Worlds of Design: Breaking the Fantasy Mold

Fantasy worlds tend to remind us of medieval Europe in culture, rulership, even geography. Why?

campmapCD14 with substitutes 911.jpg

Map courtesy of Lew Pulsipher

A Long Tradition​

Tabletop role-playing games have a long traditional of European medieval fantasy, starting with Dungeons & Dragons. While there were occasional nods to other cultures (the monk class being one example, with monsters from other non-European cultures appearing in the Fiend Folio), by and large the “default” has been a Eurocentric view.

It’s worth looking into why this is and what to do about it. Mind, this article is not advocating one culture over another. My purpose is not to argue against using a certain culture, but to make designers and game masters aware of their influences and suggest alternatives if they're interested in branching out.

Why Is it Popular?​

Familiarity of the setting can give players context that helps them understand how the world works. Players (think they) know what Viking-like northern raiders are like, what southern lands are like, and so forth. Many players won’t care that the world derives from a European view. But it's helpful to define what Eurocentrism is. Sciencedirect.com notes there are several definitions, and provides a few of them as:

...an attitude, conceptual apparatus, or set of empirical beliefs that frame Europe as the primary engine and architect of world history, the bearer of universal values and reason, and the pinnacle and therefore model of progress and development.

Early Dungeons & Dragons is heavily Eurocentric, and many of the more experienced players and GMs learned RPGs from D&D and early fantasy literature. After all, the most famous fantasy world, J. R. R. Tolkien’s Middle-earth, is recognizably Eurocentric in culture and even conformation. The ocean is to the west, raids (Angmar, dragons) come from the north, technology is medieval, etc. “Tolkien-centric” is also Eurocentric (see my previous article on this, “Escaping Tolkien”).

There’s a lot more to Eurocentrism than just geography. Technology level, feudalism and nobility, strong religious influence, are all part of the package. Even forms of magic.

Branching Out​

There are plenty of alternatives to Eurocentrism. One of the earliest examples was created by linguist M. A. R. Barker. Empire of the Petal Throne was one of the first RPGs after D&D, and borrowed many mechanics from the D&D rules. But the setting was exotic, far from medieval fantasy or Tolkien, closer to east Asia. The novels that he wrote about the world reminded the reader of the differences (e.g., Prince of Skulls and Lords of Tsamra).

TSR later followed suit, exploring some of these in their settings, such as Kara-Tur, Al-Qadim, and many others. Notably missing from many of these efforts were creators representing the cultures that inspired these settings; as tabletop gaming has expanded globally, we’re thankfully seeing more and more creators sharing their cultures and perspectives.

If you want to expand your fantasy campaign beyond European influences, there's plenty to choose from.

Exploring New Lands​

An important first step is to learn about other cultures, and real-world history can serve as inspiration. Please note that this is a surface level review of entire swaths of human history; these one paragraph summaries are not meant to be comprehensive.
  • Japan has had a single Emperor for more than a millennium. But for much of that time the Emperor did not actually rule, rather a hereditary military dictator called the Shogun was the ruler. Occasionally an Emperor would rebel and a war ensued (the emperor losing). The families that controlled the shogunate succession changed at least twice. Finally, in the 19th century, an emperor prevailed and the Shogunate disappeared. I can’t think of any analog to this, in the long term, in the rest of the world.
  • Medieval China was often quite secular. There was reverence of ancestors which might amount to worship, but Confucian philosophy was dominant, and there are no gods in Confucianism. Nor are there gods in original Buddhism, the other spiritual guide in medieval China.
  • There are also pre-medieval European cultures to consider. If we go back to the Republic of the Roman Empire, personal patronage was very important. Each client had a relationship with a patron, generally someone from a higher strata of society. The client might refer to the patron as often as every day to see what that patron needed and wanted. And the patron looked after those in his care. “The relationship was hierarchical, but obligations were mutual.”
  • There are now many other options in fantasy and sci-fi literature as well, including afrofuturism and indigenous futurism.
We are now blessed with many cultural alternatives written by gamers from all over the world. I encourage you to do your own research if any of these cultures spark your interest.

Think about how any one of these cultures would make a difference in a fantasy (or science fiction) world. Science fiction world settings are much less likely to be Eurocentric, just as science fiction in general is often not reflective of the contemporary world.

Your Map, You World​

The graphic above is my campaign map. I don’t think I consciously avoided comparisons with European geography when I made the map for my very long-running campaign, but that didn’t prevent me from having many European references. But I also borrowed from science fiction/fantasy as well (the Half-Horse, the 8 Arrowed Sign of Chaos, etc.).

By the way, there is a virtue to not making an overall map for a campaign setting, instead just providing wilderness to explore. Which is what I did at first (see my article, “Here Be Monsters”). Maps are constraints, as fantasy author Glen Cook once said:

With the Black Company I took advice from Fritz Leiber who was my mentor and who said “Don’t draw a map because if you draw a map, as soon as you start drawing the map, you start narrowing your possibilities”. As long as you don’t have a map you don’t have to conform to certain things. I have a vague map inside my head and I’ve seen many maps on the internet of what people thought the Black Company world might be like. They’re not too far off, but they’re not close either. It’s north and south with a pond in the middle.

...but I also see maps (and worlds) as an invitation to the players to go beyond the European-inspired places they know.

