Warren Ellis
Explorer
So is Faerun, or much of Toril, still sorta magical Renaissance mostly because little tricks that some lf these nations have done don't spread anywhere?
The Knights who say "Ni" have been cited as an example of intentional disregard for historical accuracy in neo-medievalism, which may be contrasted with the casual disregard for historical accuracy inherent in more traditional works of the fantasy genre.[4] However, in Medievalisms: Making the Past in the Present, the authors suggest that the original characters of Monty Python and the Holy Grail actually represent medievalism, rather than neomedievalism, as many of the film's details are in fact based on authentic medieval texts and ideas. With respect to the Knights who say "Ni", the authors suggest that Sir Bedivere's difficulty pronouncing "Ni!", despite its levity, "carries a very learned joke about the difficulties of pronouncing Middle English", alluding to the Great Vowel Shift, which occurred in English during the late medieval period.[5]
I mean with today's exchange rate, a suit of Masterwork Plate armor would at least be 151 cows!So, I have the most experience with 4e and 5e, I would say both are similar in some ways and dissimilar in others. One of the biggest points of dissimilarity is in the focus (or lack thereof) on the accumulation of land and power. As the editions have progressed, the standard play experience of D&D has moved further and further away from clearing out land, building strongholds, and acquiring followers. It has focused more and more on doing quests.
5e claims, in the PHB, that most wealth is not actually exchanged in the form of coins, but rather exchange of trade goods for the peasantry and the exchange of land and titles in the nobility - it’s really only adventurers who regularly deal in coinage, which they plunder from the dungeons they adventure in. That said, in my experience it doesn’t really work this way in practice. The player characters deal in coins, which means for practical purposes the people they trade with need to do the same. A cow may have the buying power of 10 gp, but no player is going to sell the suit of plate armor they crafted for 150 cows.
I just got through doing a lot of research on this very topic. And I would say that D&D isn't really medieval, but the game itself doesn't force a particular model over another. It can be as "medieval" as you want it to be. The game I just started running is quite medieval, and I'm trying to adhere to some of the norms of the time period, including what people wore, what they did, and what they ate and drank. I think it provides a lot of realism to the setting. A medieval-feel has always sort of been there, but with lots and lots of anachronisms. Start taking away the anachronisms, the game starts to feel more medieval slowly.
But as others have pointed out, as westerners (really, as Americans), we tend to place a lot of mis-understandings and stereotypes into the setting - mayors often tend to run cities for example, and all of modern sensibilities about genders and democracies. Part of the problem comes in the form of the Catholic church, which held immense power over the peasantry during the Middle Ages, and there's no real parallel for that in the D&D world, since one church doesn't hold all the power.
Social structures tend to break down. It's hard to be a serf under the thumb of an oppressive noble lord if you become a sorcerer or a warlock and you decide to fireball the nobility. So, a lot of what made feudalism work would completely break down in a model where individuals can literally defeat giants and dragons.