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(+) Gaming in historical settings and dealing with values of the era
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<blockquote data-quote="aramis erak" data-source="post: 8470515" data-attributes="member: 6779310"><p>Simply put: players decide to actually <em>role play</em>. Either by using reference to mechanics (as in Pendragon with it's trait and passion system), or by doing a bit of study (as in historical Japan as a setting, or Europe in Ars Magica).</p><p></p><p>For many players, it's as easy as giving them a list of significant role elements for the setting. Players actually interested in <em>historical</em> settings also tend to do some research.</p><p></p><p>It's no different than trying to play one of the aliens from the Classic Traveller Alien Modules... the key points are elucidated, and the group interpolates from there. It may not be 100% right to the authorial intent, but it is a challenge to do, and some players thrive on that challenge.</p><p></p><p>Historical RP may not be 100% accurate, but it can create compelling stories that a modern politically corrrect setting doesn't. It can create challenges that force players outside of the modern mindset, and allows them to understand history better.</p><p></p><p>I'll take an example I used to use in the classroom:</p><p>Lay out the tables in the shape of a longship. Students then crowd in. List what they have - their seax, shield, armor, a couple tunics and trousers, an axe or longsword, a blanket and/or cloak, maybe a lantern, maybe a game, maybe some crafting tools. Then ask them to think of spending the next two weeks in this space. Invariably, someone asks about the bathroom... have them figure it out. Most very quickly come to the idea of "hanging the booty over the side!" (D, grade 5)... </p><p>Provide the circumstances, and the kids will come up with what are often the correct historical solutions. Questions like cooking, fresh water, sleeping, even problems in the crew, and entertainment.</p><p>When they come up with a non-period solution, explain the tech limit and/or social limit, and see if they can work around that...</p><p>It's a form of role play, but not a roleplaying game, but it's the same kind of issue. A well read GM and a curious group of players or students, and one can come to understand a lot more of the past.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8470515, member: 6779310"] Simply put: players decide to actually [I]role play[/I]. Either by using reference to mechanics (as in Pendragon with it's trait and passion system), or by doing a bit of study (as in historical Japan as a setting, or Europe in Ars Magica). For many players, it's as easy as giving them a list of significant role elements for the setting. Players actually interested in [I]historical[/I] settings also tend to do some research. It's no different than trying to play one of the aliens from the Classic Traveller Alien Modules... the key points are elucidated, and the group interpolates from there. It may not be 100% right to the authorial intent, but it is a challenge to do, and some players thrive on that challenge. Historical RP may not be 100% accurate, but it can create compelling stories that a modern politically corrrect setting doesn't. It can create challenges that force players outside of the modern mindset, and allows them to understand history better. I'll take an example I used to use in the classroom: Lay out the tables in the shape of a longship. Students then crowd in. List what they have - their seax, shield, armor, a couple tunics and trousers, an axe or longsword, a blanket and/or cloak, maybe a lantern, maybe a game, maybe some crafting tools. Then ask them to think of spending the next two weeks in this space. Invariably, someone asks about the bathroom... have them figure it out. Most very quickly come to the idea of "hanging the booty over the side!" (D, grade 5)... Provide the circumstances, and the kids will come up with what are often the correct historical solutions. Questions like cooking, fresh water, sleeping, even problems in the crew, and entertainment. When they come up with a non-period solution, explain the tech limit and/or social limit, and see if they can work around that... It's a form of role play, but not a roleplaying game, but it's the same kind of issue. A well read GM and a curious group of players or students, and one can come to understand a lot more of the past. [/QUOTE]
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