Worlds of Design: A Time for Change

J.R.R. Tolkien’s Lord of the Rings and Silmarilion set a fashion for fictional civilizations lasting many millennia without much technological or social change. This worked for the literature, but rarely makes sense for games.

J.R.R. Tolkien’s Lord of the Rings and Silmarilion set a fashion for fictional civilizations lasting many millennia without much technological or social change. This worked for the literature, but rarely makes sense for games.

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Photo courtesy of Pixabay.


It is all a matter of time scale. An event that would be unthinkable in a hundred years may be inevitable in a hundred million.” Carl Sagan​

One of the things Tolkien did with Middle Earth has encouraged an unbelievable view of history as something that very slowly changes over millennia. Perhaps one reason was that in Middle Earth there were people who remembered the First Age. They were alive then, a consequence of the practical immortality of the elves (and some half-elves). If your world doesn’t have the continuity of immortality then barely-changing history stretching thousands of years makes even less sense.

What I’m trying to do is point out why these fictional civilizations that last for millennia don’t make sense. Why is this important? One word, immersion. People who know much about history will probably see your worlds very long history-without-much-change as unbelievable, thus destroying the immersion in the world that’s so important to engaging play. Though those who don’t know much history may not find it distracting at all.

Often, the very long histories are a form of self-indulgence, the writer writes what he wants even though it is hardly necessary to the game.

The funny thing is, it’s not necessary to have thousands of years of history to do what you want; a few hundreds of years will be just fine. What was our world like 500 years ago? The end of the Middle Ages, the recent discovery of the New World, the beginning of the end for Mesoamerican civilizations, China drawing back into isolation, the Ottoman Empire growing into Europe as it was no longer opposed by the no-longer-extant Byzantines, Russia still a benighted land fighting the Tartars, India dominated by Muslims, and so forth. Armies still included pikemen and others not yet armed with gunpowder weapons. The first circumnavigation of the world was being accomplished.

And that’s only 500 years ago.

Now if we go back 5,000 years there were nascent civilizations only in Mesopotamia and Egypt (China and Harappa (India) came later), and technological change was slow (though faster than we may think today because the changes were so fundamental, such as the development of writing). Iron-working had not yet been developed, bronze was very expensive, and horses were much too small to pull chariots, let alone to ride. When iron-working was developed it took many centuries to spread throughout the Old World.

Furthermore, a civilization with iron or steel armor and weapons, with well-developed ships, is not going to sit in stasis unless someone is deliberately trying to suppress change, as we see in some fantasy and science fiction stories (see David Weber’s Safehold series).

There are lots of reasons why civilizations cannot remain static - which is the primary way you’re likely to have histories thousands of years long, civilization in stasis. There are resource limitations: if you use iron for many centuries you’re going to use up easily accessible sources, and have to develop new technology to be able to continue to obtain iron ore. That’s true for many other resources, even renewable ones such as timber. If you irrigate land long enough (as in Mesopotamia), it begins to deteriorate from salt deposits. You can’t continue doing things the old way because the resources change.

And the longer your civilization goes on, the more you must change.

If you’re writing a separate setting, one that is not part of a particular game, then circumstances are somewhat different. There are so many supplements available, whether world settings or adventures, that you can’t really expect many people to use them directly in games even if they read them. In other words, many people are reading them for the story more than for their utility in a game. That’s compounded perhaps by the people whose RPGs are primarily storytelling machines and not opposed games. (There’s no possibility of failure.) Those folks are naturally going to read settings and adventures more as story than as game.

In these cases, indulging your storytelling bent at the expense of game makes perfect sense. So those long histories, if they are relevant to the stories, are no longer self-indulgence.

Rome (kingdom, republic, and empire) had a history approaching 1,000 years - more if you include another thousand for the Byzantine Empire that succeeded Rome, and called itself Roman. China has a history more than 2,000 years long. There were empires in Mesopotamia more than 4,000 years ago - but they were lost to memory until archaeologists excavated ancient mounds that turned out to have been great cities, that used fired-clay tablets to record information. A 3,000 year history is a very long time.

