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<blockquote data-quote="Cruentus" data-source="post: 8799436" data-attributes="member: 7034645"><p>When I've run historical games in DnD, it was back in 1st using the Green Books (Rome, Charlemagne, Crusades, Vikings, Age of Heroes). I would just use them mostly by the rules outlined there, and then sprinkle changes to taste. They never seemed to last very long. Most of the time the players chafed at the more mundane elements, and it was a challenge to make adventures and such that followed that 'historical' milieu. </p><p></p><p>I had more success running a 'historical' DnD game using 5e. I ran a game focused in the Moonshaes, which, according to the brief, was going to be magic lite, more gritty, and set in the 940's or so. So, historical for the realms. Waterdeep was yet to be established, the Illuskans from the north were invading the Mooonshaes; Amn, Calimsham, and other southern kingdoms were on edge with each other and expansion. Weapons were limited to simpler types: spears, axes, and swords most common, heaviest armor was chain (which I upped AC to make it truly 'heavy' for the most expensive versions, etc. I was swinging for arthurian britain with a lot of myth and mystery, though the elves still lived in the center of the isle, but mostly unseen, dark creatures existed in deep forests and mountains, towns and villages in the western parts of the isle had not been heard from in years, etc. Basically a sandbox, with a focus on the various NPC lords in their Cantrevs around the capital. </p><p></p><p>It lasted for about a year, but even with the "low magic" brief, the party either selected or rapidly multiclassed into spell casting classes because I wasn't focusing solely on combat, but including travel, RP, exploration. The only martial we had was an Arcane Archer. The all caster party was super effective in all elements of the game, making many useless (travel, exploration, RP), and overcame all the fighting I laid out due to NOVA (this style of game was NOT a 6-8 encounter day style, hence the wish to go "magic lite"). Until I threw enemies at them that were twice their level in CR did it become threatening, and then the TPK was a razor's edge affair. </p><p></p><p>I gave up struggling against the system itself to run this style of game. I'm looking forward to running something similar in OSE, or even a historical game in OSE. Were I to do it, I would step back the abilities generated by races to make them more ribbon (i.e. keen eyesight for elves only, dwarven stonecunning only for dwarves, etc., or whatever the OSE versions are), then have them all exist and live in all cultures, and their culture would better define who and what they are, their skills, etc, if I were to include other races at all. </p><p></p><p>BUT, I have also been liking Beyond the Wall and Wolves of God for more 'historical' style roleplay games using a DnD engine, although I am also trying to get a Pendragon game off the ground.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8799436, member: 7034645"] When I've run historical games in DnD, it was back in 1st using the Green Books (Rome, Charlemagne, Crusades, Vikings, Age of Heroes). I would just use them mostly by the rules outlined there, and then sprinkle changes to taste. They never seemed to last very long. Most of the time the players chafed at the more mundane elements, and it was a challenge to make adventures and such that followed that 'historical' milieu. I had more success running a 'historical' DnD game using 5e. I ran a game focused in the Moonshaes, which, according to the brief, was going to be magic lite, more gritty, and set in the 940's or so. So, historical for the realms. Waterdeep was yet to be established, the Illuskans from the north were invading the Mooonshaes; Amn, Calimsham, and other southern kingdoms were on edge with each other and expansion. Weapons were limited to simpler types: spears, axes, and swords most common, heaviest armor was chain (which I upped AC to make it truly 'heavy' for the most expensive versions, etc. I was swinging for arthurian britain with a lot of myth and mystery, though the elves still lived in the center of the isle, but mostly unseen, dark creatures existed in deep forests and mountains, towns and villages in the western parts of the isle had not been heard from in years, etc. Basically a sandbox, with a focus on the various NPC lords in their Cantrevs around the capital. It lasted for about a year, but even with the "low magic" brief, the party either selected or rapidly multiclassed into spell casting classes because I wasn't focusing solely on combat, but including travel, RP, exploration. The only martial we had was an Arcane Archer. The all caster party was super effective in all elements of the game, making many useless (travel, exploration, RP), and overcame all the fighting I laid out due to NOVA (this style of game was NOT a 6-8 encounter day style, hence the wish to go "magic lite"). Until I threw enemies at them that were twice their level in CR did it become threatening, and then the TPK was a razor's edge affair. I gave up struggling against the system itself to run this style of game. I'm looking forward to running something similar in OSE, or even a historical game in OSE. Were I to do it, I would step back the abilities generated by races to make them more ribbon (i.e. keen eyesight for elves only, dwarven stonecunning only for dwarves, etc., or whatever the OSE versions are), then have them all exist and live in all cultures, and their culture would better define who and what they are, their skills, etc, if I were to include other races at all. BUT, I have also been liking Beyond the Wall and Wolves of God for more 'historical' style roleplay games using a DnD engine, although I am also trying to get a Pendragon game off the ground. [/QUOTE]
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