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D&D is quintessentially American and Warhammer is quintessentially British

August 10, 2025
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Every so often certainly one of my American buddies will admit to me, with a slight sheepishness, that they do not actually get Warhammer. They did not develop up with it and now there’s a lot of it—a far-future science-fantasy setting, two fantasy settings (certainly one of which has been re-released as a prequel to itself), and a football-themed parody of a kind of fantasy settings—they usually do not actually perceive its entire deal.

The older era of my British buddies, those who grew up earlier than Dungeons & Dragons grew to become mainstream with its fifth version within the 2010s, discover D&D equally bewildering. Most have belatedly tried it out, however there is a barrier there. They received into tabletop gaming by way of Warhammer and Name of Cthulhu and Vampire: The Masquerade and etcetera, and D&D has a taste that is totally different sufficient to be off-putting. Whereas clearly Warhammer’s roots are British and D&D’s are American, the diploma to which that defines them is possibly not obvious to everybody.

As an illustration: American sport developer Zach Barth, of videogame studios Zachtronics and Coincidence, as soon as outlined a pitch for a Warhammer 40,000 sport to Video games Workshop. The creator of automation puzzle video games like SpaceChem, Infinifactory, and Opus Magnum thought it may be enjoyable to make a sport about taking part in a junior tech-priest within the forty first millennium, however wished it to be a “office comedy, besides that it is set in a Warhammer 40K manufacturing unit, the place you are pumping out energy armour and stuff.”


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Barth had issues about how this is able to be obtained. He requested a Video games Workshop consultant how the corporate would react to a pitch for a “humorous” Warhammer 40,000 sport. The response he received again was, “They’re all humorous, it is a humorous setting.”

Barth was shocked by this. “I am identical to, I do not know if People see it that approach!” he mentioned.

To know why that humorousness does not at all times translate, first we have to take a look at an instance of simply how American the assumptions behind D&D might be.

A group of bandits sweep into a tavern to viciously interrogate its subjects in the D&D 2024 monster manual.

(Picture credit score: Wizards of the Coast – Artwork by Katerina Ladon.)

You all met at an inn

Loads of Dungeons & Dragons video games begin in an inn. Even those that do not quickly arrive at one. It is sensible: one of many first issues the hobbits do after setting out in The Lord of the Rings is cease on the Inn of the Prancing Pony. And just like the Prancing Pony, the default inn from a sport of D&D comes with a hooded stranger within the nook as a regular a part of the bundle. He is virtually furnishings.

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However every little thing else concerning the Prancing Pony is a part of Tolkien’s idyllic imagining of rural England threatened by oncoming darkness. Bree and the Shire are the land of Tolkien’s youth, of village pubs and greens being put in danger by darkish modernity and industrialization. That is the place Dungeons & Dragons diverges: the common D&D tavern is a spot the place you open the door and everybody stares at you and the piano participant stops mid-tune. There can be a brawl, most likely inside minutes.

It is not the Prancing Pony. It is a saloon from an American western transplanted into a distinct style, just like the cantina from Star Wars.

A dead body is discovered by a variety of shocked individuals in the Three Feathers inn

(Picture credit score: Cubicle 7)

In 1987, White Dwarf journal printed an journey for Warhammer Fantasy Function-Play set completely in a tavern. It was so fashionable it was reprinted a number of occasions and ultimately grew to become the idea for an entire sequence of adventures in the identical format. Referred to as A Tough Night time on the Three Feathers, it is about a number of plots going down in a single constructing over the course of, because the title suggests, a single tough night time. There is a scandalous affair, a lifeless physique, mistaken id, dishonest at playing cards, and the entire thing’s triggered by a noblewoman and her gigantic entourage being crammed in with a bunch of commoners for an evening.

It is not a scene from a cowboy film transplanted right into a fantasy world, it is a resort farce transplanted right into a fantasy world—an episode of Fawlty Towers the place no one can point out the warhammer. It is a sort of humor that depends on an understanding of social class deeper than having the ability to inform he is the Emperor as a result of he is the one one not lined in shit, and it applies to each faction in Warhammer.

Paul Barnett, as normal supervisor of Mythic Leisure when it was creating Warhammer On-line, had the job of explaining this to People at E3 in 2006, and dealt with it enthusiastically. Warhammer’s orcs, he mentioned, have been “soccer hooligans” whereas its dwarfs “are just like the northern working class of England,” who’re “very happy with their holes within the floor.” In the meantime, “The excessive elves are British posh folks. By no means accomplished a day’s work of their lives, do not perceive about doing the washing.”

Lastly, “The darkish elves are English posh folks what have taken medicine.”

Space marines on motorbikes from the UK cover of Saxon's Forever Free

(Picture credit score: CBH/Virgin)

In addition to the broad class satire, there are extremely particular digs just like the villainous Een McWrecker being based mostly on Ian McGregor, who was head of the Nationwide Coal Board in the course of the miner’s strike of 1984-85, whereas Empress Magritta relies on Margaret Thatcher. It is not simply British, it is extraordinarily Eighties British, with a selected visible and topical debt owed to that period’s New Wave of British Heavy Steel, a debt it repaid by licensing out Warhammer artwork for releases by Bolt Thrower and Saxon.

