Worlds of Design: Baseline Assumptions of Fantasy RPGs

You can write a set of fantasy role-playing game (FRPG) rules without specifying a setting, but there’s a default or baseline setting assumed by virtually everyone when no setting is specified. Moreover, some rules (e.g. the existence of plate armor, and large horses) imply things about technology and breeding in the setting.

You can write a set of fantasy role-playing game (FRPG) rules without specifying a setting, but there’s a default setting assumed by virtually every FRPG. Moreover, some rules (e.g. the existence of plate armor, and large horses) imply things about technology and breeding in the setting.

fantasybasics.jpg

Picture courtesy of Pixabay.

The Basics of FRPG​

All FRPGs start with some assumptions built into the setting, some of them so innocuous that gamers might not even realize they're assumptions to begin with. For example the assumption that there are horses large enough to be ridden, even though for thousands of years of history, horses weren’t large enough for riding (the era of war chariots from about 1700-1000 BCE, and the era before that of infantry only).

Familiarity vs. strangeness is an important question for any worldbuilder to answer. What are gamers familiar with? That tends to be the default. J. R. R. Tolkien’s works (Lord of the Rings, Hobbit, etc.) are nearly a default setting for many, as in the dwarves and elves who are quite different from traditional stories of dwarves and elves. You could argue that the default setting is more Tolkien than it is medieval European, but he largely adopted Late Medieval European (1250-1500), so I prefer to refer to that.

The question is, do you want your ruleset, or your campaign setting, to follow the default? An early example of great deviation from the default was the wonderfully different world of Tekumel (Empire of the Petal Throne, and a few novels). A “different” FRPG might posit no monsters at all, perhaps not even elves and dwarves, just a lot of humans, yet never explicitly say so: if you leave out rules for monsters and humanoid races other than humans, you have a different-than-baseline setting, even if you didn't consciously make that decision. But be warned: too much unfamiliarity may make some players uncomfortable.

Are there baseline assumptions for science fiction? There seems to be so much variety, I wouldn’t try to pin it down.

The Baseline

What ARE the baseline assumptions? In general, they are mostly late medieval (not “Dark Ages” (500-1000) or High Medieval (1000-1250), as FRPGs tend to be magic grafted to later medieval Europe. In no particular order here is a list of categories for baseline assumptions that I’ll discuss specifically:
  • Transportation
  • Communication
  • State of Political Entities
  • Commonality of Magic
  • Commonality of Adventurers
  • Commonality of Monsters
  • Length of History and Rate of Change
  • Level of Technology
  • Warfare and the Military
  • Religion
  • Demography
  • Climate

Transportation

Wooden sailing vessels, late medieval style. In calm waters such as landlocked seas and lakes, galleys; in wild waters (such as oceans), small sailing vessels. River barges much preferable to poor roads and carts. And are there wonderful roads left by or maintained by an Empire (Rome)? See "Medieval Travel & Scale."

Communication

Proceeds at the rate of travel, by horse or by ship. In other words, very slow by modern standards. Even as late as 1815, the Battle of New Orleans was fought after the War of 1812 had ended (in 1814), but before news of the treaty had reached Louisiana from Europe.

State of Political Entities

Monarchies and lower level independent states (such as Duchies) ruled by “the man in charge” (very rarely, a woman). Nobles. States, not nations (the people rarely care which individual is actually in charge). Castles are so defensible that it’s fairly easy for subordinate nobles to defy their superiors. There are small cities (5-10,000 usually), not really large ones (over 100,000 people).

Commonality of Magic

Magicians are usually rare, secretive folk. Few people ever see any manifestation of magic. In some cases the church or the government tries to suppress magic. See "The Four Stages of Magic."

Commonality of Adventurers

Magicians, knights, powerful clerics, all are rare. 1 in 500 people? 1 in 10,000?

Commonality of Monsters

Human-centric. Monsters are usually individuals rather than large groups. Intelligent monsters are rare. (Here Tolkien’s influence, the great orc/goblin hordes, often overrides European influence.) Undead may be common. Dragons are “legendary.”

Length of History and Rate of Change

Slow pace of change of technology. Awareness of the greater days of a “universal empire” in the past (such as Rome), now gone. Technology changed much faster in late medieval times, than in Tolkien’s Middle-earth.

Level of Technology

Late medieval, or possibly less. (Late medieval for the technology necessary to make full plate armor, if nothing else.) See "When Technology Changes the Game."

Warfare and the Military

Wars rarely changed borders much (Late Medieval) - the great migrations have ended. Wars certainly aren’t national wars, the common people are spectators. See "The Fundamental Patterns of War."

Religion

What we’re used to in later medieval times is a universal monotheistic church (Catholicism), though with foreign churches of different stripe (Orthodox Christian, Muslim, Hindu, Buddhist). But in games, more often the setting seems to derive from older, pantheon-based, religions.

Demography

Density of population is low. Depends on whether the local area is frontier or settled. Cities are population sinks (high mortality rates). There may be stories of a Great Plague (later-1340s and onward in Europe).

