Lately, we’ve seen DnD and Pathfinder move away from some of the more blatant signifiers, like renaming “race” into “species” and “ancestry,” and in the case of Pathfinder, having systems in place to mix ancestries in a character build. DnD has decoupled good and evil from species, and pathfinder has done away with good and evil entirely ( keeping a vestige of it present for things like demons and angels).

Race is almost alwys tied to a language and a culture, with, say, kobolds having the same certain cultural signifiers all over the world. To an extent, this makes semse because different peoples in these games can have different physical abilities, or have different origins entirely, which would naturally lead to them developing along different lines – If one people can breathe underwater and another was born from a volcano by a specific god’s decree, that would inform how these cultures behave.

Is it possible to have a fantasy along these lines with a materialist underpinning, or is this very idea of inborn powers anathema to that sort of approach?

  • thebartermyth [he/him]@hexbear.net
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    27 days ago

    Copied from The Utopia of Rules by David Graeber - Heavily edited down to summarize.

    These books are not just appealing because they create endless daydream material for the inhabitants of bureaucratic societies. Above all, they appeal because they continue to provide a systematic negation of everything bureaucracy stands for. Just as Medieval clerics and magicians liked to fantasize about a radiant celestial administrative system, so do we, now, fantasize about the adventures of Medieval clerics and mages, existing in a world in which every aspect of bureaucratic existence has been carefully stripped away.

    1. Fantasy worlds tend to be marked by an absolute division of good and evil - this negates the bureaucratic principal of neutrality
    2. The existence in fantasy universes of demi-human species—gnomes, drow, trolls, and so on—which are fundamentally human, but absolutely impossible to integrate under the same larger social, legal, or political order, creates a world where racism is actually true. - this negates the bureaucratic principal of indifference
    3. Legitimate power in fantasy worlds tends to be based on pure charisma, only the villians will use systems of administration - this negates the bureaucratic principals of regularity and predictability
    4. In fantasy, political life centers around the creation of stories - this negates the mechanical nature of bureaucratic operations
    5. Protagonists are endlessly engaging with riddles in ancient languages, obscure myths and prophecies, maps with runic puzzles and the like. - Bureaucratic procedures in contrast are based on a principle of transparency.

    However, in another sense, D&D represents the ultimate bureaucratization of antibureaucratic fantasy. There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants …), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution …); lists of spells available at different levels of capacity (magic missile, fireball, passwall …); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types …). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics. All important qualities can be reduced to number. It’s also true that in actual play, there are no rules; the books are just guidelines; the Dungeon Master can (indeed really ought to) play around with them, inventing new spells, monsters, and a thousand variations on existing ones.