With all these hyper-specific references, it is no marvel People do not at all times get Warhammer. In case you’re not conversant in Zulu, Bernard Cromwell’s Sharpe books, and season 4 of BlackAdder, then the best way 40K’s Astra Militarum parodies navy incompetence but celebrates the bizarre man within the trenches but laughs at their disposability—a whole wargame faction with the ethos of Jona Lewie’s 1980 anti-war track Cease the Cavalry—should fly proper previous you. No marvel even a wise man like Zach Barth does not get it.

Earlier than Warhammer followers put on out their arms patting themselves on the again for appreciating its complexities, there’s much more to unpack in D&D as nicely.

A map of the Great Kingdom with NORTHERN BARBARIANS at the top

(Picture credit score: Wizards of the Coast)

True Crit

The sport that may grow to be Dungeons & Dragons was first run by Dave Arneson within the Twin Cities: Minneapolis–Saint Paul. He took it all the way down to Lake Geneva, the place Gary Gygax lived, and ran an illustration. Arneson’s sport was set in and round a village referred to as Blackmoor, and when Gygax began working his personal model, he based mostly it in and below a metropolis referred to as Greyhawk. The 2 plonked these areas down on a shared map of “the Nice Kingdom” based mostly on North America, with Blackmoor the place the Twin Cities could be positioned, and Greyhawk positioned roughly the place Lake Geneva or Gygax’s residence city of Chicago could be.

The bit on the high labeled NORTHERN BARBARIANS was Canada.

An elf in a cowboy hat and a human in a raccoon-skin cap

(Picture credit score: Wizards of the Coast)

It has been mentioned that People suppose 100 years is a very long time whereas Europeans suppose 100 miles is an extended distance. Even after they’re not recycling a map of the continental United States, distance in D&D’s settings relies on an American understanding of scale. The whole lot is a good distance from every little thing else, and linked by broad roads. This does not simply have an effect on the best way the maps look, however provides D&D adventures certainly one of their foundational cliches. When adventurers aren’t delving dungeons their baseline job is working as caravan guards, which may appear mundane if you happen to do not imbue it with the romance of its inspiration: wagon-train westerns.

The tavern-as-saloon is not the one place cowboy motion pictures bleed over into D&D’s model of fantasy. Fantasy is commonly about long-distance quests, and the western is one other style that treats overland journey as romantic and harmful. Take into consideration what number of westerns contain cattle drives, stagecoach robberies, horseback posses chasing down their goal, and railroads being constructed. When a typical D&D marketing campaign first leaves the dungeon it turns into a wilderness journey, and the frontier fantasy of adventures from Gygax’s Carry on the Borderlands module again in 1979 to Misplaced Mine of Phandelver, the journey that kicked off D&D’s fifth version, is an explicitly American one.

An elf shoots an arrow at attacking hobgoblins in the wilderness

(Picture credit score: Wizards of the Coast)

Have a look at the maps of basic D&D villages like Hommlet from The Temple of Elemental Evil. It is received 4 broad roads main into it, and no ditch or wall to defend it. It does not appear like a medieval settlement in any respect. It appears like Hadleyville from Excessive Midday. It is a spot prepared for adventurers to experience onto its most important road whereas the locals peer out at them from behind shuttered home windows, solely as a substitute of Stetsons the riders can be sporting pointy wizard hats.

Gygax and Arneson weren’t the one D&D designers whose tackle fantasy comes off extra American than European. The Dragonlance marketing campaign, and the bestselling novels based mostly on it by Tracy Hickman and Margaret Weis, co-star Riverwind and Goldmoon of the Que Shu tribe, whose tradition is explicitly Native American. The setting’s fire-and-brimstone tackle faith, with gods who eagerly leap to Cataclysm to punish sinners, was impressed by Hickman’s Mormon religion, with Dragonlance’s non secular texts the Disks of Mishakal an specific reference to Mormonism’s golden plates. They make for jarring blasts of USA-ness in what’s in any other case a textbook Lord of the Rings knock-off.

Two of Dragonlance's heroes look across a canyon at a dragon statue

(Picture credit score: Wizards of the Coast)

If the British do not fairly get D&D, or People are confused by Warhammer, it is not as a result of they’re lacking one thing apparent. These video games, regardless of the worldwide attain they now take pleasure in, are deeply rooted of their respective nationwide cultures. Understanding their origins, from the broad open areas and Wild West saloons of D&D to the mix of sophistication satire and the wet industrial grubbiness of Thatcher’s Britain underpinning Warhammer, might help bridge that cultural divide.

Whereas D&D has broadened its scope (the quilt artwork now not options girls who look fairly so Californian), and Warhammer continues to vary (the brand new military of Grand Cathay does not reference a model of fizzy drink from Manchester) these variations stay an enchanting lens to view them by.



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