What historical conflicts have you used in your game?

Rechan

Adventurer
GMs use real world cultures, mythology and historical periods all the time to flesh out places in their games.

What I"m interested in is not the cultures or the societies, but conflict, used in terms of a game. Real world events, unfortunate circumstances, political situations and dynamics.

This might not be really clear, and how I'm differentiating it from the other stuff (cultures and mythology), so here, let me give you some examples. But first:

DISCLAIMER: This is not a thread for politics. It's not a place for you to disagree with how someone has interpreted something from the real world. It's not a place to even discuss the effects beyond their game world implications. Use the example from Real Life, explain it, and then wax on about in terms of the game. Historical information is relevant, but be mindful of avoiding politics.

Examples

1) Post WW II Berlin and 19th Century Hong Kong. At the time, the Allies carved up Berlin into sections ruled by the different powers, along with the notorious Berlin wall between the US and USSR. This resulted in a lot of tension and espionage not only between the various powers holding the city, but also among the citizenry who not only were beaten in a war, but now are occupied by the enemies, with their city blocked off, splitting families and communities. A very similar case happened in China, as the West waged a small war on China and carved up sections of it between the Western powers.

The strife and tension among the citizens, along with the conflict between the various powers, is a really interesting setting for intrigue or investigation-based play. It may well ratchet things up if some of the groups are of different Races in addition to nationalities.

2) The Trail of Tears. In the 1800s, Andrew Jackson ordered the Indian tribes in southern states to be marched into Oklahoma. Many suffered from starvation, exposure, and disease.

In a campaign, this could be happening - a large powerful country ordering people from within its borders to move en masse, or it could be a powergroup doing it to something outside its borders. This would cause massive destabilization in the local areas. It might draw monsters that pick off the stragglers, it might draw entities attracted to the anguish, it might allow monsters (or treasure hunters, or bandits) to move into the vacated areas. It might offer options for PCs to assist in a resistance.

Or it could be a part of the history, with a visible impact on the place. The Trail might have left a supernatural impression; one of intense negative emotions, or the physical suffering and death. Thus it could be a stretch of haunted paths and wilderness (of those who died, or ancestral spirits who were lost while following their people), a place of bad rituals, it could be cursed by the people who were moved, or a hotspot that attracts Bad Things that revel in the bad vibes.

3) The Underground Railroad. In pre-Civil War US and current day North Korea, an organization of people hide runaways, getting them from one point to the next. These people hide the runaways in any place they can, sometimes creating secret tunnels or hidden compartments. The goal was to get them to a location they are fully safe from their pursuers.

In game terms, these people could be running for a multitude of reasons: slavery, escaping from a militarized state, race, religion, political group, using illegal (but harmless) magic, revolutionaries or political prisoners, etc. They are Escaping from somewhere they are Running From, moving through Dangerous Territory, to Safe Territory. People of sympathy are helping them out. The place they are Running From could employ Hunters to track them down, Assassins to kill Sympathizers along the Railroad, Agents could disguise themselves as runaways to document the locations. The Dangerous Territory is the in-between area that is either unsympathetic and neutral on the situation, or openly helping the place they are Runing From out of either agreement of policy or political assistance.

This one is rife with hooks for the party. Is one of their members on the lamb? Could they be members of the Railroad? Could they have come across, or know someone on the run? Maybe they're unknowningly part of the Hunters. Could they have stumbled across an Assassin in progress?

4) Afghanistan. Setting aside the issues of war and religion, there's also the local political situation. Afghanistan is ruled by warlords. The warlords are friends with the government. The people grow poppy (heroin) because 1) the warlords want the cash crop, and 2) it's the only way to make money in the area. But of course the influx of poppy is dangerous to the rest of the world, thus causing confliction; outsiders come to burn the poppy, which means the farmers don't pay their warlords or have any money for anything else.

In game terms, this is somewhat a sticky situation. The issue here is you have Warlords who either are independent, have the approval of, or are part of the rulers of an area. Then you have people who are caught between doing something because they are threatened, and because they get a benefit from it. They don't necessarily want to stop. It could be growing an equivalent drug, it could be using small levels of black magic, it could be giving blood to to their vampire masters. The point is, the situation is a real sticky one, and the best course of action might be to tackle the Warlords or the Government.

