1421: The Year China Discovered...

2) Big boats are cool. In conveinent FR terms, having the 300' long Junks from Kara Tur show up in Waterdeep can make for interesting color.

Just imagine a king in the midst of surveying his fleet when a ship at sea is spotted on the horizon. Nobody believes the ship's size because they've never seen anything so large.

Then it sails into port (or as close as a Chinese junk could possibly sail to a medieval harbor). The rudder of the ship is bigger than the largest in the king's fleet.

Just to clarify how big these floating castles were, check out this link: http://www.pbs.org/wgbh/nova/sultan/media/expl_01q.html

Then a diplomat disembarks and asks politely if the king would like a tribute to the most noble Emperor of "all the world."

Man alive, I'd love to see the king's face. :D
 

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Joshua Dyal said:
What makes something like this interesting in the real world is the fact that it flies in the face of orthodox history, though. In a fantasy campaign, how do you get that same vibe?
I suppose it depends on just how Medieval (or Renaissance, or whatever) the campaign is in the first place.

What's great about a Chinese junk isn't just that it came from what might be considered an exotic culture, it's huge, massive even.

The implication being that only a country with massive resources could create such a thing.

By sight alone, a Chinese junk establishes an extreme difference in scale, technology, naval capability, and more.

The closest parallel is a flying castle descending out of the clouds. The guys on the ground are thinking, "Uh oh, I don't have one of those."

And then the next part that starts wars: "How can I get one?"
 

Any technological difference can be the impetus for fun (or war, depending on the scale of the defining moment) in an RPG.

Imagine a campaign set in the bronze age tech level, when the first guy with STEEL shows up... A wizard with a couple of metal-armored brutes might seem nigh-invulnerable. If they had horses (especially if the natives had none), they might seem NEIGH-invulnerable. :D

I had a campaign recently that borrowed elements of Michael Moorcock's Million Spheres/Eternal Champion cycle, Larry Niven's Kzin, Viking history, and the very bit of history that inspired this thread.

In this campaign, there was a culture from another PMP that had black, steam & sorcery powered ships that could cross dimensional boundaries, and did so for trade...as well as plunder and slaves. That culture had fallen, but one of their subject races had taken over the reigns of the ships to carve out their own empire on that PMP...a race of large, sentient felinoids. Those felinoids had resumed the practice of raiding other PMPs for plunder, slaves...and food. The party was kidnapped at sea and...well, lets just say that the first adventure was inspired by "The Most Dangerous Game", "The Naked Prey", "Surviving the Game" and similar fiction.

There were many "How did they do that?" moments, quickly followed by "How can I do that?" moments. Total blast. In some cases, no one knew the answer- only the Ancients possessed the requisite knowledge to make certain things, and much time and effort was spent on upkeep or recovery of those items.
 

What makes something like this interesting in the real world is the fact that it flies in the face of orthodox history, though. In a fantasy campaign, how do you get that same vibe?

You create an orthodox history. Then you violate it with signs pointing to things man was not meant to know. Obviously, this takes some setting up and you first have to educate your players in the way things are supposed to be for a while before you can pull the switch on them.

Also note that in a fantasy campaign, you can move out of place artifacts in the opposite direction as well, as in, "According to the histories all of these were supposed to have been destroyed thousands of years ago... as best as you can guess, the paintings on this floor were placed there only in the past few days... this species was supposed to have gone extinct before the time of the 2nd empire..."
 

Not to sound like Ron Edwards but the meaning of the word "history" changes depending on whether you are using it colloquially or technically. Academic historians will tell you that the thing they are discovering/defining/studying is the past and that history is the set of established critical methods they use to do so. When a history is produced, it is understood to be a study illuminating the past using the historical method.

I'm not proud to be part of a profession that insists on creating its own ghetto definition of a popular term that actually means something a little different but I thought I would point it out for the benefit of the debate that seems to be going on.

Also, etymology aside, brasil/brazil/breasil first appeared on maps of the Atlantic in the 13th or 14th century.
 

fusangite said:
Academic historians will tell you that the thing they are discovering/defining/studying is the past and that history is the set of established critical methods they use to do so. When a history is produced, it is understood to be a study illuminating the past using a historical method.

Corrected an article there for you. ;)

Also, I believe I've heard of the village you reffered to earlier. Isn't the site in the US? Or am I thinking of a different village preserved underneath a mudslide in the upper NW US/SW Canada?
 

Great thread guys!
talien said:
Just imagine a king in the midst of surveying his fleet when a ship at sea is spotted on the horizon. Nobody believes the ship's size because they've never seen anything so large.