Climate

Temperate medieval European (more often, English (governed by the Gulf Stream)), with fairly cool summers so that full armor is not impossibly hot. (Imagine wearing full armor when the average summer high is 91 degrees F, as in northern Florida.) But winters are much less severe than in the northern USA. (Modern European climate is currently getting much warmer than in late medieval times.)

Your Turn: Do you see the default setting as different that what I’ve summarized?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Minigiant

Legend
Supporter
D&D games very dramatically in how common magic is in the setting. In some, it's the purview of a handful of eccentric wizards, in others it's commonplace and commercialized.

I lean towards the former. Going by the assumptions outlined in AD&D, 1 out of 100 people in the setting have a class. Magic-users are by far the least common of those classes, so around 1 in 1000 people in the setting are wizards. The overwhelming majority of classed NPCs are no higher than level 1-4, so maybe 1 in 10,000 people in the fantasy world can cast level 3 or higher spells. So that's five people in a barony of 50,000. Most of these will be eccentrics and recluses, who pursue arcane studies for selfish or inscrutable reasons. So in a barony of 50,000, there might be one person capable of casting level 3 or higher spells who takes an active role in the affairs of men. Maybe they're in the court of the baron. But maybe they're an independent political actor. Or an adventurer.

As for magic items, I've always presumed that the reason adventurers go into incredibly perilous locales like dungeons to find magic swords and wands is because they're extremely rare. If arcane artifacts can be bought in shops, wouldn't stealing from those shops be a far easier to way to get your hands on them than delving into horrible labyrinths filled with dozens and dozens of deadly monsters? And any entity powerful enough to protect a stock of magic items from assault by a party of level 6 or 8 PCs likely has more important and ambitious things to be doing with their time than running a shop.

Magic only 'changes everything' if it's common enough to function like technology. I think it's entirely within the scope of a standard D&D setting for it to operate very much like our medieval world in social structures and material standards of living, with magic being strange, uncommon, and regarded with awe.

And if you go to later editions of D&D, it gets worse.

Later d&d introduces NPC classes and pushes the idea that the PC Classes are rare specialties. 3e, 4e, and 5e says that every trained warrior is no a fighter and not every thief or highwayman is not a rogue. The PC classes are for the specialty trained, the focused workers, or the naturally gifted.

Let's say you go by the 1:100 class assumption in a population. Well now 75%-90% of those classes are NPC classes. So of the 5 arcanists in the barony, only 2 of them are sorcerers or wizards. One of arcanists is studying to convert from adept/spellcaster to wizard. Another is too busy with local affairs and economics. So you only have one full arcanist free.

This is why warlocks became more popular in the base assumption as well. With the only people able to train you few and far between and travel to themdangerous if your local lord hasn't stomped out local wilderness threats, ambitious folk who want to use magic have to be lucky enough to live near and apprentice under a spellcaster or seek out one of the many dark patrons of the wilds.

And once again, travel safety is the main thing holding magic down. You can only travel to magic population centers if you are rich enough to hire bodyguards, are a bodyguard, or are strong enough to be a bodyguard. Sages, scholars, scientists, and smart hermits are more or less stuck in the safe pockets of the world working alone. They have to work alone empoloyed by a rich lord or are grinding levels alone in the books to get the money or power to regulary travel to the new big city to compare new and advance the tech. Then when they get power, all the nobles want a piece (Mo' Magic Mo' Problems) and this makes them run away and make the dungeons where all the +1 swords are.

Aren't a good chunk of dungeons just abandoned strongholds and towers of former adventurers or their descendants now occupied by monsters or monster lairs populated by monsters who looted said ruined stronghold or tower?
 

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Arilyn

Hero
D&D games very dramatically in how common magic is in the setting. In some, it's the purview of a handful of eccentric wizards, in others it's commonplace and commercialized.

I lean towards the former. Going by the assumptions outlined in AD&D, 1 out of 100 people in the setting have a class. Magic-users are by far the least common of those classes, so around 1 in 1000 people in the setting are wizards. The overwhelming majority of classed NPCs are no higher than level 1-4, so maybe 1 in 10,000 people in the fantasy world can cast level 3 or higher spells. So that's five people in a barony of 50,000. Most of these will be eccentrics and recluses, who pursue arcane studies for selfish or inscrutable reasons. So in a barony of 50,000, there might be one person capable of casting level 3 or higher spells who takes an active role in the affairs of men. Maybe they're in the court of the baron. But maybe they're an independent political actor. Or an adventurer.

As for magic items, I've always presumed that the reason adventurers go into incredibly perilous locales like dungeons to find magic swords and wands is because they're extremely rare. If arcane artifacts can be bought in shops, wouldn't stealing from those shops be a far easier to way to get your hands on them than delving into horrible labyrinths filled with dozens and dozens of deadly monsters? And any entity powerful enough to protect a stock of magic items from assault by a party of level 6 or 8 PCs likely has more important and ambitious things to be doing with their time than running a shop.