5) Using the KKK as a model for secret societies/underground organizations. (It's at CM because the Mods asked me to put it there instead).

Finally, this one is really hairy and a touchy political/religious touchstone, so I will hide it:
[sblock]6) Israel. There are two interesting things to play with here:

Land/sites considered holy/sacred to both sides, so you can turn it into a turf war where the motivation isn't just about resources, but of a more religious/cultural significance. It could be something as simple as a place where rituals are customarily conducted by both, and neither wants the other there, or as distinct and specific as the burial site of a hero or religious figure.

The second point is the political geographical circumstance of a place surrounded by preceived enemies, but the local powers are held in check. This might result in a walled state under Martial Law, a constant war, or simple paranoia. It not only raises how it would effect the people of the place in the middle, but also asks "What is keeping everyone in check"? Is it superior defenses, superior office, allies who are more powerful than the surrounded nation, and so on.[/sblock]
 
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I'm gonna divide this up between the various games I play.
I think the inherent set of conflicts will be obvious from most of the examples.

By the way I personally much prefer "reality based conflicts" no matter where they occur, or at what time in a setting because reality based conflicts are far more powerful (in many respects of the term), potent in nature and dynamics, and "real." It is far easier for the players to personally relate to situations of which they are intimately aware or which they have studied and so know the bases for those conflicts.

Terra Ghantik - I've played various large and small conflicts involving the Byzantines versus the Muslims, the forces in the Western Europe (in rebellion from the Imperial disintegration and the barbarian invasions), the Persians, the Bulgarians, the Russians, and of course the Vikings, as well as others.

Hammerstroke - This game takes place in the contemporary world involving a sort of combination Civilian Agencies/Special Forces Team. The missions have included conflicts, large and small, in Chechnya, Georgia, the Ukraine, Afghanistan, Iraq, operations in Israel and Palestine, in various parts of Africa, against Somali pirates, in Eastern Europe, and undercover operations in Pakistan, Asia, and in various other parts of the world.

Enigma - This is a superhero game (though not the usual kind, the heroes are civilians who usually don't know exactly what powers they possess or how to control those powers, and sometimes their powers change over time or in certain high-pressure situations) but it often overlaps the Missions (or involves related or cooperative missions) of Hammerstroke. So they often operate in some of the same theatres, but they also operate a lot in dangerous urban areas of the modern world against ICCs (International Criminal Cartels), drug networks, gangs, and smugglers. Sometimes against foreign Intel agents. A really good one went down one time near the old Czech border.

Outland Frontier - This is a part Western/part Pulp game taking place from around 1890 to about 1930. You have free run of everything or any point of conflict in the world that the players want to pursue in that time period, everything from the tail end of the Indian Wars in the West to the beginning of the rise of the Nazis. But a lot of the action often takes place in South and central America, and occasionally in Africa and Asia. There was a really good adventure/mission once to the Antarctic.


Some of the types of adventures and missions the players undertake, and the conflicts involved, are listed here.

By the way I like the ideas about Berlin and Hong Kong. Both were hotbeds of espionage activity as well. Thailand, Vietnam, Cambodia, the Koreas, all are or were strong hardpoints of conflict.

Certain cities throughout history were also great points of dispute and rivalry.
 

Good old Crusades.

I was playing a Riddle of Steel game where a knight and his men (the other PC's) were dealing with a small fictional frontier barony in the Crusader States. The knight and his men were devout Christians to begin with, but changed their zealous stance when they found the people weren't just 'evil heretics' and learned to deal with the people more effectively.

I then added another fanatical Christian force who labelled them as heretics and went tattling to their lord, and so they had to sort out all kinds of nonsense with that, and their dealings with some Knights Lodges who controlled all the money in their land.

It was a fun, if short lived game.
 


I've stolen the mongol invasion of Europe almost wholesale, dressing it up as mounted orcish archers. It was astonishingly successful.

I've also borrowed political aspects of Venice and Florence, but that's less conflict and more pure treachery.
 

