2nd Edition: Historical Reference Books

I have a couple of those, but in all honesty, GURPS historical supplements have been of *much* more use for my 3e/d20 needs. Bizarre, but true. :confused:

And among d20 sources, Green Ronin, RPGObjects and Expeditious Retreat Press (and a couple of smaller e-publishers) make historical (e-)books that easily surpass those 2e offerings (IMHO).

Still, they're probably worth the kind of small outlay that's generally required to pick them up 2nd hand.
 

log in or register to remove this ad

I like historical fantasy. We did a few mini-campaigns based on the green books; our Viking campaign was my favorite. The PCs were all aged 12-18, a band of boys, really, and had their own ship. Much havoc ensued.

We even did a one-shot set during the English Civil War. But it was kind of... meh.

Mostly, though, I used those books as inspirations for my homebrews - alongside other historical texts from the library. One kingdom, for example, was similar to the Byzantine Empire but had a religion that was sort of an analogue of Mithraism. One thing that really bugs me about so many published settings is the way that certain cultures are obviously Arabian, or Japanese, or whatever... can't we create new, original fantasy cultures by blending together certain elements and sprinkling in new ones? It really shakes my suspension of disbelief when you get things like Faerun surrounded by Maztica, the Hordelands, Kara-Tur, et al. I hear that Monte Cook's Praemal setting even has a country called Uraq.
 


They were some of my favorite AD&D supplements, and A Mighty Fortress was the first 2nd ed. book that I used when creating my homebrew 3e world. :)

The Auld Grump, though the maps were pretty darned bad, I must admit...
 

Huw said:
Even if you don't intend to run a period game, they're good inspiration for low magic campaigns. I found Celts and A Mighty Fortress the best.

I have the whole set also, and I thought Vikings and Celts were the best. The only major quibble I have with the books in general is that the designers seemed to err on the side of being safe. That is, they didn't go into a lot of depth in adapting the game to the setting. Celts and Vikings were the best of them, in my opinion, because they went farther afield in trying to create game rules that fit the setting.

johnsemlak said:
Real history books are always good but I think it's not bad to have RPG books about historical settings because they're written with an RPG in mind. Even if they're not for the system you use.

Books like these deal with classic RPG issues like how to fit D&D wizards in a historical setting like Rome; where you would put clerics in a setting; which classes to use, not use, and/or modify; what prices should be set on various goods, etc.

A good RPG book will also provide ideas for adventure hooks for a D&D adventuring party.

History books can obviously provide a much greater amount of information but will not cover the gamist issues at all.

Yeah, that's the main strength of the HR series. They actually tried to directly deal with using D&D for a historical game. Plus, they provided a decent overview of their era without overwhelming the gamer with historical minutiae.

Infernal Teddy said:
I study history, so real history books aren't a problem in my house. However, it's always nice to have a.) a handy reference, b.) a book written with a game in mind, c.) something that isn't written in high scientific style (Just finished reading a book that deals with the developement of the judicative system of the federal state of Rheinland-Pfalz during the 19th and 20th century. It's 500 pages long, about 300 pages too long...), and finaly, d.) something I can just hand my players together with a one or two page addendum about what I'm changing.

I love the historical GURPS books...

Your list of points really describes the strengths of the HR books, as well as the GURPS historical books. Oddly, though, while I love GURPS sourcebooks in general, their historical ones never really interested me. They seemed very dry to me.

For d20, I am still very disappointed that Green Ronin discontinued its Mythic Vistas line. The ones that directly dealt with historical/mythical eras - I thought they did an outstanding job of adapting the game to the setting, and really dealt with the implications of many of D&D's/d20's tropes being used to model these eras. They covered most of the usual eras - Testament, Skull & Bones, Medieval Player's Manual, The Trojan War, and Eternal Rome - and did so in a thorough, imaginative way. The HR series seem to make for good complements to their Green Ronin counterparts.
 


The most fun I've ever had running a D&D game was 1994-1997. That campaign drew heavily from The Crusades and A Mighty Fortress and to a lesser extent Glory of Rome, Vikings, and Celts. Those 5 books are my all-time favorite D&D books, hands down (aside from the core books naturally). I didn't care much for the Age Of Heroes and much prefer the New Argonauts by Sean Reynolds.

If you are seriously considering a low-magic game take a look at these books.
 

All those books were wonderful.

I only wish they had produced an Egyptian book in addition to the Vikings, Celts, Greeks, and Romans.

I'm drawing on the Celts and Romans books heavily for my current world....
 

Remove ads

Top