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.

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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
Consider that the Stone Age lasted over 6500 years (8700-2000 BCE), the European Bronze Age lasted 2600 years (3200-600 BCE), and the Iron Age also lasted close to 1000 years. This doesn't even take into account that period of prehistory when modern human behavior first appeared in Homo sapiens (50,000 years ago). So yes, civilizations can remain mostly unchanged for millennia. It's not unrealistic at all.
Ask any real historian or anthropologist: these ages do not mean that nothing changed. The world did not just sit by unchanged as if idly waiting for the Stone Age people to develop copper and bronze or the Bronze Age people to develop steel smelting. A LOT of innovation happened even within the Stone Age, the Bronze Age, and the Iron Age. We're talking about the domestication of animals, agriculture, the development of cities, farming, and writing. We're talking about smelting, organized warfare, mass migrations of people, and the rise and fall of multiple empires. Vast trade networks and sailing.
 

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This is fascinating, given how many people hate the Realms because there are powerful figures there......which is different than the specific thing being discussed, but really the same point. Individuals and societies evolve and grow. All over the world.

In the novel I'm writing......and hope to publish next year....the World Spirit (and the death of the goddess of time) has stifled magical and technological growth to prevent massive wars. No one knows that the naming rituals that every member of the People (elves, dwarves, humans, etc) undergoes before adulthood actually stifle their potential, at least not when the books start. Of course, I just figured this out, after writing the entire first book.....
 

Ask any real historian or anthropologist: these ages do not mean that nothing changed. The world did not just sit by unchanged as if idly waiting for the Stone Age people to develop copper and bronze or the Bronze Age people to develop steel smelting. A LOT of innovation happened even within the Stone Age, the Bronze Age, and the Iron Age. We're talking about the domestication of animals, agriculture, the development of cities, farming, and writing. We're talking about smelting, organized warfare, mass migrations of people, and the rise and fall of multiple empires. Vast trade networks and sailing.

Oddly enough my degrees are in history (MA, BA, AA) and cultural anthropology (BA) and I teach history :) There are a variety of reasons for the rate of progress in the periods of time he mentions. And sure extremely important things happened (agriculture is the single most important thing, everything else derives from the benefits of a steady expanding food supply, the resultant specialization it allows and the increasing complexity of society), but the rate of development was slower than in later eras. The foundations took a long time to establish and spread only slowly. Development ramps up slowly and speeds up as it builds on what came before. That's the nature of any complex system. The perception that nothing happened in the stone age, bronze age, and iron age is due to the limited amounts of information we have and the long time it took for innovations we do know about to occur. Stone age tools, for example, remained largely the same for thousands of years. Low population density and little or no specialization is are the reasons. As population density increases due to agriculture and specialization is established the rate and amount of innovation increases and the stone tools people used changed.

All of this assumes that natural laws, and, later, science (the instrument through which we which explore the world) work as they do on Earth. Last time I checked magic doesn't work here though. If it does there, the assumption that everything else works the same there as here is... well, you know what they say about assumptions :)
 

Oddly enough my degrees are in history (MA, BA, AA) and cultural anthropology (BA) and I teach history :) There are a variety of reasons for the rate of progress in the periods of time he mentions. And sure extremely important things happened (agriculture is the single most important thing, everything else derives from the benefits of a steady expanding food supply, the resultant specialization it allows and the increasing complexity of society), but the rate of development was slower than in later eras. The foundations took a long time to establish and spread only slowly. Development ramps up slowly and speeds up as it builds on what came before. That's the nature of any complex system. The perception that nothing happened in the stone age, bronze age, and iron age is due to the limited amounts of information we have and the long time it took for innovations we do know about to occur. Stone age tools, for example, remained largely the same for thousands of years. Low population density and little or no specialization is are the reasons. As population density increases due to agriculture and specialization is established the rate and amount of innovation increases and the stone tools people used changed.

All of this assumes that natural laws, and, later, science (the instrument through which we which explore the world) work as they do on Earth. Last time I checked magic doesn't work here though. If it does there, the assumption that everything else works the same there as here is... well, you know what they say about assumptions :)
I have no interest in quibbling the specifics here, but archaeology, history, and anthropology is challenging a lot of our common assumptions about human development with each and every passing year. The issue is that the whole "thousands of years" unchanged in fantasy presumes a certain degree of civilized society that is absent in these older real world eras. That's a big part of the problem.
 

