September 15th, 2024

D&D is Anti-Medieval

The article argues that Dungeons & Dragons is anti-medieval, lacking feudal elements and promoting a meritocratic society influenced by American ideals of empowerment, rather than traditional European structures.

Read original articleLink Icon
DisagreementConfusionFrustration
D&D is Anti-Medieval

The article argues that Dungeons & Dragons (D&D), particularly the original Dungeons & Dragons (OD&D), is fundamentally anti-medieval, despite its branding as a medieval fantasy game. The author points out that the game lacks key elements of feudalism, such as overlords, vassals, and a monarchy. Instead, players can freely acquire land and wealth primarily in the form of coinage and jewels, reflecting a more modern economic structure. The absence of knights, nobility, and a lost empire further distances D&D from traditional medieval settings. The game promotes a meritocratic society where power is based on experience points rather than hereditary status. The author suggests that Gygax's design was influenced by American ideals of empowerment and upward mobility, rather than European feudal structures. The game allows for a variety of cultural influences, but ultimately, it embodies a unique American fantasy narrative. This perspective challenges the common perception of D&D as a medieval fantasy, highlighting its roots in American history and culture.

- D&D is characterized by a cash-based economy rather than a feudal system.

- There are no traditional elements of nobility, vassals, or kings in OD&D.

- The game promotes a meritocratic structure where power is based on experience points.

- Gygax's design reflects American ideals of self-reliance and upward mobility.

- D&D's cultural influences are diverse, but it primarily represents an American fantasy narrative.

AI: What people are saying
The comments on the article about Dungeons & Dragons (D&D) reveal a variety of perspectives on its relationship to medieval themes and American ideals.
  • Many commenters argue that D&D is not strictly medieval, emphasizing its flexibility and the influence of various fantasy genres rather than historical accuracy.
  • Some highlight that the game's mechanics and player dynamics promote a meritocratic and democratic experience, contrasting with traditional feudal structures.
  • Several participants note that while D&D may have a medieval aesthetic, it is ultimately a fantastical creation that allows for diverse settings and narratives.
  • Critics of the article suggest that it misinterprets the game's intent and the role of the Dungeon Master in shaping the campaign's world.
  • There is a consensus that D&D's appeal lies in its ability to blend various influences, making it a unique and customizable role-playing experience.
Link Icon 62 comments
By @gavmor - 5 months
This was a good read, and the author makes convincing points. Largely, I agree, but the author makes a mistake that's extremely common in the hobby: they presume that the author of the book is the authority of the game, whereas the presumption made by Gygax et al. was that the Dungeon Master was overflowing with ideas, and needed only some reference points to pin them down.

One might as well refer to my garage toolbox as "anti-Cabinets" for containing no hinges.

And these anti-Medieval fixtures from the text aren't even necessarily central to the experience. Hiring retainers is a hand-wave, a way to get back to the meat of the game: prying gems from the eyes of enchanted statues.

I guess my point is that the most accurate possible exegesis of the Gygaxian canon misses, almost entirely, the heart of the game, which exists overwhelmingly at the table, and not in the book.

By @lou1306 - 5 months
There is an entire ACOUP post [1] on what feudalism actually means, and it is a _lot_ more complex than "land in exchange of military glory for your overlord". Actually the "overlord" is surprisingly weak wrt. our current assumptions about the powers a "monarch" should have.

[1]: https://acoup.blog/2024/07/12/fireside-friday-july-12-2024/

By @leoc - 5 months
Sure: D&D is the American Dream. (Lizzie Stark said it in 2012 https://nordiclarp.org/w/images/a/a0/2012-States.of.play.pdf and I'd been saying it for the best part of a decade already at that point.) That's why Paranoia, a middle finger to the mores and expectations of late-'70s, rules-lawyer-era D&D, is a role-playing game about being, basically, a work gang of gulag prisoners in a totalitarian state; while Call of Cthulhu, another RPG from people who were sick of D&D, experiments a bit half-heartedly with ideas of cosmic despair and creeping personal ruin, and bigs up Cthulhu himself as an unbeatable grudge monster.
By @brudgers - 5 months
Gary Gygax himself says so. He describes the original D&D books as “Rules for Fantastic Medieval War Games” (on the cover) and “rules [for] designing your own fantastic-medieval campaign” (in the introduction).

