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Does D&D even have a component of "midieval" anymore?
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<blockquote data-quote="Mycanid" data-source="post: 3558800" data-attributes="member: 40370"><p>An interesting thread to read for sure.</p><p></p><p>The original name of the thread was whether or no D&D had a component of medieval anymore.</p><p></p><p>By the very fact that it has items of that level of technology (whether for a personal use, or artistic use, or what have you) means that it does still have such a component. Many of the classes and prestige classes (such a hospitaler, paladin, etc.) have their origin idea wise in historical people from the medieval time period. So ... at the very least all this points to the fact that yes, DnD does have components of the medieval built into the game mechanics still.</p><p></p><p>This, however, does not mean that it is SOLELY medieval. It is not an either/or black/white situation here. But rather a Both/And situation. And I believe all of those who have posted in the thread agree to such. There were always elements that were obviously from a "fantasy" setting, a modern mindset, etc., etc. mixed in.</p><p></p><p>As far as can understand the OP, he felt that the present versions of the system are moving more and more away from a higher % of the medieval element of things that he felt were in the earlier versions of the games.</p><p></p><p>Now I agree with this assessment of his, and I personally like the earlier versions of the games as presented. Papersandpaychecks, for example, pointed out in one of his posts that many of the first "Renaissance" type technology elements were introduced in 1983 with the Unearthed Arcana book. Later on blunderbusses and such were added, for example.</p><p></p><p>Some of the versions of DnD can be easily regarded as having fewer of these medieval elements - such as the Forgotten Realms setting - and some barely any aspects at all - such as Eberron.</p><p></p><p>But the game as such, in its present manifestation (3.5 rules), outside of a specific setting, does in fact have fewer elements of medievalism in it simply because together with it are mixed together other elements that were not there as the "defaults" to the degree that they were in the older editions.</p><p></p><p>So then ... here come my two conclusions from all this:</p><p></p><p>I feel that the reason the rules sets have been presented as they are at present is simply to provide as many as possible general guidelines for people to come to the books and create/take away the elements for a setting they desire. They are meant to be guidelines, not straitjackets - i.e. you MUST have gunpowder in your game, or you must NOT have it.</p><p></p><p>I have seen so many homebrew settings throughout the threads here in ENWorld, that I am quite certain that any DM and/or players are quite capable or choosing or casting away whatever elements of the game % wise they like. And I have faith in their creativity and stubbornness to do so! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mycanid, post: 3558800, member: 40370"] An interesting thread to read for sure. The original name of the thread was whether or no D&D had a component of medieval anymore. By the very fact that it has items of that level of technology (whether for a personal use, or artistic use, or what have you) means that it does still have such a component. Many of the classes and prestige classes (such a hospitaler, paladin, etc.) have their origin idea wise in historical people from the medieval time period. So ... at the very least all this points to the fact that yes, DnD does have components of the medieval built into the game mechanics still. This, however, does not mean that it is SOLELY medieval. It is not an either/or black/white situation here. But rather a Both/And situation. And I believe all of those who have posted in the thread agree to such. There were always elements that were obviously from a "fantasy" setting, a modern mindset, etc., etc. mixed in. As far as can understand the OP, he felt that the present versions of the system are moving more and more away from a higher % of the medieval element of things that he felt were in the earlier versions of the games. Now I agree with this assessment of his, and I personally like the earlier versions of the games as presented. Papersandpaychecks, for example, pointed out in one of his posts that many of the first "Renaissance" type technology elements were introduced in 1983 with the Unearthed Arcana book. Later on blunderbusses and such were added, for example. Some of the versions of DnD can be easily regarded as having fewer of these medieval elements - such as the Forgotten Realms setting - and some barely any aspects at all - such as Eberron. But the game as such, in its present manifestation (3.5 rules), outside of a specific setting, does in fact have fewer elements of medievalism in it simply because together with it are mixed together other elements that were not there as the "defaults" to the degree that they were in the older editions. So then ... here come my two conclusions from all this: I feel that the reason the rules sets have been presented as they are at present is simply to provide as many as possible general guidelines for people to come to the books and create/take away the elements for a setting they desire. They are meant to be guidelines, not straitjackets - i.e. you MUST have gunpowder in your game, or you must NOT have it. I have seen so many homebrew settings throughout the threads here in ENWorld, that I am quite certain that any DM and/or players are quite capable or choosing or casting away whatever elements of the game % wise they like. And I have faith in their creativity and stubbornness to do so! :) [/QUOTE]
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