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Community
General Tabletop Discussion
*TTRPGs General
Is it possible to have an exciting and long-lasting campaign in a historical setting?
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<blockquote data-quote="WayneLigon" data-source="post: 2514890" data-attributes="member: 3649"><p>Very seldom have I ever seen anyone even attempt a historical campaign. For me, personally, I would be very hesitant to play in one and I would never try to run one. There are several reasons for this:</p><p> </p><p>1. No-one can agree on what history is. I can find one source that says X happened. Someone else can find an equally credible source that says, no, Y actually happened and that X is just a fabrication. Another source will say that Z happened. The very few people I know who have any interest in real history will argue a minor point with greater fervor than they do over religon, politics or BBQ sauce. It's just not worth the headaches.</p><p> </p><p>2. I have very little interest in actual history past the 'cool points' level. I can't even imagine a GM that could make a historical game interesting to me but it could happen. I'm of the opinion you can't really enjoy a genre unless you know something about it and I know only the smallest gloss of history. Most often it would come down to studynig about that period to know what made it an interesting time to live in. I finished school 20 years ago and I'm not going back, so to take up what little free time I have reading a historical text.. the payoff would have to be pretty amazing.</p><p> </p><p>3. Alternte history is even worse. The only way you can really have an appreciation for alternate history is to know the actual history. See #2 above, for me. That would also mean I know have to keep in mind two timelines to appreciate it. This is the main reason I don't like Alternate History books beyond a certain level. Very quickly it goes from 'cool concept': (The South Wins the War) to 'Concept that only a history buff will understand' (What if Madison had become Secretarty of Agriculture Instead of President!). </p><p> </p><p>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. Even a Secret Cool Stuff campaign has this flaw since to keep a sense of reality to it, the Cool Stuff has to be really, really spread out and rare.</p><p> </p><p>A good GM can make any game interesting, but he'd have to be damned good.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2514890, member: 3649"] Very seldom have I ever seen anyone even attempt a historical campaign. For me, personally, I would be very hesitant to play in one and I would never try to run one. There are several reasons for this: 1. No-one can agree on what history is. I can find one source that says X happened. Someone else can find an equally credible source that says, no, Y actually happened and that X is just a fabrication. Another source will say that Z happened. The very few people I know who have any interest in real history will argue a minor point with greater fervor than they do over religon, politics or BBQ sauce. It's just not worth the headaches. 2. I have very little interest in actual history past the 'cool points' level. I can't even imagine a GM that could make a historical game interesting to me but it could happen. I'm of the opinion you can't really enjoy a genre unless you know something about it and I know only the smallest gloss of history. Most often it would come down to studynig about that period to know what made it an interesting time to live in. I finished school 20 years ago and I'm not going back, so to take up what little free time I have reading a historical text.. the payoff would have to be pretty amazing. 3. Alternte history is even worse. The only way you can really have an appreciation for alternate history is to know the actual history. See #2 above, for me. That would also mean I know have to keep in mind two timelines to appreciate it. This is the main reason I don't like Alternate History books beyond a certain level. Very quickly it goes from 'cool concept': (The South Wins the War) to 'Concept that only a history buff will understand' (What if Madison had become Secretarty of Agriculture Instead of President!). 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. Even a Secret Cool Stuff campaign has this flaw since to keep a sense of reality to it, the Cool Stuff has to be really, really spread out and rare. A good GM can make any game interesting, but he'd have to be damned good. [/QUOTE]
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Is it possible to have an exciting and long-lasting campaign in a historical setting?
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