CruelSummerLord said:
And yet, your standard D&D fantasy setting continues for centuries, even millennia, without appreciable progress in science,
Isn't this setting-dependent? How long have 9th level spells been around? Were they always around or are they new tech.?
and retaining many of the same cultural and philosophical traits it did three thousand years ago.
As much as many cultural and philosophical traits in our society have changed in the past 3000 years, some have not.
But I'm not sure if many worldbuilders have seriously considered the effects of genuine nonhuman cultures would have on the development of their human neighbors, and their overall effects on the development of the world.
Some have and have reached different conclusions than you. Some have and have reached similar conclusions to yours. Some have not. And many have said, "Serious consideration!? This is D&D, right?"
If dwarves and gnomes are spread all over the world, is it not conceivable that through cultural interchange, human cultures based on real-world societies that historically didn't have access to finished metal goods for a long time, like North American Aboriginals or Africans, might in fact have access to metalsmithing and metal instruments?
Actually, most of Africa was producing iron by the time Europeans developed an interest in the place. And copper-working was taking place on every continent but Australia by 1450.
But much of our image of aboriginal cultures in America is not of them prior to their use of metal on a large scale but rather the kind of cultures they became when they started importing finished metal goods on a large scale.
So, the question arises: in a trading environment, why would a hunter-gatherer culture or migratory pastoralist culture start producing metal goods itself when it could just trade for them?
The cattle pastoralists of medieval East Africa are great examples of this. Why not just trade beef for iron?
In real life, while some cultural interchange allowed non-European civilizations to get their hands on such things as metal cooking pots or firearms, they were never able to acquire or develop them on the scale of Europe,
Wasn't per-capita firearm ownership higher amongst North American aboriginals in the 19th century than amongst colonists?
which led to the conquest of much of the rest of the world by the beginning of the 20th century.
This is a problematic and simplistic take on European colonialism.
Any colonizing civilization might find its job much more difficult if it has to compete with foreign cultures who match it in technology,
That's true. But you need to broaden your idea of "technology" -- social technologies like close-order drill, conscription, variolation and quarantining were more important than firearms in European conquest.
Industrial development requires fossil fuels to be able to power a lot of the machines that are eventually created.
While this argument
might fly for a world with the physics of this world, you are really hitting upon the biggest problem with the fundamental premises underpinning your thread:
Fantasy worlds run by different physical worlds than this one. You are reasoning from the viewpoint that fantasy worlds have the same physical rules as our world. People in D&D worlds can make giant exploding balls of fire out of words; they can cure terminal diseases by touch; it therefore seems impossible to posit a similar course of technological development in a world with different physics than our world based on how tech developed in this one. Digging up coal is way less efficient than summoning fire elementals; fossil fuels make no sense in a D&D world.
So, leaving aside the idea that we could not have built the machines we have built powered by charcoal and ethanol instead of coal and gas, something I find dubious in the extreme, your theory still doesn't really hold together.
You want to develop gunpowder? It's a pity, then, that so many of the chemicals needed to develop it on a large scale are in the hands of giants and goblins
But D&D worlds are worlds in which earth, air, fire and water are elements.
If earth and fire are elements, how can sulphur also be an element?
Related to this point, humanity has had the world to itself. Different human civilizations fight each other, sure, but they've also had time to develop tremendous scientific and intellectual advancements, especially when internal disorder is suppressed and people don't need to spend every waking moment waiting for an attack. Europe was a savage place in the Dark Ages, with bandits and warlords everywhere, but a thousand years later the greatest source of conflict was between nations, which did not face internal disorder on nearly the same scale, giving its residents time to focus on things like philosophy and science.
Way more of Europe's economy was focused on funding the creation and development of philosophy during the "Dark Ages" than today.
And not to Godwin this thread but to posit the idea that scientific "progress" varies inversely with the savage barbarity of a civilization might be complicated by the experiences of a lot of Central Europeans during the twentieth century.
Now, turn it around and consider how countries react by having to deal with the constant attacks of orcs, ogres and giants.
I don't know. Perhaps they might build The Great Wall of China.
Along with the knowledge of metalsmithing, for example, who's to say how human cultures will be affected by the presence of nonhumans?
This is a good point.
But here's the thing: why would they view the non-humanity of a certain group as more problematic than humans have traditionally found linguistic, religious and/or cultural difference? Does "because he's a dwarf" necessarily trump "because he's a Muslim" as a reason for intractable, long-term conflict?
The constant attacks of humanoids requires a strong military leader to fend them off, which means that strong monarchs become a popular choice.
This certainly seems pretty axiomatic: cultures that have tended to face repeated barbarian incursions have tended to be more despotic than those which have not. But again, I have to ask: would the relationship between humans and gnolls necessarily be more adversarial than the relationship between the Rus and the Pechenegs or the Christians and the Muslims?
Mayan or Aztec-inspired cultures, under the influence of their dwarven neighbors, might place a tremendous value on precious metals and gems, and develop a very strong commercial tradition, or a strong tradition of engineering and science under the influence of gnomes.
That sounds cool.
But why did you pick Mayans and Aztecs in particular for this example?
Halfling influence might lead Viking-like societies to embrace the notions of the social contract,
I hate to tell you this but much of our ideas of social contract come from Germanic barbarians: tort law and representative democracy leap immediately to mind.
as the halflings offer their valuable agricultural knowledge to help their human neighbors feed themselves in the harsh northern climes,
I find your halflings a good deal more interesting than other people's halflings. Good job.
while the humans protect them from the ravages of orcs and goblins.
You might enjoy reading more about the relationships between agricultural and pastoral societies for other examples of real world cultural symbiosis along these lines.
Elven influence might lead a medieval Muslim-inspired society to have a very strong devotion to nature, incorporating it into the religious devotion that permeates the rest of their culture.
That's a cool idea with or without elves. The idea of Muhammad being all into the sacred groves sounds cool. The early medieval Abadi Muslims of the Maghrib were a bit like this.
Anyway, a thought-provoking piece. Happy gaming!