Somalia as Model for D&D Society

Status
Not open for further replies.

mmadsen

First Post
I remember reading about AK-47s and RPGs (rocket-propelled grenades, not roleplaying games) for sale on the streets of Somali cities years ago (around the time of Blackhawk Down), and it reminded me of D&D characters buying magic arms & armor.

Anyway, a recent Economist article describes the current situation in Somalia:

There are two ways to run a business in Somalia. You can pay off the local warlord, not always the most trustworthy of chaps, and hope he will stop his militiamen from murdering your staff. Or you can tell him to get stuffed and hire your own militia. After 13 years of civil war, businessmen are increasingly plumping for the latter option, and their defiance has been rewarded. A veneer of normality is returning to the world's most chaotic country. An economy, of sorts, is beginning to thrive.

Somalia's first Coca-Cola bottling plant opened in the capital, Mogadishu, last month. That its carbon dioxide chambers are encased in mortar-proof reinforced concrete is almost beside the point. Somalis now have the opportunity to rot their teeth like anyone else, and that feels good. Countrywide distribution will be smoothed by the presence of hundreds of experienced security guards, who are also responsible for protecting the odd foreign expert who drops in. Newcomers are encouraged to calm their nerves by firing off a few rounds or lobbing a hand-grenade shortly after arrival. “It really works,” enthuses a visiting Kenyan engineer.

Perversely, this renaissance has been made possible by Somalia's continuing fragmentation. There is still no proper central government but, where once there was only a handful of warlords, there are now at least 24, and that is only the serious ones. With smaller fiefs to pillage, few can now afford the $100,000 or more that it costs to wage a six-hour battle, so such battles are less common. This is what passes for peace in Somalia, and it is enough to tempt many homesick exiles to return. They bring money as well as skills and contacts. In the past few years, hospitals, schools, businesses and even a university have appeared.

In some ways, anarchy makes doing business easier. There are no formal taxes—given how heavily-armed the average Somali is, these would be hard to collect—and no regulation whatsoever. But the costs of chaos outweigh the benefits. You can roar through a warlord's road block unmolested if you have ten gunmen in the back of your pickup, but you have to pay your gunmen. Nationlink, one of the country's three mobile-phone operators, employs 300 guards to protect 500 staff.
 
Last edited:

log in or register to remove this ad


oooh post #2...

So what you're saying is, in a D&D campaign where there is no big central government, expect all the high level bullies to take over with small fiefdoms (orc warlords...) and expect all the merchants to hire adventurers to protect them from the warlords...

Not a bad premise, and it is backed up by a real life example.
 

I think a violent city-state model works well for D&D. There's a bunch of campaigns based on ancient greece going on.
 

Janx said:
So what you're saying is, in a D&D campaign where there is no big central government, expect all the high level bullies to take over with small fiefdoms (orc warlords...) and expect all the merchants to hire adventurers to protect them from the warlords...

Not a bad premise, and it is backed up by a real life example.
Exactly. This real-world example models the typical D&D world pretty well -- bands of heavily armed adventurers, no central authority to stand up to them, etc.
 

Insightful observation, mmadsen. Gary Gygax himself is a libertarian, which is of course next door to anarchy. I think his political presuppositions color typical D&D worlds to this day. The earliest published alternative is M. A. R. Barker's Empire of the Petal Throne, which depicts societies with large and complex governments.
 

Geoffrey said:
Insightful observation, mmadsen.
Thank you, Geoffrey.
Geoffrey said:
Gary Gygax himself is a libertarian, which is of course next door to anarchy.
Well, depending on your definition of anarchy...

(And let's not get into that discussion.)

I'm not surprised that Gygax is a libertarian -- but I am surprised that I didn't know that already!
Geoffrey said:
I think his political presuppositions color typical D&D worlds to this day.
Above all, D&D worlds resemble the Old West (as depicted by Hollywood) -- and I'm not sure that's because of anyone's political ideology, so much as it's because there's room for adventure in a land without strong, centralized authority.

And, in case it's not clear, that Economist article doesn't paint a rosy picture of the anarchy: "But the costs of chaos outweigh the benefits."
Geoffrey said:
The earliest published alternative is M. A. R. Barker's Empire of the Petal Throne, which depicts societies with large and complex governments.
I still have never seen any actual Empire of the Petal Throne material...
 
Last edited:

johnsemlak said:
I give this thread about 5 posts.

A. looks like Mr. Semlak was quick to jump to conclusions, and probably just needed a post-count bump.

B. comparing D&D to the old west is apt. There's often room for legitimate vigilante justice in the old west tales, and that's pretty much what the PCs are in a D&D game.

C. Not all worlds are lawless realms with warlords all over the place, but many do have lawless regions on the fringes of lawful societies. Heck, what's Africa but the fringe of civilization from many people's perspectives.

Janx
 

Janx said:
B. comparing D&D to the old west is apt. There's often room for legitimate vigilante justice in the old west tales, and that's pretty much what the PCs are in a D&D game.

Somalia, Hollywoods Old West, Caribbean Bucaneer Islands and the various 'Hell Holes' of Colonial Times are all pretty much run on the basis of Warlords and their supporters. The movie Gangs of New York shows the exact same premise and pretty much goes back to the fact that humans are essentially tribal. That DnD reflects this isn't suprising

Remember that the Dark Ages -Medieval period DnD is (superficially) based on also had a system of War Lords (Nobles) and their supporters (Men-at-Arms), the toughest and/or wisest of whom became Monarch. DnD Adventurers fit the model of the Mercenary Armies that began to arise when the power of the Nobles was diminishing

Actually Polynesia makes a fascinating study because although derived from essentially the same clan focussed cultural base Polynesian socieites range from a system of warlords (Marquesas, Easter Island) through Tribal Hierarchies (NZ) and on to Feudal-like Oligarchs (Tahiti) and stratifed Monarchies and Empires (Hawaii, Tonga). In practically all cases the different configurations can be brought down to Economic factors - ie abundance of resources vs Population pressures
 


Status
Not open for further replies.
Remove ads

Top