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<blockquote data-quote="Bilharzia" data-source="post: 7915337" data-attributes="member: 6970322"><p>You represent the arms, armour & equipment appropriate for the time, I don't think it's that difficult, it goes without saying you don't include weapons from later periods beyond the setting. I'm not sure about "<em>there is a significant risk of snapping if they are used as swinging weapon</em>" really? Then why was the swinging & slashing & hacking weapon like a khopesh so common? This idea that the weapons are likely to snap isn't supported by the evidence.</p><p></p><p></p><p></p><p>No one pretends Glorantha is an accurate model of the Bronze Age, least of all in its metallurgy. Gloranthan bronze looks like bronze and is the "standard metal" of the setting but that's about it. Bronze comes from the bones of gods and does not have to be created by an alloying process.</p><p></p><p></p><p>Beyond using historically appropriate technology I just don't see this as something that's in any way difficult. The setting just uses what's represented by the historical evidence....and that's it. The players aren't going to be swinging greatswords around because there aren't any. It seems odd that you bring up weapon differences because it's trivial to exclude anything that doesn't fit the period.</p><p></p><p>What I might agree with is relative expense and availability of things like bronze weapons and armour, these things are not going to be as common as iron and steel in a (for example) late medieval setting. Depending on the period bronze weapons and tools are going to co-exist with stone age technology which in an Iron Age is going to be less common.</p><p></p><p></p><p>This drastically underestimates designing a game of this period. If you ignore this as a design problem and say "Those are GM/Player problems" then you aren't doing a good enough design job. It's significantly more work (compared to representing technology) to emulate the behaviour of a bronze age person and society because that behaviour is so distant to a contemporary mindset, unless you just don't care about this, in which case the setting is just a Westworld-style theme park where the players are tourists.</p><p></p><p>You can look at Pendragon as an example of designing into the system ways that players behave which bring the setting alive - no, Pendragon is not historically accurate (and it's not trying to be), but it is an attempt to emulate chivalric fiction through traits and passions - this part of the game design concerns precisely the 'problems of the players'.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 7915337, member: 6970322"] You represent the arms, armour & equipment appropriate for the time, I don't think it's that difficult, it goes without saying you don't include weapons from later periods beyond the setting. I'm not sure about "[I]there is a significant risk of snapping if they are used as swinging weapon[/I]" really? Then why was the swinging & slashing & hacking weapon like a khopesh so common? This idea that the weapons are likely to snap isn't supported by the evidence. No one pretends Glorantha is an accurate model of the Bronze Age, least of all in its metallurgy. Gloranthan bronze looks like bronze and is the "standard metal" of the setting but that's about it. Bronze comes from the bones of gods and does not have to be created by an alloying process. Beyond using historically appropriate technology I just don't see this as something that's in any way difficult. The setting just uses what's represented by the historical evidence....and that's it. The players aren't going to be swinging greatswords around because there aren't any. It seems odd that you bring up weapon differences because it's trivial to exclude anything that doesn't fit the period. What I might agree with is relative expense and availability of things like bronze weapons and armour, these things are not going to be as common as iron and steel in a (for example) late medieval setting. Depending on the period bronze weapons and tools are going to co-exist with stone age technology which in an Iron Age is going to be less common. This drastically underestimates designing a game of this period. If you ignore this as a design problem and say "Those are GM/Player problems" then you aren't doing a good enough design job. It's significantly more work (compared to representing technology) to emulate the behaviour of a bronze age person and society because that behaviour is so distant to a contemporary mindset, unless you just don't care about this, in which case the setting is just a Westworld-style theme park where the players are tourists. You can look at Pendragon as an example of designing into the system ways that players behave which bring the setting alive - no, Pendragon is not historically accurate (and it's not trying to be), but it is an attempt to emulate chivalric fiction through traits and passions - this part of the game design concerns precisely the 'problems of the players'. [/QUOTE]
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