leaders, than it is with a sprawling democratic system.


5. Finally?

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Magic. People dig magic.
 

Morality and the Superego.

The closer you get to modern day, the closer you get to the idea that people should have a modern day morality. Where killing in all but the most extreme of cases is viewed as an evil act, and one with a great burden of emotional and psychological trauma.

By distancing oneself from modern times, in either direction, some of that moral weight can be deferred with the idea of it being a time where life is less valued, or dangers are on the whole greater and more immediate.

When you kill a bandit in "Medieval" D&D they're a nameless and faceless person in the woods wearing a mask. You're assumed to be justified and everyone moves on. Do the same thing in "Modern" D&D with a mugger on the street and you've got to deal with cops, an investigation, and possibly a trial... unless your world somehow skips all the verisimilitude tied to modern day crime and punishment.

Honestly, any setting with "Outlaws" confers a similar separation for morality, for me.

That said, there's nothing wrong with doing the "Action Movie Modern Day", either. I'm immensely enjoying Never Stop Blowing Up from Dimension 20. It's just -easier- for me to separate the morality and societal consequences the further from modern day it is.
 

I don’t think l disagreed with this. I use victorian as shorthand for ‘industrial with guns, trains, airships, etc.’

Well, to be clear, this actually started considering "grit". The idea that you get grittier outside the Victorian Era, when the Victorian Era coined the term and was loaded with gritty elements, struck a false chord.
 

Honestly, I think the biggest factor is that melee combat is cool, but it takes a ton of contrivance to make it aesthetically reasonable to do. A faux medieval setting is one of the easiest ways to make sure swords are relevant.
I think you are right, the melee combat is the biggest factor for the popularity of medievalesque.
 

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