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<blockquote data-quote="J.Quondam" data-source="post: 8765650" data-attributes="member: 7030100"><p>The closest I've come is a short "alt history" campaign, where history (and the relevant mythology) was historical up to a particular point, after which the game-world diverged from our real history.</p><p></p><p>That setting was Viking-world circa 1000AD. The overarching campaign premise was that an executed sorceress made a deal in the afterlife to return to life, which was the event that split off the game world from real history. The system was a stripped-down D&D3.5 (something like E6 Micro20). The beginning-of-campaign constraints were "humans only, martials only, low-magic" which expanded for in-game reasons as the campaign progressed to include increasing magic and monsters.</p><p></p><p>The slow escalation of magic and monsters was straightforward to manage. I felt the main sticking point was handling real-world faiths in a setting where a specific mythology was presumptively "true." WHile I was somewhat prepped to take it a bit farther, I mostly just handwaved those issues away as just different sects/views of the same truth. And it never really came up, except as setting dressing, and none of the players (all of whom I knew well, and none of us history buffs) was bothered by it, afaik.</p><p></p><p>Mechanically, it worked reasonably well as a short-term, low-power, mythic type campaign. If I did it again, though, I'd probably seek out a different rule set.* And I wouldn't try today without players I know and/or a LOT of pre-campaign communication.</p><p></p><p></p><p></p><p><em><span style="font-size: 12px">* But probably end up back on a D&D derivative for lack of players willing to try other rules.</span></em></p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8765650, member: 7030100"] The closest I've come is a short "alt history" campaign, where history (and the relevant mythology) was historical up to a particular point, after which the game-world diverged from our real history. That setting was Viking-world circa 1000AD. The overarching campaign premise was that an executed sorceress made a deal in the afterlife to return to life, which was the event that split off the game world from real history. The system was a stripped-down D&D3.5 (something like E6 Micro20). The beginning-of-campaign constraints were "humans only, martials only, low-magic" which expanded for in-game reasons as the campaign progressed to include increasing magic and monsters. The slow escalation of magic and monsters was straightforward to manage. I felt the main sticking point was handling real-world faiths in a setting where a specific mythology was presumptively "true." WHile I was somewhat prepped to take it a bit farther, I mostly just handwaved those issues away as just different sects/views of the same truth. And it never really came up, except as setting dressing, and none of the players (all of whom I knew well, and none of us history buffs) was bothered by it, afaik. Mechanically, it worked reasonably well as a short-term, low-power, mythic type campaign. If I did it again, though, I'd probably seek out a different rule set.* And I wouldn't try today without players I know and/or a LOT of pre-campaign communication. [I][SIZE=3]* But probably end up back on a D&D derivative for lack of players willing to try other rules.[/SIZE][/I] [/QUOTE]
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