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2014-11-11, 07:04 AM (ISO 8601)
- Join Date
- Feb 2007
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- Bristol, UK
- Gender
[Historical Gaming] What’s your perfect premise?
I like historical games, and there isn’t enough discussion about them (outside of the more general discussion about history in that thread). So the best way to remedy that situation is to start a conversation about them. Let’s imagine the scenario. Your group have asked you to run a straight historical game for them; that means no magic, no fantasy elements like non-human races, just the real world. If it makes your idea of a pitch easier, this might be a limited run of, say, 12 sessions, rather than something that will run on and on.
What would your approach to the settled history, as far as we know it, be? Would you aim for a strict adherence to a sequence of events? Focus on taking license with the gaps in what we know for certain and stretching the less credible sources? Treat it as alternate history from the moment play starts? Something else?
What premise would you choose to run? Where and when in the world would it take place? Are there any particular events/movements/cultures/historical people you’d want to involve?
Who would the player characters be (I mean in general terms such as “mercenaries serving the king’s advisor”)? How closely would you stick to our understanding of restrictions around social class, religion, gender and so on?
What system might you choose, and why would it be well-suited to the premise you intend? What alterations or house rules would you apply to make it fit better?Wushu Open Reloaded
Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
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2014-11-11, 07:10 AM (ISO 8601)
- Join Date
- Jan 2012
Re: [Historical Gaming] What’s your perfect premise?
I'd shy away from anything pertaining to well-documented history. Otherwise, it just invites complaint.
I would look for something with enough of a grey area to work with. Maybe a Western?
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2014-11-11, 02:36 PM (ISO 8601)
- Join Date
- May 2009
Re: [Historical Gaming] What’s your perfect premise?
I ran a game once (unfortunately, only briefly) set in 16th-century Antwerp. I used the closest thing that exists to a "map" of the city at that time (a view sketched by artists climbing up the tallest church towers and drawing what they could see below them), and placed all the real historical persons I could find documented (very, very few...), then basically made up the rest like any other campaign setting.
History was rolling their way - there's a revolution in the brewing, and the Spanish are coming to put it down. There's not much the players can do to avert that. The purpose of the game was to see how well they could shepherd their own little interests (one PC was a merchant, one was an abbot, and so on) through that turbulence. I didn't expect them to substantially alter the course of history, but if they could come up with a realistic way of doing it I wouldn't have stopped them."None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain
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2014-11-11, 04:10 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Danmark
- Gender
Re: [Historical Gaming] What’s your perfect premise?
As for adhering to actual history, I'd go with "history as best I understand it... but if that dude wasn't actually a governor for another 2 years, then chalk it up to me not being a historian" and note that if the players do something that would obviously have an impact (say, slaughter influential historical figures before they did what we remember them for), the in-game history will change to reflect that.
As for the premises? I might go for the crusades; starting the characters off as regular folks, criminals and pious people conscripted into the service of some lord who sends off some people to fight for Christendom to look good; a game focused more on the long (foot) journey down towards Jerusalem, what they leave behind, how blistered and hurting their feet become and so on.
I would get to get a good "travel guide" feel of them travelling further than most people at the time did in a life-time, a journey where disease, exhaustion and bad feet present a greater threat than the enemy they've been told to fight (for a reason they might not even have been told of). Hell, considering that more than one crusade never even reached its intended battlefield, I could see the notion of having either the "army" disperse or the characters running off as a good starting point for a second part of a story.
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2014-11-11, 05:09 PM (ISO 8601)
- Join Date
- Jul 2014
Re: [Historical Gaming] What’s your perfect premise?
I never ran a strict historical setting. But if i did I think I would focus on it being more about basic survival against harsh elements and challenges and set it way way back. Like the last ice age back, or maybe set it in north america a thousand years ago.
Something like that so i dont need to worry too much about bumping into well documented history and big hungry predators are still a believable challenge and threat.
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2014-11-11, 05:30 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- Lincoln
- Gender
Re: [Historical Gaming] What’s your perfect premise?