The original D&D books (before the Advanced series) did not describe a combat system. Instead, the rules of the wargame "Chainmail" were recommended (as was the map from Avalon Hill's Outdoor Survival for adventuring between dungeons).

Which is to say, the context of Gygax's remarks was gone by the time D&D books showed up at the Waldenbooks in every local mall. D&D was literally a different game in the 1970's.

By @netbioserror - 5 months
This is to say nothing of the modern "baristacore" fantasy, which seems to be a projection of modern American urban life, with many of its social attitudes and creature comforts, into a fantastical set-dressing evoking a mixture of high-fantasy and medieval aesthetics. Like a fancier-looking version of the Columbia U bar scene.

For recent examples, Dragon Age, Warcraft, and D&D itself are pushing further and further in this direction lately.

By @pjc50 - 5 months
D&D is what happens when you put pulp novels in an idea collider. The really big influences are Conan https://en.wikipedia.org/wiki/Conan_the_Barbarian and Tolkein, which are themselves very different styles, but there's also a magpie effect where anything that Gygax read and thought was cool got added in.

Expecting "realism" and coherency from a fantasy world destroys the fantasy. But somehow projecting realism onto fantasy is a popular activity for fans.

By @A_D_E_P_T - 5 months
The only rational way to interpret D&D is not as medieval, but as a distant far-future post-post-industrial setting.

Magic spells as ambient nanotech that's poorly understood and difficult to invoke -- hence the "Vancian" system which comes from Jack Vance's "Dying Earth" series.

Magic items as remnant tech.

Different "races" as the vast gulf of time has led to speciation.

Gods as posthuman or artificially intelligent entities that have transcended the world but still keep an eye on it from time to time.

And so forth. There's literally nothing medieval about it, but it could be 1,000,000 AD. Just think of their medical technologies in light of our era's!

(All assuming, of course, that it's "baseline reality" and not a sandbox, as it was in Neal Stephenson's The Fall.)

By @PeterCorless - 5 months
The author might make broad sweeping generalizations but the main point is true. A group of PCs is basically a democracy. Such D&D democracy makes roleplaying in strict social hierarchies pretty difficult. PCs will mouth off to kings or wizards or even deities.

I clearly remember how such "D&D PC-ism" influenced the relative flopping of the early Star Trek RPG [FASA, 1982 https://en.wikipedia.org/wiki/Star_Trek:_The_Role_Playing_Ga...]. The main reason? No one wanted to be ordered around by a Captain PC, or by other PC officers that outranked them. Players wanted to be "equals." (While Star Trek TTRPG did have fans and survived for a long while, it never really took off as many hoped it would.)

Another reason, though, is that it did not satisfy the bloodlust of the typical "hack and slash" D&D fans (what are now called "murder hobos" — wandering bands of characters with no allegiances, no lords, no loyalties). These types of players couldn't just use the Enterprise's phasers to hold planets hostage and take all their loot. They couldn't just be space pirates. They thought the universe of Star Trek was "boring." In GDW's Traveller, by contrast, you could definitely (in due time) get a ship capable of hurling nukes at planets. You could be space pirates! Now that was "fun!"

It is often difficult to get many D&D players outside of their modernisms and into a medieval mindset, or into any sort of realistic strictly hierarchical society (as shown, even in Science Fiction).

I've run Pendragon for decades. It can misfire spectacularly if players refuse to put aside their modern mindsets and adopt the concepts of chivalry, feudalism, courtly love and faith (Christian or otherwise) that are central to its themes and historical source materials.

I had a whole session in this past year where I went through the ancient Brehon marriage laws under late pagan/early Christian Ireland. (btw: It's a far cry from "Say Yes to the Dress.")

