D&D can be understood as a Western in fantasy dress. The reasons for this are not complicated. D&D grew largely out of the American pulp fantasy tradition, and that tradition largely had its historical origins in stories about cowboys and Indians. This is present in the game's very DNA. D&D PCs roam around a landscape full of danger and carry out feats of derring-do in return for glory. And this is, essentially, what every cowboy in every Western does. Sometimes the feats of derring-do are unquestionably good (like The Lone Ranger or Shane). Sometimes they are morally ambivalent or even morally undesirable (like in High Plains Drifter or A Fistful of Dollars). And both of these are present in the different branches of D&D play, with mainstream games often resembling something like Rio Bravo, High Noon, or The Naked Spur, and more OSR-oriented games often resembling something more like The Wild Bunch or Butch Cassidy and the Sundance Kid.
The genius of D&D, however, is that it (entirely, I am sure, unconsciously) recognises that Westerns have both limited shelf-lives and limited scope. Ultimately, the Western is not that interesting as a long-term proposition. Westerns work best as short stories, or as films (which are the visual equivalents of short stories). They are a chunk of concentrated action and adventure with a definite beginning, middle and end. They are not the stuff of, say, a multi-volume series of epic novels each of 1000 pages in length.
This is the reason, I think, why we don't really see many Western RPGs in general. There are only so many innocent Indian tribes to vanquish, robber barons to dispossess, stagecoaches to protect, banks to rob, and outlaws to apprehend, before things get stale. Those things are fine as one-offs. But they aren't the stuff of campaigns.
The genius of D&D lies in the fact that, just as English layers a great deal of French (and loanwords from other languages) on an underlying Germanic chassis, it submerges its Western skeleton in fantasy tropes - and thereby brings in almost limitless variety. And this variety comes in at two levels. On the one hand there is just so much more to do (you can vanquish hostile tribes, dispossess robber barons, protect stagecoaches, rob banks, and apprehend outlaws, but you can also fight dragons, defeat vampire lords, delve beneath the ocean to fight sahuagin, summon vile and ancient demigods, and so on). And on the other hand there is much more scope to improve. A cowbody is always a cowboy. But a D&D PC can go from being an ineffectual, green-around-the-gills schlubb to being in effect a demigod in his own right.
I don't think that Gygax and Arneson explicitly saw this (maybe they did), but they certainly unconsciously intuited it. Western bones + Tolkien meat = a delicious feast.
Two corollaries arise from this.
1. The Western structure also works for other genres - certainly science fiction. In principle, any type of meat can be put on the Western bones so long as the underlying skeleton is left intact.
2. It is I think also true that fantasy dress can enliven any underlying structure. Mystery RPGs on their own are quite dull and hard to make work. But the structure of the mystery may be vastly improved by making it a mystery in a fantasy setting, with all the variety that entails. There may be other examples.
I just read the Lonesome Dove series and I would say that the western is a wonderful fit for an epic multi-volume saga, so long as you happen to be a phenomenal novelist and like your main characters to grow old and die. They're really tremendous books and I intend to rob them like a Comanche for adventure material.
ReplyDeleteSomething quite interesting I didn't realize until relatively recently, by the way, is that the western era is really a tiny sliver of history, one or two generations' worth depending on when you start counting. Now, the same happens to be true of the Matter of Britain, and I think there would be real potential in a kind of Great Pendragon Campaign meets Lonesome Dove type of approach to it. Start the game as young cowhands, or veterans fresh from Appomattox signing up to the Texas Rangers and take them through all the big changes from the Comanche war to the coming of the railroad and finally the barbed wire, the casualties and retirees among the player characters being replaced by their sons or nephews, or boys rescued over earlier adventures.
Yes, that's a really cool idea.
DeleteI have fairly recently finished reading The Mists of Avalon, and MZB does do an exceptional job in it of describing the aging of the main protagonists of the matter of Britain.
Yeah, most interesting periods for adventuring (your examples but also the Golden Age of Piracy etc. etc.) are brief transitional periods but fantasy world builders tend to preserve them in amber and you get millenia of unchanging feudalism or what have you rather than digging into the interesting aspects of it being a transitional period.
DeleteWesterns and many D&D campaigns take place on the borderlands between wilderness and civilization. There are enough townsfolk, traders and the like who need to be rescued and protected, but the forces of law and order, whether that be the sheriff with the tin star, the US cavalry or the local town watch are stretched thin and frequently outmatched. And although many players may have different ideas about alignment, I have generally thought that Civilization = Law and Wilderness = Chaos.
ReplyDeleteI think, like fantasy, part of the appeal of the Western genre is that the main characters can be heroes but can also be rogues. So it is possible in a Western also to be the outlaw, and thus if you like part of the wilderness/chaos....
DeleteI quite agree. The patchy law enforcement could be seen as an opportunity for crime rather than something to be bolstered.
DeletePerhaps a revisionist western with fantasy trappings where the Knights are the buckskinned (that is, tinfoil-wrapped) natives, and the incursion is happening in bits and starts, particularly after a definitive loss in a larger cosmic war by the invaders ("Nine dayes they fell; confounded Chaos roard, And felt tenfold confusion in thir fall/ Through his wilde Anarchie, so huge a rout/ Incumberd him with ruin" and so forth)?
ReplyDeleteYou can build your castle strong, but chaos is loose inside already. I was reading this this article re our old buddy S.A.T.A.N. and how it "damages the fidelity of our information"(https://terribleminds.com/ramble/2026/03/20/shy-girl-ai-in-writing-and-a-new-perniciousness/) and so too any particular Late Bronze Age such as ours fully under assault by the Systemic Effective Algorithm "peoples" come from beyond the stars will take drastic action, most likely self-defeating. A local warlord employs a False Hydra as an antidote trained to feed on only the memories of the hostile demons masquerading as men — starting with those memories most bitter, of "Empyreal Heav'n." But, of course, it eats the brains of everyone else too. "Well, sometimes the magic works. Sometimes it doesn't."
Haha, funny how false hydras do that!
DeleteThe missing link between the Western and D&D, I think, is the post-apocalyptic/far future setting (Hiero's Journey, Canticle for Leibowitz, Dying Earth, Dark Is The Sun) where you have the semi-lawless frontier of the Wild West AND ruins and abandoned treasures galore AND weird mutant monsters and psychic magic.
ReplyDeleteYep. This is what Behind Gently Smiling Jaws will attempt to tap into.
DeleteVery insightful!
ReplyDeleteWhile the idea has merit, I'd say that much of the bones grew from the older tradition of "discovery/sail novel". Jules Verne, Haggard, etc. Even "Voyages of St Brandon, Sinbad, etc.".
ReplyDeleteMike