Here's a question I doubt has every been asked before: what is the very first monster described in Dungeons & Dragons. If you turn to Volume II of OD&D and look at monster descriptions, you'll find the answer – Men.
OD&D states that Men exist in "several categories," namely bandits, berserkers, dervishes, nomads, buccaneers, pirates, cavemen, and mermen. Later editions of the game, such as the Holmes Basic Set, AD&D, and Moldvay/Cook include some or all of these and, in a few cases, add categories of their own (e.g. merchants, nobles, pilgrms, etc.). Examining these categories could, I think, shed a great deal of light on the implied setting of the original game and I'll get to that, at least in part. At the moment, though, I'm more interested simply in the fact of it.
What I mean is this: D&D – every edition of the game – includes many, many types of monsters, some of which have now passed into popular culture beyond the game itself. There are also monsters, like the beholder or the gelatinous cube, to choose just two, that are so strongly associated with the game that simply seeing them reminds you of D&D, assuming you're already familiar with the game. But, at the very beginning, before anyone was familiar with it, what monster is listed first and what, if anything, does that mean?
It's long been a position of this blog that Dungeons & Dragons is fundamentally humanocentric. Human beings – "Men" in the parlance of the early editions of the game – are the standard by which all other intelligent species are judged. That's why all the TSR editions of the game included level limits for demihumans, as well as limiting their access to character classes. A humanocentric world, even one where magic exists, is probably a recognizable one, which is to say, one whose social and political structures aren't all that different from those we know or that have existed at some time on Earth.
OD&D describes itself as "rules for fantastic medieval wargames campaigns." The word "medieval" wasn't chosen haphazardly, even if the game also makes it clear that it's "strictly fantasy" and therefore not limited in its scope. Both Gygax and Arneson had a keen interest in the historical Middle Ages and this interest spills over into the presentation, content, and rules of OD&D (whose standard combat system, we shouldn't forget, is that of Chainmail). Given this, I think it makes perfect sense that human opponents would be put front and center in the monster descriptions of Volume II, since humans dominate the world.
Another possibility, one that I don't think is inherent in the text of OD&D, but which is nevertheless interesting to consider is that "humans are the real monsters." Phrases like that can be trite, even humorous, but they don't have to be. Instead, the phrase can be understood simply to mean that, for many purposes, there is no need to use a monster when a human opponent will do. There's no reason, for example, why a rural village needs to be menaced by orcs or goblins when bandits or berserkers will do. Granted, orcs are more fantastical than mere bandits and, for many gamers, D&D adventures must be fantastical. I'm quite sympathetic to that perspective. Still, I think there can be value in reserving the use of monsters in order to preserve the wonder they can engender (says the person who just argued for making dragons more prevalent).
Of course, there's not any necessary opposition between a setting's being fantastical and the prevalence of human opponents. For instance, my Empire of the Petal Throne campaign is almost completely humanocentric and yet I don't think any of the players would say that it's not fantastical. Nearly all the major antagonists of the campaign over the last five and a half years have been human, whether they be pariah god cultists, Yán Koryáni secret police, Tsoléini pirates, or rival clans. Some of these enemies have used magic or possessed strange abilities, because Tékumel is a fantasy setting. The same can be true of human opponents in D&D or other fantasy games, which is why I don't think that humanocentrism necessarily leads to dullness. If anything, I'm tempted to argue that humanocentrism heightens fantasy, but perhaps that's something for another time.