Of course, if YOU want to write thousands of years of history for your campaign or your RPG rules, that's your choice. It may help you create your game. But do you want to inflict all that history on the gamer? I enjoy history (that’s what my Ph.D. is in), but very long histories for games are not my preference. Your mileage may vary.

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Kaodi

Hero
I think the main issue long lived races have in D&D from the point of realism is that their family structures and planning seems to largely mimic human ones. Elves, for instance, should probably not have nuclear families. They should all be in houses, with a few members of the family with the inclination or discipline for it taking on the role of raising children, under the guidance of the oldest and wisest family members. Pretty much every elf should be encouraged to have children as soon as they are mature and then go and do whatever it is they want to do with their lives, get killed, whatever. So they are protected against extinction by a culture that emphasizes not taking risks until you have children.

This is an aspect of gaming that I am kind of surprised has not changed much over the years, despite gamers getting older: not only is everyone an orphan, but they are also childless. I do not have kids, but I am old enough that I am seriously worried I never will. One of my PbP characters right now is a parent (though her kid is not likely to ever appear as an npc), and that is probably something I am going to experiment with more in the future.
 

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MGibster

Legend
I think the main issue long lived races have in D&D from the point of realism is that their family structures and planning seems to largely mimic human ones.

I don't view that as a problem I see it as a feature. Elves, dwarves, halflings, and even half-orcs are essentially humans. Just like the aliens in Star Trek tend to be humans with funny noses. Most audiences find it difficult to connect with something that is truly and utterly alien to them. Elf family structures mimic ours because we're telling very human stories.
 

Beleriphon

Totally Awesome Pirate Brain
True, but one of the few design decisions in Eberron I disagree with is taking Keith's initial timeline and expanding it by a factor of 10 to make it more epic seeming. 10-15 years for the Last War and 200 years since the settlement of Khorvaire by Lhazaar feels a lot better to me than the actual timeline.

For Eberron's history its more like comparing Europe between say the time frame of William the Conqueror and Jack the Ripper. Khorvaire being conquered 1000 years in the past by Karn isn't terribly unreasonable, and then having a 100 year long civil war upon the death of the ruling monarch is also pretty reasonable. It isn't as though our own histories don't have similar scenarios.

If you kind of assume that modern Khorvaire is modern, in the sense that all the stuff they have now didn't exist when Lhazaar settled the continent, it starts to make more sense. Especially since not all of the Dragonmarked Houses were present at the time of the settlement.
 

aramis erak

Legend
I'm not sure you are entirely correct on your terminology there. Meiji ended thirty years before the occupation by US forces. But, I do take your point.
Meiji left most of the bureaucracy intact. that's the point. He stripped the Samurai of privileges, but kept the functionaries in their roles. Culturally, tho', Meiji marks the beginning of the end of traditional culture. Meiji to Douglas MacArthur is a grey area; the bureaucracy was intact, but the culture wasn't.
I think the main issue long lived races have in D&D from the point of realism is that their family structures and planning seems to largely mimic human ones. Elves, for instance, should probably not have nuclear families. They should all be in houses, with a few members of the family with the inclination or discipline for it taking on the role of raising children, under the guidance of the oldest and wisest family members. Pretty much every elf should be encouraged to have children as soon as they are mature and then go and do whatever it is they want to do with their lives, get killed, whatever. So they are protected against extinction by a culture that emphasizes not taking risks until you have children.
The thing is, super long lives can go many directions...

For maximum reproduction, they could go to nuclear families for the duration of raising replacement children, then dissolve and pair off with another.

Or, specific individuals could be tasked to raise all the children in a creche, no child knowing his parents, and only his nannies.

Or they could form multi-polyamorous cluster families.

Or they could just do the free love thing, and mothers have children without paternal input...

Or, they could, like many species, perma-bond with a single partner... until one or the other dies or goes insane.
 

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