D&D is more like a typical Renn Faire. A motley assortment of anything from ancient to nearly modern dress. A cross-time saloon of attitudes, weaponry, cultures and so on. What passes for society is made up from kit-bashed models. It rarely makes cohesive sense.

By @DEADMEAT - 5 months
Perhaps I'm oversimplifying things, but I have personally always assumed that using "Medieval" to describe D&D was almost entirely a reflection of the (non-magical) level of technology, and not anything societal or cultural.
By @boccaff - 5 months
Disclaimer: My view is based on D&D 3Ed.

I think that the the game culture have changed into something where the DM (dungeon master) is just a enforcer of rules/npc builder. Most of the arguments in the text should be discretionary to the DM. If a DM chooses to enforce a "medieval" setting, the campaign will be medieval. "Knights mentioned", "any time select a land", well, I guess the DM can mention knights and not treat land as something that can be bought as long as you have money. It was very different playing a campaign in Forgotten Realms, Dragonlance or Greyhawk, or having a custom world built by a DM.

By @mybrid - 5 months
I grew up reading Tolkein and then playing D&D. It seemed to me along with everyone in our playing sphere that D&D was set in Middle Earth, not Medival Times. It wasn't long after the original release when the Gods & Demigods manual was released to help clerics have someone specifically to worship. I never ever thought this game was in any way trying to model reality. Then, of course, you have the various astral and god planes of existence. The only "setting" that makes sense to me for D&D is bringing Middle Earth and myths into a game setting.
By @pyuser583 - 5 months
D&D was highly customizable, so it was as medieval as you wanted.

Some of the sourcebooks were extremely accurate in describing the Middle Ages. Others didn’t even try.

I do like the articles core criticism: the goal of D&D is social advancement.

D&D always was a Western at heart. A group of desperadoes going town to town taking up jobs and fighting the baddies.

By @ajuc - 5 months
D&D is theme park based mostly on modern-day USA with some Wild West influences. It's very obvious for people from Europe playing it :)

The biggest thing is that in D&D most of population lives in towns & cities, and there are very few if any villages. I'm not sure Americans even understand the difference between a village and countryside.

When D&D has people living in the countryside it's often American-style single-family farms in the middle of nowhere. That wasn't a thing.

For actual medieval theme every small town should be surrounded by dozens of small villages with lots of people living in close proximity farming lots of small fields, and where one village ends - another starts.

Most places shouldn't have enough people to sustain full-time inns and shops. Weekly or monthly markets were done instead so that the same traders could be reused between many places.

The way D&D worlds are usually structured could only work if everybody has a magic car and food is abundant.

By @ElectricSpoon - 5 months
Having read that, I really wish to back to being GM and trolling players by awarding them non-fungible plots of land as rewards. Then players get challenged since they failed to occupy the land, so at a later visit, they discover their plot occupied by squatters.
By @davidashe - 5 months
Hacker News, where a fun fantasy game with zero world-modeling ambitions is criticized as a failed medieval simulation by software engineers who know little about anthropology/sociology/history.
By @stolenmerch - 5 months
It's just campaign rules for Chainmail, their medieval weapon combat rules invented for the already existing Elastolin and Starlux figures. It was a system for wargamers much more interested in the weapon speed of pole arms rather than accurate political and social structure. They needed a world of treasure and magic to fuel the adventures, so a setting of accumulated Appendix N source material was pieced together into an entirely new setting.
By @prmoustache - 5 months
The keywords are Fantasy / Fantastic.

People let grow a lot of misconceptions about history based on media/cinema/games representation of antiquity, medieval or even renaissance time. But that is normal. I guess reality can be boring in comparison.

By @shermantanktop - 5 months
I think of creative work, and most human endeavors, as frames within frames. The inconsistency of something like D&D is easily avoided by stepping out of the frame, and thinking of it as a sui generis creation of Gygax, or stepping further in and thinking of it as a game mechanic that leads to an experience of fun.

