Campaign Assumptions!

SHARK

First Post
Greetings!

What kind of "Campaign Assumptions" do you make? Certainly, the rulebooks make some very explicit "Campaign Assumptions". Sometimes, we don't always realise why these particular campaign assumptions exist, or how they developed to begin with. I have some thoughts on this topic, as it relates to history and the game campaign. I'm also interested in your own thoughts and analysis.

Campaign Assumptions

Well, I often think about campaign assumptions in a broad context. First, of course, there are considerations that may affect the whole campaign world--anywhere, everywhere, at all times and places. Then, there are more local campaign assumptions--say, particular assumptions concerning a
whole region of several kingdoms, areas, or realms--down to merely a single, particular kingdom, area or realm. These considerations can provide a richer palette from which to build and design a campaign.

I admit--I am a professionally trained historian, specialized in Ancient & Medieval History, with a sub-specialty in Asian History. What this means in a practical sense concerning the game and designing campaigns, is that I am routinely plagued by my knowledge of the vast scope, accomplishments, and
capabilities of Ancient India, the Ancient Chinese Empire, the Ancient Phoenicians, Babylonians, and Egyptians--as well as the Ancient Greeks and the Roman Empire in particular--but also the Ancient Celts, as well as the Byzantine Empire and the infamous Mongolian Empire of Ghengis Khan. That is to say, all of these sources tend to inform me, and colour and influence my thoughts and thinking about concepts, capabilities, and potentials long before the typical "Middle Ages" environment that the basic rules put forth as a more or less baseline standard set of campaign assumptions.

Indeed--in light of the huge scale of accomplishments and acheivements of the ancient peoples of antiquity--I often wondered in amazement at how pathetically myopic, parochial and primitive most Europeans were during the Dark Ages and the subsequent Early, High and Late Middle Ages.
Generally speaking, most of Europe did not really reach the same levels or surpass the acheivements of their own ancestors in knowledge, technology, standards of living, and so on until well, the Renaissance in most areas--and not until the Age of Enlightenment for some. Thus, it can generally be seen that it took from 500 AD-1500 AD--essentially the beginning of the Renaissance period--or 1700 AD--the beginnings of the Age of Enlightenment for Europe to acheive or surpass their own ancestors from antiquity. That's generally a period of 1,000 to 1,200 years! Quite startling--and even wondrously disturbing when you think about it.

However, while I was astonished at the primitiveness, parochialism, and myopia of the various European peoples during the Dark Ages, and the subsequent Middle Ages--something as a tonic to the pervasive arrogance of "Modernity" that has since developed after the Age of Enlightenment, whereupon the people of antiquity were hence seen as increasingly dated, primitive, and superstitious by our own lofty state of benighted progress--being confronted with such knowledge merely awakened me to the sheer scale and brilliance of the peoples of Antiquity. It is in that awareness--and also some knowledge of specifics, sometimes even seemingly rather trivial details or minutia--that the accomplishments of the peoples of Antiquity really dawn on you.

As an aside--it's entirely fascinating to realise that in contrast to old paradigms where scholars, experts and related "Intellectuals" once held implaccably to the notions that we, in the modern age are far more advanced and superior in every way to our ancestors of Antiquity, and that our ancient forefathers were hopelessly primitive and quaintly superstitious and ignorant--and that knowledge, progress, and technological skill and capabilities are successively progressive and advancing--that many of the arrogant assumptions made by us in the "Modern Age"--that is, generally, from the 19th centuries onward to the present day--are, and have been largely and laughably false, wrong, and sadly hollow, often too cloaked in our own smugness and condescending arrogance of the amazing acheivements of our own age to fully realise.

Thankfully--I am happy to admit--that in the last 20 years or so, certainly academically speaking, but also through the growing popularity and availability of such programs as the History Channel, National Geographic, and the Discovery Channel on cable telivision, as well as increased awareness and consumption of popular books and access of information on the Internet by the general public and academics alike--such arrogant attitudes are waning--and we can see sometimes rapidly, but also sometimes more gradually--that the general awareness and consciousness of the accomplishments of the people of Antiquity has grown immeasurably. In addition, we have increasingly gained a better and more nuanced perception of our own accomplishments in relation to Antiquity, as well as the ways and methods of accomplishing various things in the manner that they were--by way of methods, and to the questions of why, how, when, and where.

