Templeton580
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I think it is more difficult to run an enjoyable game in an historical setting but that's not the same as such settings being of lower quality. In my view, also, the historicity of a setting is not a yes-no thing but a spectrum of how much and in which ways real world history has inspired the setting. In my view, highly ahistorical settings, like highly historical settings are tougher to make work; it's those settings in the middle, like Robert E Howard worlds that are easiest.Turanil said:From what I have read here and there, a majority of gamers think that playing in a historical setting is boring, or at least much less exciting than a true fantasy world.
Here, I think you have a strong point. The way advancement and magic work in D&D can actually break a lot of perfectly good settings, as can people's expectations of geometric power increases as their character progresses.I don't know myself what to think. Long ago (AD&D 2e) I did run several adventures in a pseudo-historical setting, where the party was essentially a group of vikings in their drakkar, during the 9th century Europe, and having adventures along the way. For example, they once found a settlement of dwarves, but those were of the evil kind and feared by humans. In fact, this was great, but low magic and we hardly got past 9th level. But today, if I were to do it again, I fear that realism would really restrict myself and induce a boring campaign.
I don't find them boring at all. Of course, I'm prepared to read for a game and I expect my GM to do likewise. If people don't want to have to know anything about a setting to play in it, I guess they could find that boring.-- Why historical or pseudo-historical campaigns are boring?
I have too much to say to respond right now. I'll come back to this thread and complete my response later.-- Or does it provide cool opportunities on the contrary?
-- Tell us of your experiences in such a type of setting?
The way I run historical early medieval Europe is that in my games, what is true is what people believed was true at the time. Ninth century Europe should be full of miracles, magic, demons, dog-headed men, etc. Anything you can read about people at the time having experienced only reinforces suspension of disbelief.-- What supernatural stuff could be added that wouldn't break the suspension of disbelief for play in a pseudo-mythical Europe of the Dark Ages?
-- Why historical or pseudo-historical campaigns are boring?
This is why alternate history works well - you can argue who started War X in real life, but in alternate Earth, it doesn't have to be that way.WayneLigon said:1. No-one can agree on what history is.
Then concentrate on the cool points. In the games I've been involved with, we've dealt with relatively few major historical events, it's been more interaction with the world in general.WayneLigon said:2. I have very little interest in actual history past the 'cool points' level.
If you keep the history general, this isn't so bad. Everyone knows Napoleon, or Jack the Ripper, or the Civil War. Going back, if you're PC's are involved in the Norman Invasion of 1066 and the Battle of Hastings, you don't really need to go much beyond this. Keeping it simple from a historical point of view is a good idea. Don't expect everyone to do research, certainly. Just let the world progress the way seems sensible.WayneLigon said:3. Alternte history is even worse. The only way you can really have an appreciation for alternate history is to know the actual history.
The Spear of Longinus, Leonardo DaVinci's unproduced mechanical designs, the sword of Roland, Excalibur - the possibilities are endless if you're taking a mystical tack. Ifyou're playing more pure history, then you've got a point, but that's not a deal-breaker for everyone.WayneLigon said:4. There is no Cool Stuff. A strictly historical campaign will have no Cool Stuff because it doesn't exist in the real world. No magic, no swords that can cut through trees, nothing.
The historical Church's position on magic in the middle ages was usually that it was fraud, or so I'm told (even if the powers were real, I think the position would be that satan is making it work as a demonic deceit; wizards were fooled by satan, they did not worship him). In my AM campaigns magic was always neutral, not inherently good or evil but rather a human ability that can be used for either, just like physical strength or a sharp wit.Ars Magica 5th Edition said:One question that is not decided by the core rules of Ars Magica is whether magic is sinful in itself. It is clear that it can be used for sinful purposes... but it can also be used to good ends...