But the geek habit is to stay inside the frame and obsess over how the premise should have been more explicit, the details more accurate, the rules more consistent. How does the tricorder work? What’s inside a Dalek?? Can you really clone a dinosaur using a chicken egg??? Let’s write a wiki page about our theories and then argue about it!

By @curtisblaine - 5 months
D&D is as medieval as Hollywood movies set in the middle ages are "medieval": the environment vaguely resonates with a middle-ages setting, but then you have high fantasy, epic kind of stuff (like kings fighting each other directly or pep-talking their soldiers to victory, football-locker style) that wasn't really a thing in the middle ages. That you don't have vassals and king is an implementation detail: you can totally play a game of D&D with vassals and kings, if you want. The real difference is overall "epicness", which is obtained at the rules level: if you are level 10, there's no way one (or ten) level 1 opponents can even touch you. This allows a storyline in which a small party of heroes can overthrow tyrants and slay dragons; in real life (especially in the middle ages) no matter how trained you are, a makeshift mace made of wood and nails swung by angry peasants can still end you quickly, especially if you wander alone, which means you can't get away from needing an army, a society, strategy, politics, etc.
By @paperplatter - 5 months
No, D&D is definitely set in medieval Europe except with magic added, and the mythical creatures are based on European fairy tales (albeit ones before the medieval era). The weapons are also medieval era specifically, with types of swords and armor that didn't exist prior and weren't used later.

Maybe it doesn't represent feudalism, but this was the inspiration, not the USA. And macro economy isn't a focus in the game. If you want to make it fit, you could say the adventurers are not adhering to the system, rather they're rebels, nomads, or pirates.

By @dash2 - 5 months
My favourite world was Warhammer Fantasy Roleplay of the 80s. It was explicitly early Renaissance, with analogues to France and the Empire, but also with the underlying darkness of the narrative that Chaos was sure to win in the end.
By @yyyk - 5 months
What's mentioned here is trivially 'fixed', it's setting stuff which can filled in.

The bigger issue is the magic system and description, especially combined with the very active divine system. D&D without it could be a zero-sum ignorant world like medieval times. The magic and divine systems transform it into an almost scientific world with magic replacing science. We can't easily 'fix' this like the setting stuff.

To get a more static result, designers then need to introduce powerful enemies, limit magic to a few people so the results of research can make little social difference, and since that's not enough (the PCs must have access to magic and work against the enemies), introduce almost regular cataclysms. That's still not enough, since the attitude is still a modern one ('we can fix it with tech^W magic').

By @lyu07282 - 5 months
It's "romanticized middle ages", epic high fantasy, it's not supposed to be realistic or allegorical, it just provides a neutral canvas, on top of which the actually interesting bits are painted. The most interesting themes to me in D&D's forgotten realms were always mythological, immortality, the pantheon (the time of troubles etc.), divine and arcane magic, good vs. evil, destiny & prophecies etc. it has nothing to do with the middle ages. Kings are often literally background characters while the heroes fight against the world ending threats (like dark lords similar to Sauron, liches or ascended (demi)gods).

But of course everyone's perspective on this is very different, which is a good thing imho. It only has very deep lore if it matters to you.

By @acomjean - 5 months
I played a little informally in the 80s. Even young me knew it never seemed to be a realistic portrait of the past world, or claimed to be. Way too many dragons compared to the historical record.

the monster manual seemed to be a mash up of monster from all over the place, including Greek myths.

Some of the weaponry was midevil but it didn’t seem like it was at all realistic. Like many fantasy books. Not like some of the war games of the time that where more historical (axis and allies and diplomacy)

Honestly if it was midevil, would it be fun? Who wants to play a game where you’re just farming. That would be such a grind and never be popular.

By @baxuz - 5 months
Reading this article, it seems to me that what the author thinks of when they say "D&D" is actually Forgotten Realms.

Which is why I massively prefer Eberron, as the original setting makes no sense at all.