Of course, we have also realised that contrary to our own past beliefs and assumptions that such a thing or method was exclusively and singularly developed here in this one place and in order by this one people at a specific time--that there is the reality of such a dynamic as diffused knowledge, and simultaneous or independent development. For example--it used to be commonly accepted that the "Cradle of Civilization" was the Mesopotamian region, of the Sumarians and Babylonians. That particular orthodox belief has been generally disproven by the multitude of evidence, discovery, and analysis, that roughly at the same time period of 5000-2500 BC, there wasn't merely one "Cradle of Civilization" going on at the Tigris/Eurphrates River with the Sumerians and Babylonians--but simultaneously, there were similar "Cradles of Civilization" developing in India, along the Ganges River, and in China, along the Yangtze River.

And, intriguingly, each of these "Cradles of Civilization" in their different locations and climates, separated by thousands of miles, inhospitable terrain, and no knowledge-exchange--each was developing much of the same ideas, concepts, skills and technology. They often faced the same problems--but due to various local control factors of climate and resources--often approached solving the problem by way of a different method, but which achieved the same practical result. It's amazing, and totally fascinating stuff!

Well, anyways, back to my main discussion. The ideas of population, resource management and distribution, technological development, and so on--especially in an environment affected by magic--does not have to be bound by the constraints of the medieval standards often promoted explicity in the rulebooks. Even without considering the effects of magic, people in such an environment are capable of achieving more--there are particular and specific reasons why the medieval Europeans for example were dealing with exactly what they had accomplished--and often as not, why they didn't or were unable to acheive something different from what they did.

In thinking about the campaign assumptions, it is generally helpful and even enjoyable to realise and be aware of precisely what those specific conditions that affected the Medieval Europeans were. In general, such particular conditions can be seen as the following;

The typical "Medieval European Milieu" results from the following conditions:

(1) A Glorious Unifying Empire: A vast, advanced and unified empire at one time ruled nearly everything, and that advanced empire's influence and knowledge was pervasive, even influencing peoples and realms not directly under its rule and control.

(2) Huge Barbarian Invasions: Huge invasions of vast hordes of comparitively primitive barbarians swept in, and over the course of several generations, essentially destroyed the entire foundations of government, society, agriculture, economy, knowledge and technology that the advanced empire had provided.

(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices.

These salient pre-existing conditions are key to understanding why Medieval Europe developed the way it did--and the following ongoing conditions
help to explain why Medieval Europe developed as slowly as it did, and why it did not recover the acheivements of Antiquity sooner than it did;

(4) Deep Cultural and Ethnic Divisions: The various barbarian tribes that invaded and conquered the lands of the old glorious empire are from different cultures and ethnicities, are fiercely independent and competitive, and typically hostile with each other and involved with ongoing wars with each other. In addition, they are also divided by different languages.

(5) Periodic, Ongoing Barbarian Invasions: There exists frequent and ongoing barbarian invasions--supplemented by invasions of other foreign forces as well. In Medieval Europe's case, besides constant wars between themselves per se, there were new invasions from different Indo-European tribes from the East; there were of course the Viking invasions from the far north; there were invasions by the forces of Islam; and there were invasions by the Mongols.

(6) Dominant Institutionalized Religious Influence and Control: The Dominant Religion maintains active and institutionalized control; however, it now also enjoys the pervasive, cumulative effects of the previous centuries of its control and institutionalized indoctrination of the general population--it has in many ways set up preconditions shaping what people can even imagine, or imagine to think or believe; the very way they ask questions and look at all aspects of reality and knowledge.

(7) Dramatic Climate Changes: There exist significant and dramatic climate changes. In Medieval Europe's case, there was dramatic changes in mini-"Ice Ages" as well as soil conditions, and seasonal weather patterns that affected the soil, acidity, temperature, and so on.

(8) Frequent and Severe Plagues and Epidemics: There are several devastating plagues over the generations that annihilate entire communities and massively depopulate whole regions. In Medieval Europe's case, the infamous "Black Death" that annihilated an estimated one third of the entire
population of Europe was merely one plague--the largest one to be sure, though evidence shows that there were numerous other lesser plagues that while more locally-concentrated, were still significantly devastating.

Thus, as can be seen by my offered analysis, that unless a particular campaign fully embraces them, the DM should be aware that the campaign can easily accomodate a different set of campaign assumptions, if desired.

