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Domains of Delight

Although it is a horror setting, there is something rather silly about how the varied “Domains of Dread” in Ravenloft serve to recreate the entire Universal pictures horror franchise within the D&D cosmology. Still, there’s something endearing to me about creating a knock off mummy, wolfman, and Dr. Frankenstein to go along with the game’s own answer to Dracula.

Fifth edition made some changes to the setting, moving what was once a separate world like Oerth or Krynn into the entropic domain of the Shadowfell, which itself was added in the fourth edition as a soft of amalgamation of the old Plane of Shadow and the Negative Energy Plane. It was probably inevitable that the Shadowfell’s opposite, the Feywild, would eventually get a similar treatment, but I was still excited when the “Domans of Delight” where announced in conjunction with the release of the 2021 adventure “The Wild Beyond the Witchlight.” If the Shadowfell was a pop culture mirror of iconic horror films, what unifying principle could be applied to the Feywild?

Look no further than the Disney Princess franchise.

A Pantheon of Princesses

I’m writing about all this because this is the train of thought that led to the inspiration for Beauty’s Beast, my latest adventure on DMs Guild. I’m a sucker for worldbuilding, so the adventures I create have a habit of being an excuse to come up with wacky ideas to create meta plots in the D&D multiverse. In The Pub that Crawls, it was a thought experiment on how the Magic: the Gathering settings like Strixhaven could connect to the established D&D worlds in a way that fit with both games’ canon. This time, it was from thinking about how a network of Disney-esque princesses in the Feywild would work.

Because I knew I wouldn’t have the time or energy to create multiple princess-themed adventures, I wanted to choose one tale in particular that could serve as a hub domain to connect to others of its kind. Beauty and the Beast was already high on my list for being my wife’s favorite Disney movie, and because I’m familiar with several takes on the same tale. Then, my training in French history kicked in, and I thought, what if I did Beauty and the Beast meets the Republic of Letters?

Belles Lettres

The “Republic of Letters” is a term for the informal network of letter writers sharing philosophical and scientific ideas during the “Age of Enlightenment” in the century of the 1700s. Though centered in France, modern historians have studied the interchange of ideas on a global level. Enlightenment ideas were not just the province of Europeans, but resonated is places such as Haiti, with revolutionary leader Toussaint L’Ouverture; in India, under the anti-colonialist ruler Tipu Sultan; and in Japan, with the astronomer and translator Shizuki Tadao, to name a few. Though dominated by men, women like Mary Wollstonecraft and Olympe de Gouges also played a crucial part in the discourse.

Painting of a woman considering a manuscript with a compass
Émilie du Châtelet

In Beauty’s Beast, the domain’s archfey is based mostly on Émilie du Châtelet. She is most famous for her long relationship with the philosopher Voltaire, but she was a mathematician and physicist in her own right. She’s also, of course, an homage to the ‘Belle’ from Disney’s version of the story, also a bookworm. Through correspondence, though, I wanted to connect her to a diverse crowd of princesses in domains across the Feywild, just given a bit of flavor but hopefully enough for DMs to build off of if they desire. For this reason, the correspondences were an essential feature of the adventure in my mind, and I built much of the plot around that.

Other Inspirations

Early modern France gave me a theme to build the rest of the setting around. The exterior needed to have a beast’s garden where the story’s iconic rose could grow, and I also based it off the concept of French and English gardens that were popular in the 1700s. These landscape gardens tended to incorporate architectural elements like fake ruins and grottoes, giving the illusion of a wilderness in a planned setting. The interior I based off the typical French salon, the in person equivalent to the Republic of Letters, where poets and philosophers could debate lofty ideas (and do a bit of grandstanding for social prestige). This also inspired me to create debate mechanics, a fun little experiment of creating a magical social “combat.”

Garden fountains surrounded by embroidery-like patterns of hedges.
‘Parterres de broderie’ or ’embroidery flower beds’, a common feature in French landscape gardens

As I pointed out in a note in the adventure, two of the minor characters in the story are inspired by two participants in a famous debate from the period, Charles Perrault and Jean de La Fontaine. Quite apart from their debate, these men are famous for popularizing literary fairy tales and Aesop’s fables, respectively. Even though I used modern retellings as my jumping-off point, this was my way of acknowledging the deep history of fairy stories which are at the root of the Feywild setting. Just as the Universal horror movies are mostly modern takes on very ancient myths and legends, this was my attempt to make sense of the whole D&D cosmology in my own mind.