Not that Eberron is without its faults but at least it's coherent and embraces what it is.

https://www.dndbeyond.com/posts/279-welcome-to-eberron-an-in...

By @drivingmenuts - 5 months
I have seen the ruleset for Pathfinder where you can purchase land and titles, etc. and it is pitifully boring. I would be surprised if someone seriously into crunching the numbers behind real estate would be interested in a game based centrally on die rolling. I have also seen rulesets that tried to be more medieval and they were near unplayable. Someone who was serious about playing that sort of game is generally not the same kind of person who would play the more popular forms of TRPGs. I think there's not much about medieval life that is exciting enough to be able to make a sustainable ruleset for TRPGs.

There's very little in modern society that is pro-medieval. Even the Ren fairs that so many people are into have almost nothing to do with recreating actual medieval life.

Being pro-something does not always mean being anti-something else. Sometimes it means that a certain group just isn't interested.

And in the context of modern TRPGs, medieval is a marketing term, not an actual descriptive term.

By @master_crab - 5 months
I can’t wait for this buzzkill to state that Warhammer 40K is “anti-future.”
By @VagabundoP - 5 months
Birthright[1] was a 2e setting all about managing your domain in a fantasy feudal setting.

[1] https://en.wikipedia.org/wiki/Birthright_(campaign_setting)

By @bcrosby95 - 5 months
D&D was inspired by Sword & Sorcery novels, not history. And I wouldn't call it the "American Dream" - maybe the Wild West, which was a very short period in the history of the USA.
By @AtlasBarfed - 5 months
Core d&d is lord of the rings and the hobbit, with much more powerful magic.

Really the essence of the game is right in the name: dungeon crawl, fantasy creatures. Everything else is a bolt on.

Personally I apply a rule that there is no way to "mass produce" magic effects. Each spell invocation is unique based on local conditions/environment, and enchantment of magical items is unique to the item, even if quantities, materials, shapes, etc is precisely identical.

Otherwise magic is essentially more powerful than modern technology and medicine: infinite power generation, cure anything, raise dead, invulnerability, produce almost anything from thin air, know anything, teleport anywhere, and it would be inevitable that machines would be made to do so

It is kind of like the navigators in dune, although that has a prohibition on computers, I believe that computers pre jihad couldn't compete with spice enabled navigator prescience.

What was always funny to me as a teenager was the price tables for castles like barbicans, crenellations, etc: I had no idea what these were before the Internet. I knew towers, walls keeps.

Castles themselves seem much useless in the age of dragons, flying carpets, disintegrate spells, and flying mounts. There's a reason the US military doesn't have castles for defense.

By @sigy - 5 months
I find the overall assertion to be grasping at a counterpoint. Particularly, 1. The reference to "Medieval" labeling goes all the way back to the beginning when D&D overall was nothing but a seed and an experiment. Modern materials do not come with the same presumptive labeling. 2. There is good reason to not include all the trappings of life in any particular era, as the core of D&D is a set of rules, and all the settings are simply versions of content that work on top of it. There are many such settings and they decidedly do not come from the same time and place. 3. Many of the arguments take the form of "It's not ..." wherein the thing that is not explicitly medieval is also not explicitly not-medieval. For example, it's easy to consider the texture of towns and villages as we generally see them in D&D as operating within the tapestry of an explicitly medieval (as the author describes) environment, or within any variation thereof as desired by the DM. Similarly you could also say "D&D does not explain how to make ice cream accurately." It was never _seriously_ about being medieval nor seriously about making ice cream.
By @dadrian - 5 months
Of course D&D is not an accurate picture of the medieval era. There's magic in D&D! There was not magic in the medieval era. What are we even doing here?
By @AdmiralAsshat - 5 months
Counterpoint: Why in god's name would I want to play a fantasy adventure in a "realistic" medieval setting?
By @golergka - 5 months
> No one knows what “plate mail” is supposed to be.

https://en.wikipedia.org/wiki/Mail_and_plate_armour

It's literally the first search result.