Your Turn: What cultures influence your fantasy and sci-fi campaigns?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I found that fantast Europe is what I grew up with as far as tales of knights and heroes, so copying that to a game world is normal and easier to have everyone at the table know what you are talking about. My gaming friends and circle growing up were all about the same culturally, so playing other fantasy never really worked out except to provide something more strange and exotic of a location to visit for a while.

The other thing I noticed over the last few years more than in the past is that people attack a creator for not having the 'right' stuff to create something that resembles another location based on an old Earth culture/place. I have a European background, but am an American. I would still have holes poked into my game world if I based things on the American Indian culture, even if I know as much about them as I do about medieval England or France where my family history lies.
 

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I love how on the OP's map the Five Dukes and the Anti-Pope don't go to war one another, but rather shout arguments back and forth at the border, or perhaps in Castle Grief. :p
 

I have run the last two fantasy campaigns in Europe, there are a lot of good maps for it, such as this one:

View attachment 403452

Usually run in Eastern Mediterranean, SE Europe, and around the Black Sea.
That really is a fantastic map. That said, down in Spain, perhaps because I see so many political memes, I briefly misread Murcia as Murica. lol

In other, I guess good news, over near Brittany you can still find the Jersey Shore and quest for the mythical beast Snooki.

But seriously, if I were to run a European adventure, I'd want this map. Especially if I were to run something like Pendragon.
 

That really is a fantastic map. That said, down in Spain, perhaps because I see so many political memes, I briefly misread Murcia as Murica. lol

In other, I guess good news, over near Brittany you can still find the Jersey Shore and quest for the mythical beast Snooki.

But seriously, if I were to run a European adventure, I'd want this map. Especially if I were to run something like Pendragon.
I ran the game in Mythras using their Constantinople supplement, while using Caverns of Thracia by Jennell Jacquays, adapted with some conversion of D&D monsters, either I bought, or downloaded from BRP Central. I set it so they had to sail across to the coast of Cyrenaica (Libya) to find the lost city of Cyrene. I used the naval supplement, and they had a battle with some Mameluke ships. Unfortunately, the Death God Thanatos, and some Wights, were too much, and it was a TPK. Everyone agreed it was a lot of fun though.

The Wild Fields in Ukraine, other areas around Moldavia, would be a good setting for adventure; lots of ruins, gold, and strange magic for the characters to find. Fight off Mongol raiders, save a village.
 

There are a lot of great ideas and inspirations in this thread, but for some reason I want to run a game now where the players are actual princes & princesses and knights in an early medieval Arturian mythical world and not the americanized version of Europe that D&D provides. The vibe of "The Green Knight" would be the one I want to aim for. Any settings and products that do this good?

My biggest problem in general is the research evolved. I am German, so centre-european history IS what I know most about - any other inspiration would unfortunately require huge amounts of research that I have not the time and muse for.

Oh and yes another reason to love Eberron - it feels still European inspired a bit, but from a complet different angle and less attached to real world history and thus more fantastical.
 

There are a lot of great ideas and inspirations in this thread, but for some reason I want to run a game now where the players are actual princes & princesses and knights in an early medieval Arturian mythical world and not the americanized version of Europe that D&D provides. The vibe of "The Green Knight" would be the one I want to aim for. Any settings and products that do this good?

Pendragon doesn't do it badly...and I'd err on the side of Aquellarre if I wanted to change that out.
 

There are a lot of great ideas and inspirations in this thread, but for some reason I want to run a game now where the players are actual princes & princesses and knights in an early medieval Arturian mythical world and not the americanized version of Europe that D&D provides. The vibe of "The Green Knight" would be the one I want to aim for. Any settings and products that do this good?

My biggest problem in general is the research evolved. I am German, so centre-european history IS what I know most about - any other inspiration would unfortunately require huge amounts of research that I have not the time and muse for.

Oh and yes another reason to love Eberron - it feels still European inspired a bit, but from a complet different angle and less attached to real world history and thus more fantastical.
Besides Pendragon - which is excellent Arthurian romance - there is in fact a Green Knight RPG based on the movie, it uses playbooks and PC doing acts of honour/dishonour are its key driver, so probably best for oneshots.

Mythras Mythic Britain has some excellent historic research on post-Roman Britain when the Britanni celts were contending with the Saxon Invasions etc. (Which gives a more Dark Ages Arthur rather than the Mort d'Arthur Chivalrous Knights of Camelot romance).
Hmm given your German heritage you could use Mythras and focus on the Saxon region (L'ogres).
 

Almost all maps I see are set in the Northern Hemisphere, either explicitly or by assumption. Cold lands are on top, hot lands are on the bottom, unless the map is big enough to straddle the equator.
Out of my fantasy homebrews, I had one where hot was north and cold was south owing to pseudo-gods and polar gates (yes, I do like the Heat Miser and Cold Miser songs), and another where the hot place was just north of the temperate main starting region and a semi-tropical region toward the south, where the continent ended in a tropical archipelago. If you could sail around the hot spot (a large, unnatural desert caller the Roaring Furnace with an elemental rift at its center) there were temperate lands to the north ending in a cool ocean well short of an assumed northern polar ice cap.

Those are blander than most of my fantasy settings, which leaned more into Spelljammer and drifting skyland settings like you see in Aether Knights, Sundered Skies and Skyrealms of Jorune.
 


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