Worlds of Design: Escaping Tolkien

In my previous article we discussed technological differences; this article focuses on cultural differences. Perhaps the cultural differences aren’t as clear in one’s awareness, but can be very important and just as far-reaching. Don’t underestimate culture!

In my previous article we discussed technological differences; this article focuses on cultural differences. Perhaps the cultural differences aren’t as clear in one’s awareness, but can be very important and just as far-reaching. Don’t underestimate culture!
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Picture courtesy of Pixabay.

Part of world building is figuring out the consequences of changes you make from the technological and cultural background that you start with. You always start with something. For example, there’s often an assumption that there are horses large enough to be ridden in the world, even though for thousands of years of real-world history, they weren’t large enough to ride.

Trapped by Tolkien

Some world builders get “trapped by Tolkien” as I like to put it. They think elves must be like Tolkien’s (even though those aren’t traditional), dwarves must be like Tolkien’s, etc. Imagine elves with the capabilities of Tolkien’s, but inclined to be Imperials! It’s a change of culture only, but a mighty one. Imagine if dwarves and orcs tended to work together! Similarly, monstrous humanoids aren’t necessarily antagonistic towards humans and vice versa. These are cultural changes that can differentiate your fantasy world from so many others and while subtle, but they can make a big difference. Turn your imagination loose, don’t let it be constrained by a single author or book.

Magical Attitudes

Attitudes toward magic make a big difference on how a setting works. In one setting the magic users may be the rock stars, while in another they may be dreaded and avoided shadowy figures; they can be as rare as professional athletes or an everyday occurrence.

Modern Attitudes

It’s probably inevitable that modern attitudes will shape how game masters create their fantasy worlds. Using slavery as one example, whether or not it “makes sense” in a world must also be balanced by how it will be represented in the game. If you are going to take on mature topics for a fantasy world that has a long history similar to our world (including the unpleasant parts), you should consider how your players will deal with the topic.

Intentions

I haven’t said much about intentional versus unintentional change to a fantasy world, because in the end it’s the change that matters, not the intention. I suppose you’re more likely to figure out what changes will occur, when you’re intending to introduce changes. But a world is a huge collection of interactions, and any change is likely to affect more than you intended.

Your Turn: In your experience, what was the change (from the “default”) in world-setting that made the biggest difference?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

cbwjm

Seb-wejem
Another thing I did for one of my main homebrew setting is have a separate continent where all the races take on a animal as a guardian beast and build their culture around a popular interpretation of that animal. Elves act like lions. Dwarves like bears. Gnomes like beavers. Orcs like boars.
A few days later but finally remembered to come back to this. Although I haven't done this for the individual races, I have done it for a single human culture. 8 tribes that eventually formed a grand duchy each have a totem animal and a subrace with features similar to the animal. In some cases, like the raven being an omen, the subrace has natural divination abilities. The lion tribe are proud leaders, the bear large and strong, the fox are noted (perhaps unfairly) as relentless pranksters. In general you can use standard human to represent the intermixing of the tribes, but in some individuals the old blood runs strong and so you can instead choose the subrace.
 

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Minigiant

Legend
Supporter
A few days later but finally remembered to come back to this. Although I haven't done this for the individual races, I have done it for a single human culture. 8 tribes that eventually formed a grand duchy each have a totem animal and a subrace with features similar to the animal. In some cases, like the raven being an omen, the subrace has natural divination abilities. The lion tribe are proud leaders, the bear large and strong, the fox are noted (perhaps unfairly) as relentless pranksters. In general you can use standard human to represent the intermixing of the tribes, but in some individuals the old blood runs strong and so you can instead choose the subrace.

Well my idea was a test idea for new setting.

It is a humancentric world. But humans can Revere and worship animal spirits. The world evolved from a clan structure where an animal god protected the few human tribes that ended up surviving. Via dedication to their God, a human can transform to an animal race. At the current era, the world is 30% Human, 50% Full Demihuman and 20% hybrid.

