Showing posts with label apocalypse. Show all posts
Showing posts with label apocalypse. Show all posts

Wednesday, September 21, 2011

More Evidence that D&D is Post-Apocalyptic

It has been hypothesized that D&D is by nature a post-apocalyptic game. The basic premise — adventurers exploring ruins for treasure — screams lost civilization. What is not as clear is that the basic assumed setting — a fantasy emulation of medieval Europe — is also post-apocalyptic.

Although I haven't posted much recently about either, I am still quietly working on both my version of the Chateau des Fausesflammes and Holmes & Cook. It largely amounts to research about something that I am not as fluent in as I would like to be — southern France circa A.D. 1200. What is striking is how important the Roman Empire is to medieval Europe — it is THE lost civilization. Charlemagne was called the Holy Roman Emperor, for example.

I found a profoundly beautiful example of this loss while trying to find musical inspiration for the Chateau. While searching around for examples of early medieval music, I ran across this beautiful example of Ambrosian Chant from the 7th century:


When I played this for my wife (who has a doctorate in music) without revealing what it really was, she rattled off such regions of origin as Greece, Albania, Georgia and the Middle East. This is because it bears a striking resemblance to the music from those regions. Take for example this 7th century hymn from Constantinople (still sung today in the Orthodox Church):


This is a poignant reminder that despite the distances, the different languages and the different local customs we used to have one Church.

Let me finish with one other interesting way medieval Europe tried to hold on to the past. Originally, clergy wore the same clothes as everybody else; however, as fashion changed in the laity, the clergy continued to wear the style of clothing worn by generations before them. Thus, the robes worn by priests in the middle ages (and in some places even today) were normal, everyday clothes in the fashion of 4th century Rome.

Thursday, June 10, 2010

Thoughts on Post-Apocalyptic RPGs

Both Jeff and James have brought up the point that D&D assumes a post-apocalyptic world with lost civilizations that have left behind wondrous and strange things to find and explore (read: dungeons). This observation has gotten a lot of us to re-examine our own campaigns and the popular campaigns of D&D past and present. What I find interesting is the way we bandy about the word apocalypse without really understanding what it means.

It is actually a Greek word — Ἀποκάλυψις — which literally means lifting of the veil. A more familiar translation is revelation. This, most probably, brings to mind the book from the Bible of the same name. Indeed, the name of the book in the original Greek is Ἀποκάλυψις. Since it deals with the end times, the modern world has come to associate the word apocalypse with a word-ending disaster.

What gets lost in this understanding is that the Bible doesn't just have one apocalypse. It has a plethora. Here are three:
  • the burning bush is an apocalypse of the name of God as I AM
  • the Incarnation is an apocalypse of God become man
  • the baptism of Christ is an apocalypse of God as Trinity

Thus, the term post-apocalypse has a nuance to it that is lost when it is merely understood to refer to what is left after a world-devastating disaster. A post-apocalyptic world is one where God has revealed Himself. This understanding of the word apocalypse can add another a level of richness of any post-apocalyptic D&D world (or any RPG that uses the same sort of end-of- the-world model).

From a Judeo-Christian world-view, the world-shattering event is the Fall. This is then expressed every time humanity turns its collective back on God. The Tower of Babel and the collapse of both the Northern Kingdom (Israel) and the Southern Kingdom (Judah) are examples of this. The apocalypse always takes the form of God steadfastly waiting with open arms for humanity to realize that it cannot find what it most desires without God. He has shown the depth with which He loves us and wants us to be with Him by His willingness to not only become Incarnate, but to go to the cross and tomb.

Thus, a D&D campaign can not only be about trying to rise up out of the ashes of what came before by recovering the treasures of lost civilizations, but a recovery of the apocalypse itself.