By @NovemberWhiskey - 5 months
I think I'm missing something here - what is "OD&D" in this context? Is this just some back formation for the original D&D once AD&D existed?

Looking at the "Basic" D&D rules (red books), they don't cover characters up to the levels where they would be landowners etc. They only cover up to 3rd level.

The "Expert" D&D rulebook (blue books) covers characters up to 14th level, and includes sections on strongholds and land ownership. Once characters are 9th level, they can gain land but the narrative is definitely rooted in feudal concepts (fighters get land from a higher lord, and their realm is a barony etc)

By @TacticalCoder - 5 months
> But it’s worth taking a step back from the medieval-fantasy cliches that overran later D&D publications, and playing the original, more coherent setting: A swords-and-sorcery world, empty of government, where anyone can pick up a sword, become a hero, and live the American dream.

"... empty of government ... live the American dream"

That is the real fantasy: to believe that the USA is "empty of government".

Or maybe the author considers the american dream is dead, because of too much government?

By @pwillia7 - 5 months
OK so where is my high fantasy 4X feudal city state tabletop sim? Maybe HRE Tabletop lol. I'd play that if I could find a group of people insane enough to do it with me
By @photochemsyn - 5 months
Generally fantasy role-playing relies on some historical input, which fills out the world. A game could be set in a place like 13th century Spain with a mix of influences from North African to Western European. Or it could be set in something like the Aztec Empire of around the same time period. The whole game is setup to be pretty flexible - you can project onto it whatever you want, within the basic ruleset.
By @js8 - 5 months
What about other fantasy works that culturally influenced creation of D&D, like Lord of the Rings or Conan the Barbarian? Are those also anti-medieval?
By @Ericson2314 - 5 months
D&D is the fever dream of late medieval merchants, guildsman, and other proto-bourgeoisie.

It's depopulated because of the black plague.

By @Yeul - 5 months
As an atheist D&D always annoyed me, but it was created by Americans so nothing you can do about that.But it gets especially weird when everyone knows demons and hell exist.

In reality our ancestors have always dealt with a silent god. Something that even in medieval society did not go unnoticed.

By @Symmetry - 5 months
I'd say that (1) there's a lot more to the medieval period than just the high middle ages in England and France and (2) a world with orcs, owlbears, etc is going to tend to be more thinly populated than similar historical analogues, meaning finding unclaimed land becomes more plausible.
By @Jiro - 5 months
D&D isn't American history. It's fantasy fiction. The "American History"-like elements come from fantasy fiction, where someone like Conan could become a king and there are unexplored areas full of hostiles all over the place.
By @agentultra - 5 months
There were other RPGs and settings with more historical influences than D&D. The "fantastic" was always a part of the D&D setting. The cultures that influenced D&D came more from 20th century Minnesota than any 13th century society.
By @xbar - 5 months
Huh?

Gygax's own campaign was decidedly medieval and the rules were written before his milieu was published, so he left it as an exercise of the imagination for rule-book consumers to produce their own milieus until such a time as his could be published. The rules include descriptions of the possible selection of governmental structures. Technologically represented in the rules (aka weapon types) were decidedly medieval, as the author concedes.

That it was left to the DM to implement bureaucracy does not mean that it was anti-medieval.