I have no interest in quibbling the specifics here, but archaeology, history, and anthropology is challenging a lot of our common assumptions about human development with each and every passing year. The issue is that the whole "thousands of years" unchanged in fantasy presumes a certain degree of civilized society that is absent in these older real world eras. That's a big part of the problem.

I wasn't quibbling. I was largely agreeing with you about our world. I simply pointed out that it worked that way because of how our world works, which may be different in a fantasy world. We have continued to advance our technology /knowledge. What if you couldn't? It's not a "problem" to have static / slowly changing societies. If you assume the world exists, the question is *why* it is like that. The answer might be fundamental to how the world works. Of course if you just dismiss worlds that make the assumptions of a static technology / society, your problem is solved. I think it's more fun to think of the "why". All imho, of course ymmv.

Two four letter internet acronyms in one sentence… time to get back to work (prep work for the upcoming year) and think about "dinner" (the wife is out of town...) :D

*edit* and the site keeps doing strange things for me today... my last two posts it has told me I double posted (when I haven't). Unless my fingers are twitching :) Lots of typing today.
 
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A point to be made though is that these static fantasy settings are stuck at late Middle Ages, early renaissance levels. Where the rate of change is much much greater than in periods before. Which does make the setting rather odd.
 

Another thing about change in our world... a lot of it is driven by technology and repeatable results in science. What if science doesn't work that way, or even exist as it does irl? What if results are not repeatable? What if no combination of three easily available chemicals gives you "gunpowder"? What, in short, if magic and chaos are a bigger part of the world? Progress, as we know it, may not be possible. You might get an "Eberron" version of progress, if magic is that reliable and repeatable. Or you might just be stuck in the ancient / medieval setting that a lot of fantasy posits.

Thinking about "magic as a (repeatable) science" would lead to a Eberron magic = technology setting (imo). If magic is an "art", reliant on the practitioner and not easily replicated (say, ahem, it taking a long apprenticeship to learn / personalize magic as D&D does) you get a long term ancient / medieval setting.


*edit* Spelling and added bits.

That's an interesting thought. What if magic only works because that universe's physics are "fuzzy", and so hard science, as we know it, doesn't exist. So even the art of chemistry/alchemy is a crap shoot, or at least difficult enough that only masters can produce something potent consistently, making gunpowder a very rare substance.
 

I don't see why a narrative device that works for a beloved fictional story won't work for a game world because it suddenly breaks immersion. Lord of the Rings has been adapted into several role playing games over the years. Did the unrealistic length of the game world's history cause a problem for many players? I don't think so.

It depends. I know from having GMed some of the LotR games that the general emptiness of the world can be kind of a drag. It seems like there's a ton of detail in Middle Earth but there really isn't and the world itself makes little sense, particularly The Shire (e.g., who do they trade with?). Of course, JRRT was not primarily interested in things like economics.


You're absolutely right that 10,000 years of a culture not really changing very much isn't realistic. But when people sit down to play a fantasy role playing game I don't think it's a problem for most of them. They're already playing in a world with people who can turn into bears and fly on magic carpets.

Yeah, it's important to realize that not every player, indeed most players, aren't hardcore into world-building.
 

The problem with that is, many of the “big” changes don’t really require rare stuff.

When you already have flying creatures, domestication or outright slavery is an option. Or even cooperation. It gets rather suspect when EVERY setting has a force in it that restricts advancement.

Better, IMO to actually take a bit of time and create a plausible world.
 

I think one of the reasons Tolkien got away with a near static world is the lack of diversity in his world. Sure he had Elves, Dwarves, Humans etc. but in most cases each race only had one or two outposts. Contrast that with Earth in any era with significant recorded history. We had many different nations each with its own government and culture. Each nation often had many cities, each of which had its own unique features. Pretty hard to have a static world when there are so many competing ideas and cultures. Much easier when you only have a few that are often separated by weeks of travel. Plus Tolkien's cultures often practiced a near obsession with keeping the taint of other cultures from infecting their own.
 

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