I was thinking about the themes of traditional westerns, spaghetti westerns, chanbara, and Red Dead Redemption 2, which I’m playing again, largely because I love the wildlife. I’m not an expert in any of these by any stretch, but I’m interested in the assertion that Dungeons and Dragons is a western in the Manifest Destiny sense, and how or what it might mean to revise it in the same sense as western films were revised with respect to the genre features that give rise to the assertion “Dungeons and Dragons is a western”. I’m reading wikipedia here, not literary criticism. If the idea grows, maybe I’ll look deeper. I’ll assume the the fact that D&D’s core themes drawing from early western films are problematic in similar ways to those films.

I’ll start by cherry-picking the themes of the evolving revisions to the genre, so from traditional westerns, chanbara (“samurai”) films inspired by them, and spaghetti and zapata westerns that were inspired by them.
Themes
- Honour. A personal sense of outlaw honour often conflicts with duty to an employer, patron, government or family.
- Justice. Played out through feuds, revenge and retribution, and through duels.
- Seminomadic. Characters are often searching for a home, but are driven on by the mistrust of locals.
- Found family. Gangs are complex and related.
- Survival. Characters are most often remnants of a time of violence and lawlessness with few skills to survive in a new order.
- Anti-capitalist. One category of villain are captains of industry who steal land, livelihood and labour from hard-working folk.
- Corruption. Another category of villain are family legacies, corrupt authorities, and fallen religious figures; those who gain riches and power through corrupt means.
- Life is cheap. Life has no intrinsic value. Even the good kill for gold, revenge or politics.
- Harsh landscapes affect the characters affected and their progress.
- The Saloon. A place with music, sex, gambling, drinking and brawling is often the only outpost of civilisation.
- The Gun. A bond with, synonymity with or identification with an iconic weapon. People may recognise them by their weapon.
- Stories are mainly ones of bounty hunting, revenge or retribution, or liberation.
These are interesting, and could be codified in a game or a campaign setting with a little thought, but I’m going to segue and talk about Red Dead Redemption 2, because it’s informing my thoughts on Dungeons and Dragons and westerns as well. This is a list of story elements in Red Dead Redemption 2, that I think are important and genre-meaningful, but that aren’t really in the thematic lists of films.
- Experienced characters, who remember (or misremember) a time where they weren’t misfits.
- Characters are in the midst of unfamiliar civilisation, having fled, and lack skills or means to legally engage with civilisation.
- Rival, less honourable and more successful gangs, usually dark reflections of the PC’s gang – more engaged with ‘civilisation’, less engaged with ‘civilisation’, more ideologically driven, less ideologically driven, etc.
- A moveable camp, of women and children as well as “breadwinners”, who are all sorts: Doctors, lawyers, thieves, fighters, etc.
- Your role. Contribute to the gang’s finances, and to assist the other characters in the gang with their business, be it train robberies, jailbreaks, collecting debts and bounties, but also simply helping people out if you choose. And always, you have it in for the dishonourable other gang.
I like Red Dead Redemption 2’s story elements because they are, as Vincent Baker calls it grippy. It is as if you’re generating a Dogs in the Vineyard town and taking it with you everywhere you go. Your enemies are encroaching industry and society that accompanies it, the ever-present threat of starvation and sickness, and yourselves and your rivals, relics of a time where there was no civil society or industry.
I feel like there’s potential for a fantasy world where you do the kind of things you do in D&D, but your town is your gang and its moveable camp, and you’re driven by maintaining the supply (to steal Errant’s term) of that gang in a circular fashion, with an eventual goal to escape to far away (Australia in Red Dead Redemption 2, symbolic of the uncivilised wilds).
I think this post is long enough, so I’ll throw this up for your interest and get to working on what kind of set up for a fantasy world featuring these themes might look like in another post. I’m interested in your thoughts here, though, especially on the complex topic of encroaching civilisation and industry in the context of the late west, and the role of protagonists who transitioned from being perceived as parasites against a innocent civilians to heroes against an unstoppable capitalistic empire.
Idle Cartulary,
6th December 2022