Deer Tribe- Flighty Elves who turn aggressive once a deer
Bear Tribe - Dwarves whose beards follow the attack poem
Mouse Tribe- Swarms of Cartoon Halfling socialists
Beaver Tribe- Gnome Engineers
Boar Tribe- Aggressive Orc Celts
Goat Tribe- Tiefling Devilworshippers who eat metal
Dragon Tribe - Capitalist Dragonborn Merchants
Crocodile- Aggressive Lizardfolk with a food based culture
Lion tribe- Violent Leonins with strict gender roles
Hyena tribe- Matriarchal Prankster Gnolls
Jaguar Tribe- Tabaxi who sacrifice hearts to the Jaguar God
Wolf Tribe - Goblin Romans
Horse Tribe- Fake Yuan Dynasty Centaurs
Monkey Tribe- Fake Tang Dynasty Hobgoblins
 

Well my idea was a test idea for new setting.

It is a humancentric world. But humans can Revere and worship animal spirits. The world evolved from a clan structure where an animal god protected the few human tribes that ended up surviving. Via dedication to their God, a human can transform to an animal race. At the current era, the world is 30% Human, 50% Full Demihuman and 20% hybrid.

Deer Tribe- Flighty Elves who turn aggressive once a deer
Bear Tribe - Dwarves whose beards follow the attack poem
Mouse Tribe- Swarms of Cartoon Halfling socialists
Beaver Tribe- Gnome Engineers
Boar Tribe- Aggressive Orc Celts
Goat Tribe- Tiefling Devilworshippers who eat metal
Dragon Tribe - Capitalist Dragonborn Merchants
Crocodile- Aggressive Lizardfolk with a food based culture
Lion tribe- Violent Leonins with strict gender roles
Hyena tribe- Matriarchal Prankster Gnolls
Jaguar Tribe- Tabaxi who sacrifice hearts to the Jaguar God
Wolf Tribe - Goblin Romans
Horse Tribe- Fake Yuan Dynasty Centaurs
Monkey Tribe- Fake Tang Dynasty Hobgoblins

What about the Bonobo Tribe?
 

Ancalagon

Dusty Dragon
I think the issue is that one of three things happens when you try to move away from Tolkien in terms of the denizens of the world.

1) They just make a "big, strong guys warrior" race, a "little people" race and a "thin, magic" race and usually there are bad guys who are a "beast race", though usually there are a number of those so there are plenty of mindless goons to slaughter when you walk out of town. Anything beyond that is added and it tends to just double, triple, quadrouple up on those first three molds

2) It uses animal people. So they are just humans who tend to act like well-- whatever the common preconceptions about those particular animals are.

3) Okay, you actually make something original that can't be compared to the Tolkien races in any way. That also means they are so alien that no one really knows what to make of them.

What a pessimistic attitude. Basically "it can't be done right". It has been done right, more than once - have you heard of Yoon Suin?

Although I will concede that it is challenging, and sometimes it's just better to go with the tropes.
 

Tsuga C

Adventurer
Escaping from Tolkien is analogous to escaping from a prime-quality surf and turf dinner: a dose of novelty on the menu helps you appreciate the greatness of the original when you return to it once more.
 

MGibster

Legend
Escaping from Tolkien is analogous to escaping from a prime-quality surf and turf dinner: a dose of novelty on the menu helps you appreciate the greatness of the original when you return to it once more.

About twenty years ago I went on vacation and got the bright idea of eating prime rib every night for dinner from a different restaurant. Each delectable dish was wonderfully pink, each establishment's aus jus the very epitome of meatiness, and when combined with a baked potato, asparagus, or sugar snap peas each meal was a veritable symphony of flavor playing across my palate those three wonderful night. But on the fourth night of my vacation I didn't order prime rib because I had grown tired of it. After eating so much prime rib I decided I needed a break and ordered something else. Sometimes I want a fine steak grilled to a perfect medium-rare and a lobster tail served with a baked potato and a nice green vegetable. But sometimes I just want a burrito.
 

VelvetViolet

Adventurer
You could also draw from pre-Tolkien fantasy, fairytales, and mythology. Tolkien may overshadow the fantasy genre, but that's mostly because people refuse to just ignore his contributions.
 

Cadence

Legend
Supporter
"To this day I advise people who want to write fantastic fiction for a living to stop reading generic fantasy and to go back to the roots of the genre as deeply as possible, the way anyone might who takes his craft seriously. One avoids becoming a Tolkien clone precisely by returning to the same roots that inspired The Lord of the Rings."

- Michael Moorcock, Intro to the 2008 printing of "The Stealer of Souls"
 

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