Ok. So, what do you all think? Thoughts? Analysis? Debates? Let's hear it my friends!

Semper Fidelis,

SHARK
 
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An excellent article SHARK. Have you read Guns, Germs, and Steel? The conclusions of that book would strongly indicate certain geographical and ecological aspects of an area where large civilizations emerge.

- East-west orientation of the continent
- Traversable terrain between fertile areas
- Abundance of plants and animals that are readily adaptable to domestication

I'll take your points and see how they apply themselves to the generic implied D&D setting

(1) A Glorious Unifying Empire: A vast, advanced and unified empire at one time ruled nearly everything, and that advanced empire's influence and knowledge was pervasive, even influencing peoples and realms not directly under its rule and control.

This is definitely in the mix. There's all these dungeons, built by some past great people, filled with wonders and treasures. Many settings have details about the ancient peoples and the heights they achieved.

(2) Huge Barbarian Invasions: Huge invasions of vast hordes of comparitively primitive barbarians swept in, and over the course of several generations, essentially destroyed the entire foundations of government, society, agriculture, economy, knowledge and technology that the advanced empire had provided.

The role of the barbarians are filled by humanoids. Hordes of orcs, trolls, ogres, and goblins roam the countryside. They build no cities of their own and found no kingdoms, but seek to tear apart the foundations of human civilization. They are universally portrayed as dim, violent, and uncivilized.

(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices.

Here D&D tends to falter, with the default being a pantheon of deities when a powerful singular church would be more appropriate. I've played with monotheism before, with paladins and clerics all getting their powers from the same deity. Variety was provided through patron saints. Druids were essentially pagans, and considered little better than demon worshippers by the clerics and paladins.

These salient pre-existing conditions are key to understanding why Medieval Europe developed the way it did--and the following ongoing conditions
help to explain why Medieval Europe developed as slowly as it did, and why it did not recover the acheivements of Antiquity sooner than it did;

(4) Deep Cultural and Ethnic Divisions: The various barbarian tribes that invaded and conquered the lands of the old glorious empire are from different cultures and ethnicities, are fiercely independent and competitive, and typically hostile with each other and involved with ongoing wars with each other. In addition, they are also divided by different languages.

Again, the humanoids represent this well. I cannot recall how 4e handles it, but in AD&D there were different tongues for each humanoid race, with orcs, goblins, kobolds, and others all seperated by language. They tended to hate each other as well.

(5) Periodic, Ongoing Barbarian Invasions: There exists frequent and ongoing barbarian invasions--supplemented by invasions of other foreign forces as well. In Medieval Europe's case, besides constant wars between themselves per se, there were new invasions from different Indo-European tribes from the East; there were of course the Viking invasions from the far north; there were invasions by the forces of Islam; and there were invasions by the Mongols.

Its pretty much a staple of the D&D game - some orc warlord has come to power and started raiding the villages.

(6) Dominant Institutionalized Religious Influence and Control: The Dominant Religion maintains active and institutionalized control; however, it now also enjoys the pervasive, cumulative effects of the previous centuries of its control and institutionalized indoctrination of the general population--it has in many ways set up preconditions shaping what people can even imagine, or imagine to think or believe; the very way they ask questions and look at all aspects of reality and knowledge.

Again, not so much with D&D. It is consistantly portrayed as an egalitarian and enlightened society, where peasants can see a tiefling walk into town and start casting spells without going for the torch and pitchfork. This is possibly the least medieval aspect of the implied D&D setting.

(7) Dramatic Climate Changes: There exist significant and dramatic climate changes. In Medieval Europe's case, there was dramatic changes in
mini-"Ice Ages" as well as soil conditions, and seasonal weather patterns that affected the soil, acidity, temperature, and so on.

Again, not so much. The D&D setting often cares little for changing seasons.

(8) Frequent and Severe Plagues and Epidemics: There are several devastating plagues over the generations that annihilate entire communities and massively depopulate whole regions. In Medieval Europe's case, the infamous "Black Death" that annihilated an estimated one third of the entire
population of Europe was merely one plague--the largest one to be sure, though evidence shows that there were numerous other lesser plagues that
while more locally-concentrated, were still significantly devastating.

This one has some influence in the presence of ways to prevent or become immune to diseases. But large scale plauges are rare, and it is usually assumed that magic keeps such things in check.