Then it sails into port (or as close as a Chinese junk could possibly sail to a medieval harbor). The rudder of the ship is bigger than the largest in the king's fleet.

Just to clarify how big these floating castles were, check out this link: http://www.pbs.org/wgbh/nova/sultan/media/expl_01q.html

Then a diplomat disembarks and asks politely if the king would like a tribute to the most noble Emperor of "all the world."

Man alive, I'd love to see the king's face. :D
That is actually one of many premises behind the setting in the Lands of the Jade Oath. Only the giant ships are mostly manned by giants (from AE) and the cultures of the "West" are descended from the old "Eastern" Empire that is central to the setting. The westerners are partly descended from an expedition from one of the older dynasties of the empire and some are now returning to the lands of their ancestors for trade and religious pilgrimages to ancient sites they have heard of in tales handed down over generations.
 

Celebrim said:
You create an orthodox history. Then you violate it with signs pointing to things man was not meant to know. Obviously, this takes some setting up and you first have to educate your players in the way things are supposed to be for a while before you can pull the switch on them.
It is more difficult, though, because they don't have the implied background knowledge about your campaign that they do about the real world. Also, players tend to be more accepting of these types of things. Even if everything is telling them "A is true" if you even so much as drop a hint that "B is instead true, which contradicts A" then most players will metagame out that of course B is really true, and A is a red herring, and probably do so immediately.

It's even worse when you're a GM with a history (and thus expectation) of plot twists and mysterious conspiracies and the like. :o It doesn't have the same punch as some really unorthodox historical suggestion, like Graham Hancock's putative global Ice Age mariner culture, for example. That's weird because inately we just don't believe it, our orthodoxy tells us something completely different, and the clues used to build that proposal are vague, circumstantial and indirect, yet ultimately tantalizing anyway. It seems to me the only way to really pull that off in-game is to use an established campaign setting, like FR or a very long-used homebrew, and make secret and massive changes to the background of the setting while leaving the face of the setting itself mostly alone. As the players gradually start to see the clues that something is totally different than everything they thought they knew about it the setting, you can maybe pull off that same level of wow factor.
 

Joshua Dyal said:
It is more difficult, though, because they don't have the implied background knowledge about your campaign that they do about the real world. Also, players tend to be more accepting of these types of things. Even if everything is telling them "A is true" if you even so much as drop a hint that "B is instead true, which contradicts A" then most players will metagame out that of course B is really true, and A is a red herring, and probably do so immediately.

I certainly wasn't implying that it would be easy. But even if you set your campaign in the real world, and play Masque of the Red Death, Call of Cthullu, D20 modern, or whatever, you are going to have the same problem of player's immediately assuming every hint you drop that the orthodox history is false is proof that the orthodox history is false and probably do so immediately.

The problem isn't so much just that players know the history, but that players have learned:

a) Most radically unorthodox claims made in the real world turn out to be false, because the real world just usually doesn't work like that.
b) Most radically unorthodox claims made in the game world turn out ot be true, because it's a fantasy afterall.

The only solution to this would be to have a campaign that's rich enough in detail that you can have several competing historical/cosmological theories about the universe, at least some of which turn out to be false. Once you've suckered the players a couple times into believing the first theory that they heard, they are going to be more wary. However, even then you aren't going to be able to approach the power of unorthodox claims about reality simply because people don't have as much invested in thier character's beliefs as they do in thier real beliefs - and if that isn't true then you've got bigger problems as a DM. :D

It seems to me the only way to really pull that off in-game is to use an established campaign setting, like FR or a very long-used homebrew, and make secret and massive changes to the background of the setting while leaving the face of the setting itself mostly alone. As the players gradually start to see the clues that something is totally different than everything they thought they knew about it the setting, you can maybe pull off that same level of wow factor.

Well, at least some level of 'wow' factor. I don't hope to make the game as compelling as reality, just as compelling as say a good book. I mean if the writer of 'The Di Vinchi Code' can pull off that sort of historical sleight of hand, then in theory you ought to be able to do it in a game.

One thing I've always wanted to do is create a coherent explanation for the game universe which seems complete and compelling but which I've deliberately left a glaring hole in, so that, at some point in exploring the game universe the characters ask a simple philosophical question that causes them to fall off in that hole. That question could be as simple as something like, "Ok, if that's all true, where do the souls of people come from?", which has no possible answer within the tightly laid out cosmology of the game world and hense implies that thier is something drastically wrong with the cosmology.
 

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