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Culture War Roundup for the week of September 25, 2023

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Recent release of a new entry in the hit crpg series Baldurs Gate, has prompted me to look into the history of the parent franchise, Dungeons and Dragons. It's influence is immense1, crossing borders2.

But like any cultural product, it is itself a product of its surroundings. It's a game that exalts the American values of self-reliance, ability, and the ruthless accumulation of money.

It is not only non-medieval, it is anti-feudalistic and anti-aristocratic. Creatures with more XP and hit dice rule lower-level ones, from settled barons and goblin kings to wandering bandits and nomads. Level requirements for baronies are at odds with the hereditary gloss added to D&D in nearly every subsequent setting.

Obsession with money-gathering for its own sake that is suggestive of mercantilism or capitalism.

Gygax original pre-publication Greyhawk campaign drew heavily from his own American experience. It took place on a United States map, with Greyhawk at Chicago, and Dyvers at Milwaukee. His buddy Don Kaye’s Greyhawk character, Murlynd, was a gunslinger from Boot Hill.

Most of D&D’s thousands of imitators, in game and fiction, preserve the game’s democratic bones (cash economy, guns for hire, rags to riches stories) while overlaying a medieval-European skin.

Gygaxian levelocracy, where a villager can rise to become a baron or a “Conan type”, is fundamentally incompatible with the European fantasy typified by Lord of the Rings, in which no fellowship can alter the fact that Sam is by birth a servant, Frodo a gentleman, Strider a king, and Gandalf a wizard.

1:D&D invented "leather armor" and those "leather bracers" we see in so much historical fiction today. Even in documentaries!

Also D&D started the myth of bows being a "dexterity weapon". In reality, the sword is a much more suitable weapon for weaker people (blades require so little strength, we hide knives from children, and cut ourselves unintentionally while cooking), while a bow requires strength to operate. A war bow requires bodybuilder tier strength to use, and its shoulder and back muscles, the hardest ones for a woman to pack.

I'll also blame D&D for popularizing dumb weapons, like flails, which probably never saw battlefield use and were just dumb ornaments. I've tried to play with one, its more dangerous to the wielder than to his opponent. And, of course, the overall size of weapons is exaggerated in official art, but that was already bad and only got worse in other media.

2: Record of Lodoss War, Porcine appearance of orcs in Japanese media

Edit: Restoring this post, warts and all, because when I deleted it I didn't see the notification count increase. If I had, I would have left it up. Now that they did and a discussion has started (and accusations of trolling), deleting it is pointless.

Sigh. You won’t see this on account of the block, but I think you’d find this interesting. Or perhaps it’s what inspired you.

The Original D&D setting is weirder than one might expect. Dinosaurs and cavemen, Martians, random encounters with 40d10 goblins. Characters who reached the lofty heights of 7th or 8th level were expected to draw an income from their peasants as they founded settlements in the wilderness. They could encounter non-player settlements following similar rules, down to the expected number of gryphon-riding aerial knights looking for a joust.

There’s an old stereotype of “linear fighters and quadratic wizards.” In 3.5, becoming a high-level fighter gave you more health and better attacks. Meanwhile, wizards grew to break the rules over their scrawny knees. To compensate, the early game was much more forgiving for a fighter. This does stem from old D&D, where a 1st-level wizard would spend most of his time shanking sleeping goblins, if he was lucky. What’s less often mentioned is that old-school fighters enjoyed better magic items, strongholds, and acquisition of followers. Yes, that wizard could do a pretty good impression of a siege engine. But you could bring a regiment of spearmen from your personal castle.

Besides, not every character was suited for wizardry. In modern D&D, it’s common to choose the spread of your attributes. But in the older rules, you were probably rolling 3d6 in order. Little Timmy’s frail constitution meant he probably shouldn’t become a fighter, and didn’t have a chance of representing the Church as a paladin. Class selection was (in theory) not about maximizing your combat, but about modeling how different people would fare at different jobs. It’s a simulationist approach which is largely absent from the modern game.

I would love to play a hexcrawl in this weird, foreboding world.

It’s a simulationist approach which is largely absent from the modern game.

There's always GURPS. Third Edition Basic Set:

Roll three [six-sided] dice for each of the four basic attributes—ST, DX, IQ, and HT. If you wish, you may discard any one of the four rolls and try again—but you must keep the new roll, whatever it is!

(This rule technically is missing from the Fourth Edition Basic Set, but it obviously works just as well in Fourth Edition.)

GURPS Dungeon Fantasy 16: Wilderness Adventures can be used for hexcrawls. GURPS Boardroom and Curia has rules for creating an organization, such as a troop of bandits seeking to set you up as a new baron. GURPS Low-Tech Companions 2 and 3 have (rough) rules for building fortifications. GURPS Low-Tech Companion 3 and articles in Pyramid vol. 3 issues 33 and 52 have (rough) rules for handling the economics of farming. GURPS Mass Combat has rules for large-scale war. Et cetera.

GURPS has spawned many impressive spin-offs like the incredibly breathtaking Malazan Book of the Fallen epic fantasy series.

Holy shit. I had no idea. I figured he just really liked Black Company.

I mean Erikson has said The Black Company was an inspiration for him as well in his writings, of course. But the world itself is way beyond that series in terms of scope. We owe all that to GURPS.