By @waffletower - 5 months
This article reads like: "D&D is not like this other game I imagined! Why?" It is a pedantic, tunnel-vision diatribe that focusses upon Gygax's casual use of the word "medievel". While not explicitly built into the D&D system, the author completely misses the point that D&D has considerable flexibility to allow for many of the "glaring" medievel flavor lacks they didacticly emphasize.
By @pinebox - 5 months
I have long considered the relationship of OD&D to historical medievalism as equivalent to the vaporwave genre vs. music actually produced in the 80's.
By @helboi4 - 5 months
There is a certain propagandistic line about capitalism that implies that it is the natural state of affairs and everything leading up to it was a proto-captialist society (see the myth of a barter society, which never existed). I wonder how much revisionist media like this that makes people associate medieval aesthetics with an economy that works like the American frontier aids that propaganda. Not that I think D&D is a purposeful piece of propaganda. Just that it unknowingly reinforces the brainwashing of the public into believing capitalism is an immortal and immovable default state of human being.
By @082349872349872 - 5 months
By @calmbonsai - 5 months
Duh. D&D has only ever had a “medieval aesthetic” going all the way back to “Advanced” 1st edition.
By @karaterobot - 5 months
D&D is the rules system. You can bolt on your own setting, including a hyper-realistic medieval world. I GM'd that game, or its derivatives, for almost 26 years, and never really used their (frankly terrible) generic fantasy setting, since the fun part for me was coming up with our own world. There's nothing mechanically that prevents you from running a medieval game with D&D rules. There are better systems for it, but there's nothing stopping you. You just don't want to.

I don't blame you for that. I don't want to run one either. Which may point us to why D&D is ahistorical: a realistic medieval game would be of limited interest to most people.

By @scelerat - 5 months
"You can be forgiven for thinking that OD&D is a medieval European fantasy game. After all, Gary Gygax himself says so. "

At various points (the original Dungeon Master's Guide, for example, page 88), he also has said it's expressly not a European Feudal game, and goes at length to qualify that, saying that it is only one of many sources of inspiration, and describes a number of political systems possible in a campaign and explains ways a variety of societies could be woven into it.

So, yeah I suppose if you've only read a little about D&D you could be forgiven for thinking this, but there is a large body of in-game and supplementary official and fan-created rules and settings which should give no one the impression that at any point were game authors and players as a whole were going for feudal european verisimilitude (or opposing it, for that matter)

Blog post is interesting but the title and initial setup is kind of a strawman

By @coolsunglasses - 5 months
This post takes the way D&D is played today to be how Gary and his contemporaries played D&D and it leads them to the conclusion that D&D is the opposite of medieval.

As near as I can tell, patrons, village leaders, barons, and kings were very intentionally a part of the schema of a typical original D&D campaign. They used 1:1 time, players had multiple PCs, and you often led mercenaries into battle (cf. Chainmail rules being incorporated for this purpose)

What's weird is the author appears to be au fait with some of original D&D (they mention Chainmail), but then they make claims like:

>While you can create a barony, there is no way to level up and become a duke or King

I mean, you definitely could, but it's a question of what the scope of the campaign is meant to be. That's between the DM and the players. Just because Gary Gygax didn't address every possibility explicitly doesn't mean it was considered and assumed to happen in some campaigns.

>There’s no evidence for (or against) the idea that OD&D takes place in a dark age after a fallen Roman Empire analogue or during the death throes of a feudal kingdom.

The magic system of D&D is largely based on Jack Vance's Dying Earth series which is a post-apocalyptic and exhausted Earth set in the far future. Between that and the _sheer number of ruins littered all over the landscape_, I would tend to think that there's plenty of room for a DM to weave a background history of a fallen empire into their setting.

The author seems to expect Gary Gygax to have played the role of someone like Tolkien rather than what Gary Gygax actually was: a systems builder who was interested in designing systems for interactive games humans play together.

>The monster descriptions of “men”, “elves”, and “dwarves” don’t suggest that the game is set in a European culture.

What? Just because there are corsairs doesn't mean there isn't a strong Old World flavor to the elements of D&D's cast of cultures. Barbary pirates were a relevant force in European history.

>OD&D is meant to be setting-free. The game’s referee is to create his or her own campaign, ranging in milieu from the “prehistoric to the imagined future” (with emphasis on the medieval, especially for beginners).

This is an accurate statement.

What the author's saying here fits better for AD&D than it does OD&D. There's some insight and reasonable points about D&D not being Feudalism Simulator 2024 (play Dark Albion if you want that) but they take the idea further than the facts on the ground can bear.