I love historical setups for gaming, but I have never run one that's been straight historical. The first one I ran was in Classical Greece set between the Persian Wars and the Peloponnisian War. While I didn't have actual spellcasters (3.5 DnD), I included mythological beasts, magic items, and bribing deities with offers of sacrifice to get boosts and benefits. I also counted the Iliad and Odyssey as direct historical fact rather than myth and legend. It went pretty well, even if it eventually turned into a sequence of "Have the Athenian lie to it. If that fails, throw the Macedonian barbarian at it. If that fails, bribe the gods until it goes away. If that fails, try lying again."
The second, much shorter game I ran was a system test for a friends custom system. The two players were in 1750's America where they discovered that they were related to the crew of an undead pirate, and he was calling in their service. The setting was as close as I could come to perfectly accurate, minus the ghosts, curses, and occasional zombie plagues.
I am about to follow up with a sequel to the Greek Campaign in which the party is retiring Roman Legionaries being given a chunk of land on the Rhine to colonize. That'll be fun.
My Ideal game for as close to historically accurate as possible would be an alternate history (basically, keep the setting and people historically accurate, but include one turning point) where the diversion point was George Washington, instead of quelling the mutiny of his officers near the end of the Revolution, agreed with their points and stormed Philadelphia to displace congress as "Consul" of America. I'd love to run it, but I'm the only person at my table who knows enough about the revolution to get the full benefit of it.
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2014-11-11, 05:40 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Unknown
- Gender
Re: [Historical Gaming] What’s your perfect premise?
Oh, there's no way any game I run will be anything but Alt-History. I might intend for that to be the case, and I may plan to prevent shenanigans with my players...but they'll do it. I will end up with a couple of dead Popes, Kings, and literary giants. If we're crusading, they will sack Rome. If they're dodging spies in WWI France they'll track down and murder Hitler. If they're cavemen, one of them will invent the internal combustion engine.
So I don't worry about it. I just enjoy the ride.
What premise would you choose to run? Where and when in the world would it take place? Are there any particular events/movements/cultures/historical people you’d want to involve?
Who would the player characters be (I mean in general terms such as “mercenaries serving the king’s advisor”)? How closely would you stick to our understanding of restrictions around social class, religion, gender and so on?
What system might you choose, and why would it be well-suited to the premise you intend? What alterations or house rules would you apply to make it fit better?
Educate them!!! This is too good of an idea to shelve!!!Last edited by Ninjadeadbeard; 2014-11-11 at 05:42 PM.
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2014-11-11, 06:20 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Somewhere in Midgard
- Gender
Re: [Historical Gaming] What’s your perfect premise?
My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2014-11-12, 11:29 AM (ISO 8601)
- Join Date
- Oct 2010
- Location
- Dallas, TX
- Gender
Re: [Historical Gaming] What’s your perfect premise?
I'd be on the frontiers of society, where there is less official structure to come to your aid. Exploring Africa, the early American West, any coast where there are Viking raids, etc.
My most recent historical game was sent in the 1620s. Richelieu sent a party to the Caribbean to investigate Spanish claims of French cow-hunters ("boucan-hunters") on Cuba raiding the Spanish villages. I didn't tell them that these raiders were the original buccaneers, and I was sending them to the start of the age of Caribbean piracy.
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2014-11-12, 11:42 AM (ISO 8601)
- Join Date
- Dec 2010
Re: [Historical Gaming] What’s your perfect premise?
Whatever I'd run, it'd definitely be alt-history from the starting point.
I think it'd be amusing to run a game where it's not immediately clear to the players when/where in history the game is taking place. Start from the context of a place with a different calendar than Europe and little contact, so the players won't recognize the particular era just by ear. Then start having events happen that reveal the era to the players a few games in.
So e.g. the players are warriors in the Aztec empire, dealing with local politics and wars, etc. Then suddenly Spain arrives mid-game. Or maybe a slightly less telegraphed one would be to do something in Asia around the time of the emergence of Genghis Khan.
