[RPG] Why aren’t magocracies and theocracies dominant in D&D settings

dungeons-and-dragonsmagicworld-building

Anyone has (or has links to) well thought-out, logical explanations for why magocracies and theocracies are not the dominant forms of government of D&D worlds? I'd also be really interested in similarly deep explorations/explanations of how these two forms would work in a D&D setting.

In my opinion these forms should logically be dominant due to their magical, predictive, and society- and economy-controlling capabilities. The official stance (about wizards not having time for such trivial matters as governing a state because of their continuous magical research and whatnot, while clerics are too busy doing gods only know what), which, I do admit I recall only hazily, seems a bit… shallow?

I do know there are magocracies and theocracies in official settings, let alone homebrew campaigns. What I don't understand is why neither of these forms is the dominant or default for D&D, and I'm looking for thorough explanations about this (not pure examples), either pro or contra.

Best Answer

I think the most likely explanation of the phenomenon is that fantasy is normally in a medieval setting, and when we think "medieval", we think of kings, not of theocrats or magocrats. In other words, what limits clerics and wizards is our imagination.

If you're looking for in-game explanations, I can think of three

Tradition: If the people are used to having non-mage hereditary rulers, they will stick to it - loyal mages would defend their lord against the upstarts who want to upset the "divine and eternal order", and if that's not sufficient, the neighbouring kings will come and help. This is what happened in 18th/19th century Europe, where enemy royals united to fight the French Revolution, and stomped out Poland when it gave itself a constitution. Also note how e.g. the US has only had a very limited number of people with PhDs in political sciences and economics in the highest government positions, even though it may be argued that they would be highly qualified to rule a country.

Strife and Power Balance: Hextor is not the only god, and Heironeous will do everything to ensure Hextor's clerics will fail to take over the country. Also, neighbours might be much more comfortable knowing a not-too-powerful ruler lives next doors, and their sense of self-preservation would make them ally against, and overthrow a magocracy. In other words, while clerics and mages may have positions of high influence at courts, their enemies will make sure that this never becomes too extreme, and thus, a non-magical ruler with arcane and divine magic available to all factions might suit everyone's interest.

Stability: It is not that easy to maintain a dictatorship if it's not backed by tradition and supported by the local powers, and instability is very bad for business. A mageocrat would most likely have to restrict mages in the kingdom, and a theocracy would not tolerate other religions, thus weakening the country and possibly limiting trade. Furthermore, in a mageocracy, where the right to govern comes from powerful magic, succession might be rather messy, while hereditary rule makes life much more predictable, and thus the country will be more likely to thrive.