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Social Sciences at Strixhaven

This is expanded from a Twitter thread I wrote a while back. See the original (link)

Even though I don’t play much Magic: the Gathering, I was excited by the release of their Strixhaven setting and its a D&D crossover book. Between graduate school and my work in instructional design, I’ve never strayed far from academics in my life. Even my favorite TV show was set in a community college! #SixSeasonsAndAMovie So, an official educational setting for my ttrpg hobby was a natural fit. I immediately knew I would set my next big project there.

Wizard students amid a pile of books, from the cover of Strixhaven: A Curriculum of Chaos
Time to get academic in this roleplaying game. ‘Strixhaven: Curriculum of Chaos’

The idea for a pub crawl came up early in my brainstorming. Once I’d settled on that, it was obvious I would need at least five pubs to correspond to the five Strixhaven colleges, which are tied to the subjects of classes you’d take in the real world. Between working in education, being a parent, and playing a lot of ttrpgs, I spend a lot of time thinking about the educational value of roleplaying games. Somewhere along the line I thought, why not look at how rpgs interact with each subject area, and use that as the basis for the pubs and their puzzles?

RPGs’ relation to some subjects is fairly obvious: for instance, handling all of the stat bonuses, adding dice rolls, and judging probability on the fly is good practice for math skills. RPGs also seem to be beneficial for developing language skills based on the number of nerds who got their first introduction to words like alacrity, expeditious, and simulacrum, Baudrillard notwithstanding.

History and the social sciences are a bit less straightforward, but this is the area closest to my heart, since I majored in history. D&D developed from historical wargames, and it’s true that there is a learning there, like the difference between a glaive and a halberd. The quasi-medieval flavor of the game can definitely foster an interest in the past, but a lot of the facts you could pick up from the game are superficial at best and inaccurate at worst (look up banded mail for a benign example). To better understand how RPGs might relate to social science education, I want to discuss the question: what *is* the purpose of studying history and the social sciences? This has no easy answer, and there is no single consensus by scholars, but I’ve developed my own ideas that I think are often reflected by a good number of them.

A wizard historian surrounded by floating books with an unhinged look on his face.
Please, sit back while I expound my many theories! ‘Conspiracy Theorist’ art by Svetlin Velinov via artofmtg.com, copyright Wizards of the Coast

The adage that “those who fail to study history are doomed to repeat it” implies that history is useful for its predictive power, but I know of few historians who would actually make this argument. Knowledge of the past certainly gives us insight into why things are happening today, and it can give us good ideas on some possible futures, but it is a fallacy to think that a historian is therefore better equipped to predict the future than anyone else. We can’t be like Maxwell’s demon, able to tell the state of future objects because we know their trajectories in the past. Too much of history is contingent on factors beyond what we could model. The most compelling argument we can make about the analytical value of history is that it can help foster critical thinking, a valuable tool for navigating the present, but still limited in knowing the future.

At its best, I think that history, and the social sciences writ large, give us an appreciation of the diversity of human experience. Just, seeing that people think differently in different times, different places, and different contexts, and that’s okay! This can help us learn how to interact with people who are not like us; incredibly important in an ever more global society. My favorite quote along these lines comes from Robert Darnton, that “nothing is easier than to slip into the comfortable assumption that Europeans thought and felt two centuries ago just as we do today – allowing for the wigs and wooden shoes. We constantly need to be shaken out of a false sense of familiarity with the past, to be administered doses of culture shock.” 

I think there is a benefit to studying the past for its own sake, just because it is interesting, but if I were to justify the place of history and social sciences as a curriculum requirement, I would defer to the appreciation of otherness. In an RPG, we can go further than observing or even immersing in otherness, we can embody it! Now, there is a danger here in thinking that because we read about otherness we understand what it is like to be other, but keeping this in mind I believe the benefits to empathy outweigh the risks.

Lorehold campus, an ancient ruin emerging from a desert canyon.
History is worth studying for its own sake, if only for all the cool ancient ruins. ‘Lorehold Campus’ by Titus Lunter, via artofmtg.com, copyright Wizards of the Coast

As I mentioned on Twitter, the ultimate design accommodates both the wargaming-style traditional military history as well as a more empathic approach based on cultural understanding. I hope it is a good summation of ways we can approach history and social studies through the lens of roleplaying. In future posts, I’ll visit the other subject areas of Strixhaven and how they fit into the design: mathematics, language, science, and art.

Did RPGs spur interest in any particular region or time period for you? If you’re a social studies educator, how would you use (or how have you used) roleplay in the curriculum? Leave a comment below and please subscribe for more updates on Revue