Times sure have changed since the good old days, when the Disney Channel didn't get uptight about rerunning the Muppets and Johnny Cash rallying 'round the Confederate Flag and singing a song about running off to Jackson when the fire goes out of your marriage.
The Johnny Cash Children's album is also a big hit in our house and definitely worth checking out. Most Anarchists also consider the hierarchical relationship between an employer and an employee, or a master and her servant, to be just as bad as the relationship between a liege and her vassal. Churches are another concern for Anarchists, as the relationship between the gods, the priests, and the worshipers does resemble feudalism, and is often used to justify it. While all of this describes what Anarchists are against, it doesn’t really give much detail as to what Anarchists are for. One objection to introducing Anarchy into a fantasy role-playing game is that there was no Anarchy in Medieval Europe. While they may not have called themselves Anarchists, and may have rejected the word Anarchist (which was, for most of its history, a pejorative term), History is filled with proto-Anarchists, quasi-Anarchists, and Anarchists-In-All-But-Name, in every major culture and time period.
Now, while those people and communities might be practically Anarchist, that doesn’t mean they resemble the mental image of Anarchists people of today have. Another objection that can be raised is that most people find politics confusing, or depressing, or boring, and they don’t want to bog down their campaign with it.
Not everyone is going to be enthusiastic about having Anarchists as heroes, and having Anarchy as a desirable goal. The Anarchists are a bunch of smelly malcontents, probably in the pay of a foreign power, intent of wrecking the great institutions that have given the people so much. This sort of campaign works well with characters who want to play some version of law enforcement, and with primarily lawful characters.
Chaotic groups, and players interested in defying some of the conventions of standard fantasy role-playing games, may find this approach interesting. Obviously, it is possible, and perhaps beneficial to mix and match the approaches, depending on the circumstances. Stay up-to-date with Johnny Lemuria and receive exclusive goodies by subscribing to my mailing list. I'm an author, artist, poet, blacksmith, anarchist (ontological & otherwise), agorist, occultist, SubGenius, Discordian, Orthodox Moor, Fortean, transhumanist, genrepunk (steam, cyber, etc.), on-air personality, pundit, and know-it-all.


Although primarily remembered as a country music icon, his genre-spanning songs and sound embraced rock and roll, rockabilly, blues, folk, and gospel. Unfortunately, no matter how hard it is to get Anarchists to agree on what to be against, getting them to agree on what to be for is even more difficult. Or ancient China, or Iron Age Sumeria, or mythic Greece, or whatever historical or fictional setting the game is loosely based on. Historically, while the word Anarchy was used (in a pejorative sense) in Western society since the time of Ancient Greece , the first recorded use of it in a positive sense was in 1703, and the first person to publicly call himself an Anarchist was French political writer and socialist Pierre-Joseph Proudhon in 1840. From the Diggers of Renaissance England, to the ninth century Mu’tazilite and Najdite Muslims, to the Daoist hermits of Classical China, to the Cynics of Ancient Greece, you can find people and communities quite hostile to hierarchy anywhere, well, you can find hierarchy. That image, of relatively modern Anarchists, was formed in the 19th century, in the background of Imperialism, the Industrial Revolution, the Enlightenment, and so many other social factors, that simply didn’t exist in the Medieval period.
Magic, human and non-human races living together, actual gods and outer planes, the occasional dragon, relatively high levels of gender equality, a lack of death due to infectious disease that people in the Middle Ages could only dream about….there are more than enough social factors that could to lead to people being Anarchists in just about every fantasy role-playing game. That’s understandable, and if you or your GM are not keen on having Anarchists winning, it is beyond the scope and not the place of this book to try to convince anyone otherwise. The have an irrational hate of tradition, of family, of the Gods, and of working hard and playing nice with others in order to better themselves, and for the common good. Paladins, and inquisitors of Community, War, and Justice deities would be an especially good fit. If the players are just getting into role-playing games, or prefer a looser style of play, this approach might work. All the kings & queens, all the high priests, all the greedy merchants, they’re just oppressing and exploiting the poor and suffering.
If the GM is interested in deconstructing some of fantasy tropes, using this approach could be useful.
The designs are as pictured and have either a vertical orientation (banner) or a horizontal design (flag). Anarchism is the ideology and methodology of bringing about and participating in an Anarchy. Hierarchies are societies where people are ranked in stations or levels, with those of a higher level being more important than, and commanding the people of a lower level.


Others accept the superiority of the gods, but will have no other authority over their lives, including that of the priests and clerics. Different Anarchists simply want different things, and have different conceptions of liberty and hierarchy.
They simply didn’t have Anarchy or Anarchists in them, so there’s no reason to include Anarchy in the game.
So while putting Anarchy into a steampunk game might be a more natural fit, there’s not much for it in the quasi-medieval Europe most campaigns are set in.
They get the poor humans to fight the poor hobgoblins, to distract them from realizing that the true ally of the poor human is the poor hobgoblin, and their true enemy are the ones making them fight. Virtually all governments are hierarchies, especially feudalism, which is the most common form of government in fantasy.
A few Anarchists consider the very notion of buyers and sellers, of merchants and customers, to be hierarchical, and thus something to be opposed. The best thing to do is to try to get them to channel their energies into something more productive, like saving the kingdom from the evil duke. While the hierarchy of government is the most basic form of hierarchy that Anarchists oppose, it is not the only one.
All these attempts at change put those people at odds, in conflict, with the rich and powerful who want things to remain the same.
Slavery is another example, as is discrimination of a group, such as a gender or ethnicity. Different types of governments and hierarchies are discussed in the Traits section.
Whenever the rich and powerful do something that affects large numbers of people, that’s politics.
This conflict can draw adventurers in, on one side or another, for goodness, for glory, and for financial incentive.



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