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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="Yair" data-source="post: 2515034" data-attributes="member: 10913"><p>I never played in a long-term historical campaign, but I did in a few short ones.</p><p></p><p>I think to enjoy an historical campaign you need to approach it from the right angle, and have your expectations set on "low". Personally, I'm no historian and my games are riddled with anachronisms, mistakes, and so on (as a player or DM). Don't sweat it - be resigned to include just enough pseudo-history to have fun, NOT to recreate history, which is impossible anyways.</p><p></p><p>I also would join in with the others who prompt picking up the Mythic version of history rather than the bland one. Instead of sticking to history, try being inspired by myths, legends, tales, beliefs, legends, stories, and so on from the period (or around); this material is well suited to fantasy roleplaying and does not lack in magic. It also makes it easier to make things up and step all-over real history without giving you pause.</p><p></p><p>Well, that's my opinion anyways.</p><p></p><p>BTW, Ars Magica 5th Edition has some considerable advice on how to add history, what choices to make for your campaign, and some history-bits that can be added. For example...</p><p></p><p>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.</p><p></p><p>The Church's and commoner's attitude towards magic cannot be neglected in any half-decent imitation of medieval society with D&D rules.</p></blockquote><p></p>
[QUOTE="Yair, post: 2515034, member: 10913"] I never played in a long-term historical campaign, but I did in a few short ones. I think to enjoy an historical campaign you need to approach it from the right angle, and have your expectations set on "low". Personally, I'm no historian and my games are riddled with anachronisms, mistakes, and so on (as a player or DM). Don't sweat it - be resigned to include just enough pseudo-history to have fun, NOT to recreate history, which is impossible anyways. I also would join in with the others who prompt picking up the Mythic version of history rather than the bland one. Instead of sticking to history, try being inspired by myths, legends, tales, beliefs, legends, stories, and so on from the period (or around); this material is well suited to fantasy roleplaying and does not lack in magic. It also makes it easier to make things up and step all-over real history without giving you pause. Well, that's my opinion anyways. BTW, Ars Magica 5th Edition has some considerable advice on how to add history, what choices to make for your campaign, and some history-bits that can be added. For example... 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. The Church's and commoner's attitude towards magic cannot be neglected in any half-decent imitation of medieval society with D&D rules. [/QUOTE]
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Is it possible to have an exciting and long-lasting campaign in a historical setting?
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