I think a game could potentially benefit from making the game more medieval. I like to think in terms of adventures, so how can we make an adventure out of the above items?

- The growing seasons have gotten shorter and the winters harsher and longer. The PCs find a cult that worships death and cold. In the distant mountains, this cult is led by an ancient white dragon, who was awoken from his slumber by a god of frozen death to make an eternal winter.

- A terrible disease strikes a city, and the nobles call out for help. They are just fine, as they can afford the expensive rituals to keep the disease off them. But the people are dying and may be near rioting as they watch their loved ones die in droves while the nobles sit in safety. There's a mad necromancer spreading the plague, both to inspire rebellion in the city and provide him with fodder for an undead army.

Not sure how to make intolerance and ignorance a one-time adventure. More like a bit of background flavor.
 

"(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices."

That doesn't sound right at all to me. The Christian church did a lot to preserve and transmit the knowledge of the Classical world, not destroy it.

Edit: Oh, did you mean Islam?

I'll get me coat...
 

(7) Dramatic Climate Changes: There exist significant and dramatic climate changes. In Medieval Europe's case, there was dramatic changes in mini-"Ice Ages" as well as soil conditions, and seasonal weather patterns that affected the soil, acidity, temperature, and so on.

There was a cold period around 500-600 AD and then the Little Ice Age after the end of the medieval epoch, but the high middle ages were warmer than today as I recall.

Overall I don't think the middle ages were as benighted as you make out. I'm also a Classicist and I too have been struck by the way in which modern Western civiilisation only generally exceeded the achievements of the Greco-Roman world very recently, if at all. Still, the fact remains that circa 1500 AD Western Europe came out of the middle ages on an accelerating upward swing, within a few centuries achieving an unparralleled, unprecedented global domination that is only now receding. Clearly something was going on in the middle ages other than misery, squalor and horror.
 

An excellent article SHARK. Have you read Guns, Germs, and Steel? The conclusions of that book would strongly indicate certain geographical and ecological aspects of an area where large civilizations emerge.

Best read in conjunction with Nicholas Wade's Before the Dawn - Tracing the Lost History of Our Ancestors. Diamond's account of how environment affects the development of culture is very useful, but he ignores those same environmental effects on the evolution of humans. I'm waiting for Cochrane & Harpending's The Ten Thousand Year Explosion to arrive, it concerns agricultures' effects on recent human evolution as we adapt to a very changed environment.
 

Re campaign settings - my previous campaign world (1986-2007) covered around 400 years of history in play. It focused on the cyclical fall, rise and fall of successive vast empires, although nominally medieval tech level the largest scale influence was the history of the Persian and Roman empires, with a bit of the British empire.

My new campaign setting (2008-) is tightly focused as a dark ages setting inspired by (1) reading about the 732 AD Battle of Tours-Poitiers (2) The BECM D&D Master of the Desert Nomads adventures and (3) Lord of the Rings; a points of light setting, an isolated kingdom in the gameworld's equivalent of dark ages southern France, with the fanatical desert nomads beyond the southern mountains.
 

That doesn't sound right at all to me. The Christian church did a lot to preserve and transmit the knowledge of the Classical world, not destroy it.

Edit: Oh, did you mean Islam?

I'll get me coat...

That doesn't sound right at all to me. Islamic scholars did a lot to preserve and transmit the knowledge of the Classical world, not destroy it.
 

See, I don't think D&D (nor much in the way of fantasy in general) cares about the REAL middle ages, they care about the romanticized version that floats somewhere in Jung's collective unconscious. A true medieval world would be very different and radical from the notions we take an romanticize in games and literature.

For example, Take gender equity. D&D is pesudo-egalitarian; there is no official distinction in gender by the basis of ability (maximum strength) or profession (female clerics). Though older D&D (1e) did create an ability distinction between genders (and visages of this lingered on, such as drow favored classes and 2e bariaur racial traits) we accept female PCs are as equally competent at their game role as male PCs.

So D&D becomes a world of female paladins (knights) and clerics (priests); something completely aberrant to the medieval mindset (odd exceptions like Joan of Ark permitting). In a truly medieval world, women would mostly be chattel or breeding stock; with primary functions of home-making and child-bearing. Even nobility rarely improved a woman's role in society; women merchants and scholars were few and far-between. Women would never be allowed to become knights (dame as a title typically referred to the wife of a knight in medieval times) and the Catholic church never would consider female priests. Occasionally, a smart and ambitious woman would rise to power (typically royal blood) but truly powerful Queens are a Renaissance ideal, not a medieval one.