By @Pinegulf - 5 months
No, it's not "anti-medieval" it's medieval fantasy. Or in the words of the greats “Rules for Fantastic Medieval War Games”.
By @subjectsigma - 5 months
I mean, did anyone really think D&D was an accurate representation of medieval life in any sense of the word? It’s interesting to talk about medieval life but the pretext for the article is flimsy. If someone really thought non-blood-relative peasants commonly traveled the land in autonomous groups earning money doing side jobs and largely ignoring the law, then I guess we needed this article, but…
By @cdrini - 5 months
I mean, this is like saying "because DND has magic, and the real medieval age didn't have magic, that means DND is anti-medieval". It can be accurately described as "medieval" without replicating every element of actual medieval society. And there are enough medieval like elements in there that it strikes as a sufficiently resonant descriptor for me.
By @WangComputers - 5 months
ACKS fixes this
By @jerf - 5 months
If you get to a sufficiently-high level of "realism", D&D game mechanics and fuedalism can't coexist anyhow. All of human history prior to around the 17th century is based on the fact that a "military man" is within a certain range of power. You can have better or worse, like how the Roman empire had a more reliable way of getting more-per-soldier than the competition of the time, but in general throughout history, there's definitely a range on human power. Everything is so deeply based on that model that we can't even see it. Even as I describe this you may be going "yeah, but what about...", but bear with me for a second.

In these style of games, though, there's generally exponential power growth. One level 20 warrior can take on an absurd number of level 1 warriors. With modern games being so much larger and more complicated it's not impossible to find builds where a level 20 (or 40, or 60, or 100...) warrior can defeat arbitrary numbers of level 1 warriors. Moreover, the leveling mechanics are such that the things you do to attain levels are only loosely correlated to the skills you obtain from those levels, e.g., why would killing a bunch of kobolds suddenly allow you to cast two fireballs instead of one?

This breaks fuedalism in ways both subtle and gross. If the King is level 20 (or whatever), he has little to no utility for your Level 3 warrior's oath of fealty and the several dozen Level 1 warriors following him. In the real world every oath of fealty is some incremental boost in power and you may need everything you can get, but this oath of fealty is just a waste of your military's food.

So what would it look like? Well, you may note I time-bound my claim above that soldiers were somewhat range-bound in capability. Clearly modern militaries are wildly disproportional in effectiveness per soldier. It's been that way ever since the gun became a practical military weapon and has generally gotten worse over time. And what do we see today? Broadly speaking, the people with militaries have power and offer nothing like feudalistic loyalty in return. Loyalty is a one-way street where the plebs are beholden to the militaries, but the only loyalty the militaries have back to them is mostly based around the fact the plebs are still the supply line, so you can't actually kill them all, but you sure can kill a lot of them if you need to in order to maintain power. If you feel this is an inaccurate summary of the modern West, look beyond the modern West; there's a lot more to history than just the modern West in the past ~300-400 years. And it is, of course, a single paragraph merely sketching a hint of a broad shape, not a PhD thesis; I'm well aware that this is a very fuzzy picture. But the point I'm trying to make is not a positive one about the details of the sketch I'm making here; it suffices simply to point out that A: we actually have much less balanced "power per person" in the real world (though not driven by "leveling mechanics") right now and B: the resulting social structures that have been semi-stable now for centuries look nothing like feudalism at all.

By @beloch - 5 months
If you made a completely faithful and realistic medieval role-playing game, only sociopaths would play it.

Even if such a game started players off in positions of enviable social status, the things they'd be required to do to maintain order would be so distasteful that only seriously screwed up people would want to continue playing. The obstacles set up by society in the way of going on any sort of adventure outside of a few strict avenues (e.g. a pilgrimage or crusade) would be so infuriating that even sociopaths would be hard-pressed.

Medieval society is seriously alien. We can look back on their art, literature, architecture, etc. and see their humanity shining down through the ages, but we've carefully tended and cared for only the portions of medieval culture that still hold appeal. From top to bottom and in almost all respects, medieval society would shock and horrify us today.