D&D General D&D: Literally Don't Understand This

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There’s an empire in my setting called Androkratoria. My two main inspirations for it were medieval Rome (aka Byzantium) and China, as they had quite a few interesting similarities (bureaucratic governments, silk production, special military technology kept secret by the state, conflict with steppe nomads, persecuting the Manichaeans, etc). I prefer mixing and matching aspects of different empires, cultures, and religions that have some interesting and often not-immediately-apparent similarities. I think this works well because, you know, there’s not really a historical basis for westerners conflating China and Greece/Rome in the same they’ve conflated China, Korea, Japan, and other Asian peoples/countries.

That’s just my preferred method. Mixing and matching aspects of cultures that wouldn’t be obviously connected or weren’t conflated historically. China and Byzantium. Tibet and the Inca. Cahokia, Scythians, and Egypt. Venice, Carthage, and Tenochtitlan.

Oh no, you have uncovered my secret for building "unique" fantasy cultures! :eek:

Yeah, this is a good technique. Combine unrelated cultures, file off serial numbers, add some fantasy spice, and you have a culture that feels real but is not just a direct fantasy copy of a real world culture.
 

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It's the high-heeled shoe that turns me off. This and the TNT plunger detonators, the museum cafes, the heat metal hot plates. Things are so modern in D&D that I think we could add stoplights, payphones, and garbage trucks to Waterdeep and very few people would make note of it.

Maybe it's just the just the evolution of dungeonpunk. Maybe it's dungeonpop.
I mean honestly I think you could set D&D in the 1940s without too many issues. Eberron basically has it in the 1920s for goodness sake.
 


Is anybody under 30 playing Skyrim? I would be shocked if that's the fantasy touchstone of the new generation of gamers. I'd expect something more like, Genshin Impact or the Demon Hunters anime.
Playing, I don't know. I'm under 30 and played it when it came out. It was popular when I was in high school.

Now this post actually has a point and I think there is something interesting worth discussing here. It’s something I have been thinking about recently.

One of the main criticisms of the original Oriental Adventures product I’ve heard is how it merged China, Korea, and Japan together into a single setting. Contributing to the orientalist conflation of East Asian cultures that is/has been common in the Western world. Chult in Tomb of Annihilation is basically just Darkest Africa with the odd Native American culture mixed in (Goblin totem poles and Aztec Yuan-ti). I also dislike the common Mayincatec trope, where all the Aztec, Maya, and for some reason Inca are merged into a single exotic other (which is for whatever reason often applied to reptile-people like Yuan-Ti or Argonians).

People want to see themselves or people that look like them represented in media. There are a lot of cultures and ethnic groups that are underrepresented in fantasy media, and when they are it’s often a strange mishmash of a variety of disparate groups that writer often clearly didn’t know much about. The number one important thing about representing a culture is respect. Not turning a real world group of people into a caricature (or worse, a dehumanized caricature like Orcs of Thar) or merged into a hodgepodge of exotic nonsense.

This leads to something like Radiant Citadel, where most of the settings functions as a fantasy stand-in for a real historical time and place. Which, you know, solves the conflation and treating the culture with respect issues. But it doesn’t really create a new setting or culture. Just medieval China, Japan, Korea, or Persia with monsters and magic. I don’t think there’s anything wrong with that. The Riders of Rohan are just Anglo-Saxons on horseback, and they’re cool. There are very few historical times and places that wouldn’t be interesting locations for a D&D adventure and other ethnicities should be able to use their history and culture for inspiration in D&D games/books. But I also don’t think it’s as interesting as making something new.

There’s an empire in my setting called Androkratoria. My two main inspirations for it were medieval Rome (aka Byzantium) and China, as they had quite a few interesting similarities (bureaucratic governments, silk production, special military technology kept secret by the state, eunuchs, conflict with steppe nomads, persecuting the Manichaeans, etc). I prefer mixing and matching aspects of different empires, cultures, and religions that have some interesting and often not-immediately-apparent similarities. I think this works well because, you know, there’s not really a historical basis for westerners conflating China and Greece/Rome in the same they’ve conflated China, Korea, Japan, and other Asian peoples/countries.

That’s just my preferred method. Mixing and matching aspects of cultures that wouldn’t be obviously connected or weren’t conflated historically. China and Byzantium. Tibet and the Inca. Cahokia, Scythians, and Egypt. Venice, Carthage, and Tenochtitlan.
Really good post. No time to comment more now, just wanted to say.
 

I mean honestly I think you could set D&D in the 1940s without too many issues. Eberron basically has it in the 1920s for goodness sake.

The gas and trenches and machine guns and machine guns on planes feels like several steps too far for me for D&D. (Is Eberron "D&D" or its own thing on a D&D chassis? <- a me question for myself, not an overall judgement, of course it is D&D).

I sometimes get the urge for it to go up to maybe 1893 (Brisco County Jr. - steam punk + old west). Or go way after and get some post-apocalyptic things. The stuff in between throws me. I wonder how a sets of "D&D 1893" and "D&D 2200" core books would look.
 
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A floating ball with eyes and mouth that is a giant racist, people with squids for heads, literal boogeyman used to scare children, fairy tale spirit whose main role was to pee in your milk, brain on legs, bear with owl's head based off a child';s toy, antoher creature based off child's toy (had 2 rust monsters when I was 5), spell that makes big hand to slap you....all of these are fundamentally and inherently silly and it's immature to deny that.
Generally speaking, however, none of those things were presented in the game as silly, at least not primarily, because D&D generally speaking does not present itself as silly. That's the difference, at least to me.
 


No, you can add as horiffic things to Illithids as you want, you can make most horriffying artwork of them possible and it will never change the fact that the idea of a guy with whole squid for a head and a brain on 4 legs as a pet, who flies around on a giant nautiloid and takes orders from overgrown brain in a jar is fundamentally silly at its very core. You may as well argue Gorilla Grodd is not a silly villain. He is a telepathic Gorilla that hates bananas, he's gonna be silly no matter how many warcrimes he commits.
I loved Gorilla Grodd in the Flash TV series. He did not present as silly there, at least no after you met him.
 

I mean honestly I think you could set D&D in the 1940s without too many issues. Eberron basically has it in the 1920s for goodness sake.
These are the two D&D adventures I’ve created and ran that I’m the most proud of:
  • An MKUltra adventure where the party has to shut down the mind-control experiments, rescue the victims, and kill Ted Kaczynski’s ghost.
  • An adventure taking place in a magical underwater laboratory built on hydrothermal vents where the party had to kill transhumanist necro-Buddhists and their undead cyborg monster creations.
Both of them took place in Eberron and definitely aren’t your typical D&D adventure, but they were the most fun my group has had at the table in years.
 


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