So we hand wave that notion for a better game idea. We accept some females are passive to indulge our "rescue the princess" stories, but we accept capable female warriors and priests. We allow our female PCs rights of land and ownership, do not arrange their marriages, and give them autonomy un-thought of in medieval times. It makes a better story and game.

Much the same is done about religious tolerance, racial equality (both of human races and non-human races), more modernistic notions of coinage, property, rights of man, medicine & healing, science, and crime & punishment. We take our modern world (or our idealized notion of it) and sprinkle medieval tropes on it rather than creating a medieval world.

And that's not EVEN touching magic!

Finally, I'd like to plug A Magical Medieval Society: Western Europe as further reading. It does a good job of trying to create a more "authentic" vision of a medieval world using the D&D structure. A much smaller text of a similar notion is found in 3e' Dungeon Master's Guide II.
 

This is an excellent thread. Well written, well argued by most everyone.

I've enjoyed reading it and wished I had time to comment.
 

"(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices."

That doesn't sound right at all to me. The Christian church did a lot to preserve and transmit the knowledge of the Classical world, not destroy it.

Edit: Oh, did you mean Islam?

I'll get me coat...

Greetings!

Brilliant commentary my friend! A Classicist? OH YEAH! Some of my professors were Classicists, too, naturally. Damn. I love it all.:lol:

Well, I would say that the Medieval Christian Church did in fact preserve and transmit the knowledge of the Classical world--but it did so Fragmentally, and Individually. Hnece, the long absence of real progress and achievement--and the pervasive hostility towards Classical knowledge. St. Augustine, et. al, often proclaimed the classical philosophers, thinkers, and learning of Antiquity as being essentially pagan, evil, and of only modest value at best--and at worst, should be consigned to the flames and discarded, deemed unfit and unseemly for the devout Christian, who needed only the pure faith of Christ. In addition, much of Classical ideas and learning was judged to be heretical, and dangerous to the eternal faith and salvation of the Christian faithful.

Indeed, against such a general attitude, there were isolated monks and clerics throughout Ireland and Britain in particular, as well as occasionally in the French and Italian countrysides, that sought to preserve and maintain any Classical knowledge that they came across--but such was often fragmentary, and often had to be pursued with one eye cast over their shoulder to hide such activities from their more zealous and "pure" ecclessiastical brethren, who would likely confiscate and destroy such knowledge.

And, while my professors made the explicit point that it was Islamic scholars throughout the Muslim Empires and also into India that we can thank for preserving much Classical knowledge that Europe was later to embrace and reaquaint themselves with again--Islam also took upon itself to destroy and censor various local elements of knowledge as well. Islamic scholars of the day were better in their temperment to preserve Classical knowledge, but they did not seem to embrace a total attitude of respect and preservation for all of it, either.

I suppose I could acede the fact that the Christian Church did seek to preserve and transmit Classical knowledge--but I would sadly have to admit that it also seems true that for every instance where they preserved something--there were six, or eight, or ten other instances where they wilfully destroyed such knowledge, or casually or ignorantly ignored such knowledge while others destroyed it--or simply did not value its existence, and allowed it to be torn apart and used for other building materials, copied over for something else, or otherwise discarded or used by others in the immediate community.

Of course, that more medieval condition occured much later than the period of Later Antiquity, where the ascendant Church organized or permitted others to gather in mobs and burn pagan libraries, kill pagan philosophers and thinkers, and destroy all such equipment, books, scrolls, and temples that they came across throughout Mediteranean communities.

Certainly, it seems to me as I noted, that there were other factors--like the barbarian hordes burning and ravaging everything in sight!;)--but when combined with official Church policies and common attitudes and reactions of various clerics, priests and monks, that the Church's impact on the preservation and transmition of Classical knowledge while periodically salient and thankfully crucial--was more often destructive, hostile, and negligent.;)

So there!;) What do you think of that, my friend?

(S'mon, I am thrilled that you are a Classicist! WHOO-HOO! Damn you!:lol: Excellent points, my friend!)

Semper Fidelis,

SHARK
 

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