Another fun thing to do would be to do a historical game where there's lots of stuff that seems like it's going to drive history off the rails at least in the minor details - the PCs witness some famous historical figure gets assassinated before his time. But then have history seem to go straight on - there's a coverup of the death, a body double, secret societies and mysticism get involved, etc; maybe even prophecies of 'the true history' and things like that. Have things culminate in an opportunity for the PCs to decide to stop history from getting derailed, or to divert it even further from the normal course.
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2014-11-13, 09:35 PM (ISO 8601)
- Join Date
- Sep 2008
Re: [Historical Gaming] What’s your perfect premise?
I've run a couple of straight history games. I just avoid placing the characters in a position to influence major events. The history provides the setting and major events that occur in the world.
I played with the history a little, but in subtle ways. For example in one adventure the party was searching for a lost work by Aristotle. They thought they had found it, but it turned out to be a "palimpsest" (the parchment had been scraped down and something else written over it -- sometimes you can make out pieces of the original writing though). The work was an actual lost work by Aristotle, but fragments do survive.Last edited by fusilier; 2014-11-13 at 09:36 PM.
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2014-11-13, 09:56 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- Protecting my Horde (yes, I mean that kind)
Re: [Historical Gaming] What’s your perfect premise?
I like historical games, but I'd play them either completely gonzo and let the players create alternate history, or do them like Assassins Creed and let the players make the real history behind the events.
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2014-11-13, 10:16 PM (ISO 8601)
- Join Date
- Aug 2014
Re: [Historical Gaming] What’s your perfect premise?
Historical gaming and my group don't work out well together.
I'm a Call of Cthulhu person, so of course the 1920s is par for the course. Though I've always wanted to do something in the Age of High Imperialism, 1870-1914ish...going into darkest Africa as described by Joseph Conrad, trying to conquer/civilize/colonize the poor natives, etc. And as mentioned before, I am a Call of Cthulhu person, so it will probably end in horrible horrible things. The Cthulhu Invictus setting in the early Roman Empire is very interesting as well.
Only problem is I can't exactly expect my players to be fully in-character for this kind of thing. For example, one published scenario in the basic Call of Cthulhu 6e book, Dead Man Stomp, is best run with PCs who are casually racist white people, as is to be expected in 1920s New Orleans. That's something that most people would obviously like to avoid simply due to the awkwardness of even play-acting at it, historical as it may be. I'm one of the people who got bent out of shape with that publisher trying to bowdlerize Huckleberry Finn, but I'd still feel uncomfortable playing an overt, slur-throwingly racist character.
Not to mention the little things, like how the players interpreted someone talking about continental drift in 1917 as a visionary rather than a complete nutter (I'll point out the party were all geologically-inclined characters, including an archaeologist and an actual geologist). Of course it's slightly silly for me to hope my players have the same level of absurd and mostly-useless historical knowledge as me...and since my players would have to do almost as much setting research for Rome during the reign of Claudius as they would for the Forgotten Realms, I generally stick to either homebrewed (and slightly closer to real history but that's not saying much) D&D settings or Delta Green, which I run as set in the far off year of 2004.
(Oh wait, that's a whole decade ago now. Oh God, I'm old...)
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2014-11-14, 12:01 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: [Historical Gaming] What’s your perfect premise?
Probably like to do a series with the Viking colonization of Vinland. I'm familiar with the Nordic parts, and would love to learn more about the Vinlandish... plus, it would let me play with my pet theory about why the Vinlandish natives attacked the Northmen.
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2014-11-14, 06:04 AM (ISO 8601)
- Join Date
- Jul 2006
- Location
- Eastern US
- Gender
Re: [Historical Gaming] What’s your perfect premise?
I'm running a Vampire: the Requiem game set in mid-14th Century London. Neither my players nor I are historians by any means, so the world is made up the way we want it, based loosely on life at that time. Until just now, I'd never bothered to look to see who was even the king. (Edward III.) Looking now, I see how many historical inaccuracies I've made, but my players neither know nor care.
Hello. My name is Inigo Montoya. You killed my father. Prepare to die.