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D&D - Mediaval Social, Political & Economical Structure.
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5596634" data-attributes="member: 6677983"><p>A lot of modern historians are questioning the validity of feudalism as a viable economic and political structure, and it tends to become over simplified in our history books. And, "true" feudalism typically is only found in certain parts of western europe in a very short period of time historically, for about 100 years.</p><p></p><p>RC made a good point about the godfather, and pemberton also amde a lot of sense with suggesting broad strokes as opposed to specific detail. But, I consider life to be in the details, and the cultural / social aspects of that society is often expressed in the mundane every day interactions between the different people therein. </p><p></p><p>There are many other cultures that "work" in D&D settings, as well as a lot of fantasy or mythological elements that can be folded in and hybridized. For example, nomadic medieval societies such as the Native Americans or the Huns / Mongols are very interesting cultures that rely on a very different social and economic structure than say the Roman Empire. </p><p></p><p>Also, other cultures that believe in reincarnation and karma have entirely different elements of "kindness" and philanthropy that would be deemed wasteful in western class-based societies. Cultures ruled by magic, such as the shamanistic cultures of Africa and South America are also very intriguing, and intensely different than our classic views of medieval europe. </p><p></p><p>When I am creating a game setting, I tend to combine many of the elements that I find interesting in different territories: highly civilized near-modern city-states modeled after Roman cities; feudal castles with a lord and knights against the dangerous frontier; theocratic societies that have absolute faith in some supreme power; and principled nomadic peoples who wander the fertile plains following the large herds of beasts. </p><p></p><p>I think that this texture and variance is what makes a world truly "believable," as even within a small area such as Europe, there are abundant differences. That's not even adding the fantasy elements!</p><p></p><p>So, I guess my whole point is that it is more an exercise in creativity rather than historical observance, as the records are sparse and the details vague. Broad brushstrokes with some unique (or borrowed) details with interesting flair makes for an interesting painting of a world.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5596634, member: 6677983"] A lot of modern historians are questioning the validity of feudalism as a viable economic and political structure, and it tends to become over simplified in our history books. And, "true" feudalism typically is only found in certain parts of western europe in a very short period of time historically, for about 100 years. RC made a good point about the godfather, and pemberton also amde a lot of sense with suggesting broad strokes as opposed to specific detail. But, I consider life to be in the details, and the cultural / social aspects of that society is often expressed in the mundane every day interactions between the different people therein. There are many other cultures that "work" in D&D settings, as well as a lot of fantasy or mythological elements that can be folded in and hybridized. For example, nomadic medieval societies such as the Native Americans or the Huns / Mongols are very interesting cultures that rely on a very different social and economic structure than say the Roman Empire. Also, other cultures that believe in reincarnation and karma have entirely different elements of "kindness" and philanthropy that would be deemed wasteful in western class-based societies. Cultures ruled by magic, such as the shamanistic cultures of Africa and South America are also very intriguing, and intensely different than our classic views of medieval europe. When I am creating a game setting, I tend to combine many of the elements that I find interesting in different territories: highly civilized near-modern city-states modeled after Roman cities; feudal castles with a lord and knights against the dangerous frontier; theocratic societies that have absolute faith in some supreme power; and principled nomadic peoples who wander the fertile plains following the large herds of beasts. I think that this texture and variance is what makes a world truly "believable," as even within a small area such as Europe, there are abundant differences. That's not even adding the fantasy elements! So, I guess my whole point is that it is more an exercise in creativity rather than historical observance, as the records are sparse and the details vague. Broad brushstrokes with some unique (or borrowed) details with interesting flair makes for an interesting painting of a world. [/QUOTE]
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