Magic only 'changes everything' if it's common enough to function like technology. I think it's entirely within the scope of a standard D&D setting for it to operate very much like our medieval world in social structures and material standards of living, with magic being strange, uncommon, and regarded with awe.
Yes, for game purposes, this can be a great way to go. If you want to look at society realistically, which is what this post leans toward, I don't think magic would stay in the background. Leaders would seek it out. All those early scholars and monks, who studied it in our world would make actual progress. Even if only a rare few could actually harnessarcane power, they'd be sought out to serve the crown. And this would have huge impacts on war, the economy, etc.

And what about actual divine magic? If there is a pantheon of gods, they're not going to hide in the background, only doling out the very rare miracle. They're going to be big, obvious and those demands for appeasement will not be superstitions, but actual duties the citizenry better perform. 😊
 

Ulfgeir

Hero
And what about actual divine magic? If there is a pantheon of gods, they're not going to hide in the background, only doling out the very rare miracle. They're going to be big, obvious and those demands for appeasement will not be superstitions, but actual duties the citizenry better perform. 😊
And depending on the pantheon, the gods might range from petty jerks that are actively hostile to the populace, to indifferent. Some may even be beneficial (but then they propbably have a motive of their own)..
 

Coroc

Hero
i tend to define a tech level equivalent to some RL epoch and area. For me and hopefully for my players also it helps with immersion into what the setting looks like.
That might imply that even firearms exist, but also that eventually greatswords and platemail do not.
the main assumptions you made hit it quite well on e.g.official fr or gh.
For other settings not so much. Still many new players seem to feel restricted if something of your list is missing, also players who like a certain optimised build which might depend on some piece of equipment available, might object if it is not.
 

And depending on the pantheon, the gods might range from petty jerks that are actively hostile to the populace, to indifferent. Some may even be beneficial (but then they propbably have a motive of their own)..
Yeah, I've always assumed that the gods take a light hand in their dealings with mortals, else the world become an unrelenting proxy for the feuds and wars between deities. Like wizards, the clerics who have the ability to cast high levels spells are rare, strange, and apart from normal society. And even benign gods have a different agenda than improving the world in a material sense, so there's no routine use of divine magic to eradicate illness and help kings live forever.
 

Laurefindel

Legend
It makes sense to have a set of assumptions when describing a genre; it’s those assumptions that defines the genre. If you deviate from it too much, it becomes another genre or sub-genre, with its own set of assumptions.

« fantasy » is rather vague when it comes to genre, but it’s a starting point to define a « past that could have been », as opposed to sci-fi that is « a future that could be ». Sword-and-Sorcery and Magitech are both fantasy, but each with their basic assumptions. We tend to describe high fantasy when we talk about « fantasy ». And yes, it comes with its own set of assumptions too.
 

Arilyn

Hero
Yeah, I've always assumed that the gods take a light hand in their dealings with mortals, else the world become an unrelenting proxy for the feuds and wars between deities. Like wizards, the clerics who have the ability to cast high levels spells are rare, strange, and apart from normal society. And even benign gods have a different agenda than improving the world in a material sense, so there's no routine use of divine magic to eradicate illness and help kings live forever.
In typical fantasy games, we assume gods are sending down divine aid, so that's a big effect.

However, personally, I like the idea of clergy actually wielding arcane magic, as they study to figure out how their world works, either to gain power or knowledge. Gods are too unreliable, after all, if miracles are rare.
 

Aldarc

Legend
I found one of the oddest assumptions in D&D often entails the nature of militaries, nobility, and magic, often with a non-magical nobility that acts as knights of the realm. But knights, cavalry, charioteers, etc. were basically the "tanks" of warfare that helped win battles. They were often associated with nobility due to the costs of expenses for horses, arms, and armor. But magic in D&D seems more useful for winning battles than cavalry and metal hardly seems scarce. I'm surprised there are not more magocracies and magical nobles in D&D.
 


Minigiant

Legend
Supporter
I found one of the oddest assumptions in D&D often entails the nature of militaries, nobility, and magic, often with a non-magical nobility that acts as knights of the realm. But knights, cavalry, charioteers, etc. were basically the "tanks" of warfare that helped win battles. They were often associated with nobility due to the costs of expenses for horses, arms, and armor. But magic in D&D seems more useful for winning battles than cavalry and metal hardly seems scarce. I'm surprised there are not more magocracies and magical nobles in D&D.
I don't think it's that odd.

Armies are more reliable and stable than a few magicians. The base assumption is that magic users who can turn battles with magic alone are rare. Most spellcasters are low level, squishy, and expensive to hire. This makes them bad linchpins for battle.

It's better for a noble to train as a fighter or rogue as a youth then use levied peasant spearmen, train man-at-arms, and knights (if you outrank them) to do most battles. If you have the money and rank, you kill a dragon with a few hundred dudes and some siege engines, not 3-6 action heroes. It's likely cheaper.

Adventurers fill in for poor nobles, nobles with busy armies, or nobles who can't roll out a full force for some other reason.
 

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