World War 1: The carnage, chaos, use of trench warfare, etc. are excellent sources to use for campaigns. Specifically I have used it in a necro-tech game, just imagine how much more deadly and mad the Great War would be with tanks moving along on giant legs of combined legs, or undead soldiers, or rifts in the Shadowfell opening up in the middle of No Man's Land.

Working Class Struggles in Industrial Britain: Since many of my campaigns are set in Steampunk-type settings and involve lower-class PCs this is a common motif I have used in my games.
 

I've always thought that the Wars of the Roses was almost tailor-made to be a backdrop plot for a campaign.

Or a fantasy book series, in the case of George R. R. Martin.

Things I've stolen are mostly in pieces, taking interesting ideas, but not borrowing too much. While I like reading books like the Deryni novels, The Lions of Al-Rassan and the like just don't appeal to me as world-building. Eyes of Silver is a little better, but not much.

Anyway, let's see...

The Crusades which was interesting with real gods...or were they?

A bit from the old tradition that every son inherits, which divided an empire.

Each of these was very liberally taken though.
 

I tried to make a character once that was a survivor of the Toyotomi clan after the evil Tokugawa shogunate had mercilessly sought to end their entire familiy line at Osaka in 1615. Dealing with issues of guilt for not doing enough or dying honorably in battle, even though he was only a teenager and low level infantry at the time. Wanting to slay Ieyasu's offspring and reclaim the right to rule the country, but at the same time not wishing to bring the country the chaos of yet another civil war. Being proud of his family name, yet having to hide like a lowly ninja lest he be killed meaninglessly. Maybe confronting Hideyoshi's widow, Nene.

Even had a friend set to play a descendent of the Shimazu and a childhood friend, and another player to to be either a Sanada brave ninja, or one of their children.. Unfortunately...didn't really have a DM who knew as much about the Sengoku period or the desire to run it. Maybe I could run something liek that someday, or even during the Sengoku period instead of the aftermath. Just as long as the Tokugawa can be portrayed in general (I don't mind a few exceptions) as evil scumbags. :)
 

On several occaisions I fell into unknowingly having campaigns I was running mirror certain historical eras or situations.

The bigggest one was when I was DMing the WotC 3.5 Red Hand of Doom campaign mixed with Necormancer's Game adventure - The Vault of Larinn Kar.

The Vault had a tri-gem scattered to various points around the world, that when gathered, enabled the bearer access to the fabulous vaults of Larinn Kar. Anyway.

The campaign begins with the key-gems scattered, but hordes of dragon-allied hobgoblins made forays into the civilzied lands looking for key gems.

At the same time, a small band of heroes is also looking for the gems with backing of local peaceful lands lords and a few orders of knighthood.

A third faction also was interested in this. They were the dwarven kingdom that was unknowingingly being empowered and also corrupted by the powers of Devils.

Anyway 3 factions:

Civilzied normal D&D world --

Hobgoblins on the rampage allied with dragons --

And the Dwarf priests who had newly powerful clerical spells from a new god of Justice --

The interaction of these three factions in the context of the Red HAnd of Doom and the Vault of Larinn Karr led to a huge war that saw the civilized kingdoms and the dwarves ally against the hobgoblins first. Eventually, the hobgoblins tore through the dwarves and conquered them using a genius use of GIANT RUST MONSTERS that tore through the metallic weapons and armor of the dwarves at a few key battles.

In the end the victory and defeat ebbed and flowed several times, but by the end of it, 3 sizeable nation-state arose that roughly mirrored the USA-UK-France alliance (normal D&D city-states and small kingdoms -- think Dalelands of FR) vs. a really powerful German alliance (really the hobgoblin dragons) vs. a totalitarian order of Lawful Evil devil summoning dwarves .

Anyway, unintentionally we had a WW2 sociopolitical dynamic going.

C.I.D.
 

Let's see...

Barring Ars Magica, which almost necessarily invites using actual historical events, I have used historical inspiration many times.

My whole New Mavarga campaign was based around concepts drawn from early colonization of Mesoamerica. My current Shaandarshehr campaign is drawing ideas from from the society and history of Mughal and Timurid India. I have for various games pulled in bits from Britain's Raj era, from various aspects of the Napoleonic era, various Native American cultures, etc.

I find, overall, that I don't really haul in specific historical events as much as I do historical societies and trends.
 

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