What do I want in a campaign setting? Relatability.
What am I talking about? Primarily I’m talking about constructing a setting that you understand and relate to. The more elements in a campaign setting that are items you don’t understand, the harder it is to understand the setting.
This isn’t to say that a good setting is comprised of entirely familiar elements. However, each aspect that you have to learn and understand is another thing in the way.
When you look at the big settings of D&D, they draw very heavily on established and shared notions of European fantasy, primarily from that understood by Americans – and that is understandable.
The European Ideal
The fantasy of Dungeons & Dragons settings such as Greyhawk or the Forgotten Realms is not real history. Even in the areas where it draws on historical events, it rarely cares about “accuracy.” In the same way that fairy tales talk about princesses who never existed.
Stories care more about our shared conception of events. And as writers add more and more stories, our understanding shifts as well. But for those of us in the West, our basic understandings come from the shared pool of stories concerning European history and mythology.
D&D does not seek to depict history or mythology accurately. But it draws on those sources to provide something players can recognise. And every brand new element is another barrier to entry.
Why European mythologies? Because they are part of the shared heritage of the USA.
But the shared understanding of 1974 is not the same as the shared understanding of 2024.
Changes and Revisions
One mistake we can make is thinking shared lore is purely additive. It certainly is not!
We don’t get all knowledge all in an instant. It takes time to learn. And so, we only can learn a fraction of the knowledge out there.
In 1867, Bulfinch’s Mythology was released. It was intended to help the reader of that era understand all the references to classical mythology that appeared in poetry and fiction. It doesn’t give the myths in full, but often presents retold and shortened versions. In other words, it attempts to keep relevant the shared mythology of North American Europeans.
When I was growing up, the books of Roger Lancelyn Green served this purpose, introducing me to the stories of the Norse, Greek, and Egyptian peoples. I also read translations of the Iliad and Odyssey, but such would not be common!
But while learning all of this, I wasn’t learning of Japanese mythology. Some of those elements came later in life, when, as a young adult, I started getting interested in Japanese anime. If I had been learning of Japanese mythology, what else would have dropped out? Sherlock Holmes? Doctor Doolittle? The Lord of the Rings?
Shared Mythology of Today
So, what is the shared mythology of today? A bit more scattered, probably. There are so many sources! But a lot of them draw on the shared pool of mythology, reinforcing each other.
I was recently making my way through various creatures in a Kobold Press book. Many of their names were utterly unfamiliar to me. But, upon doing some research, I discovered they were based on creatures of mythology. But of mythologies unfamiliar to me.
You might think that this meant I was excited to learn about them, but I just didn’t have the context. I don’t know the tales they appear in, and they have no resonance for me. They share the same weight as newly invented monsters: none. And they had the disadvantage of strange and hard to pronounce names. Unlike a creature like the Bone Claw, which while completely invented, I recognise the descriptive, English name.
Dungeons & Dragons has provided new monsters that have become part of the shared mythology. Some are more familiar to Dungeons & Dragons players, while others have traveled further afield. But there is a limit to how much can become iconic. One factor is it has to be used!
However, for the main part of the audience in the USA, Europe, and Australia, the European mythologies and histories remain the basis of the shared understanding. Some parts are less important than they were, and new parts have been added. And yes, the list of cultures providing sources has grown somewhat.
The Deep Dive
How much do you really know about Medieval European history? I am betting for most: not much. You’ll have a basic idea that it happened and a few details of the period, and then a whole lot of stuff that is based on works ostensibly set in the period.
It’s nice to do a deep dive and really research what things were really like. That knowledge can greatly enrich your works – whether fiction or game or whatever.
But against that – most people aren’t doing that. You just hope that your own research enhances their experiences, and makes the shared pool a little more accurate.
Other Cultures
Are other cultures shut out then? Is Dungeons & Dragons condemned to only represent European mythology?
Well, no. But we shouldn’t expect that in mainly Western nations for most people to suddenly learn a lot about other mythologies. Just as I expect the Japanese in their RPGs use a lot more elements of their culture.
As the shared pool of mythology adapts and changes, so will D&D and other games. Just give it time!
Trying to force it, however, probably won’t go that well.
Thought provoking post! I loved Roger Lancelyn Green’s Tales of the Greek Heroes when I was a kid and was lucky enough to meet him in Greece and get my copy signed. Lovely bloke!
Another aspect of relatability is how names are used. Years ago I told my players that common names would (sometimes with small tweaks) be consistent with standard d&d usage. So dwarves are dwarves, ogres are ogres, Thor is Thor, etc. If I design an underground race of hairless albino sumo wrestlers who hate all gods, for heaven’s sake I don’t call them ‘drow’.
In many campaigns, there’s a lot of information that players need, but ‘info dumps’ rarely stick in their minds. By using standard terms for standard elements, we can communicate basic cultural knowledge without having to constantly tell players what their characters know. Meanwhile, with different names for the new elements, we reduce confusion and better manage expectations.
When I read early accounts of D&D influences and compare them with the game material, my takeaway is that Gygax bamboozled the community into treating LoTR as a minor rather than primary source. Open the first Player’s Handbook and start reading: halflings, half-elves, half-orcs, rangers, thieves, elfin chainmail …. Beyond claiming credit for creativity, Gygax had a personal motive: if he had said “yeah, obviously it’s 60% LoTR and 40% miscellany,” Tolkien’s white-shoe lawyers (one of whom I knew well back in the day) would have been all over him.
Yeah. The characters of D&D especially owe a lot to LotR! It’s not the only inspiration, but wow it is strong!
One question I have for scholars is whether Gygax cited or had obvious access to anything that looked as much like the canonical adventure as the fellowship entering Moria. Various Conan stories are sometimes called “classic dungeon crawls”, but the skill-balanced party with “continuous light” cast upon a pole seeking a particular goal is much closer. Clerics seem to be missing, but consider the Rivendell luminaries.