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[Let's Read] Silk Road Guide to Seafaring: 1st Century Historical Fantasy where the PCs are aspiring explorers and trade captains!
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<blockquote data-quote="humble minion" data-source="post: 9596879" data-attributes="member: 5948"><p>I have to admit while I love the concept of the book (I did buy Metis Media's Silk Road book, which i have not yet read), it might not be for me. I bought Adventurer's Guide to the Bible and the historical inaccuracies made me twitch painfully on almost every page. Ancient cultures vary widely in almost every way, from social structure to tech to religion to monsters to adventuring archetypes to absolutely everything, and the whole continent-wide-inch-deep treatment that AGttB (or similar fantasy-historical products, like Yarthe or Age of Antiquity) doesn't really do it justice, from sheer page count limitation. Everywhere seems to just dissolve into a generic lowest-common-denominator medieval-fantasy-in-togas or medieval-fantasy-in-woad or medieval-fantasy-in-turbans sludge, which just vaguely touches some of the Hollywood History high points of a culture and ignores the rest.</p><p></p><p>Oh, and I have to ask - do the ship rules handle endurance or seaworthiness? That as the big issue with triremes etc as far as I know. Oars mean the decks have to be low or there has to be holes in the sides near the waterline, which makes the ship vulnerable in rough seas. Triremes were, I believe, often pulled up on the beach overnight or when the weather looked bad. Also, because they required very large numbers of oarsmen who all needed to eat, they were very limited when roaming far from home or regular supply bases. Definitely not the sort of ship I'd buy in Rome with the intent of a quick jaunt to Japan...</p></blockquote><p></p>
[QUOTE="humble minion, post: 9596879, member: 5948"] I have to admit while I love the concept of the book (I did buy Metis Media's Silk Road book, which i have not yet read), it might not be for me. I bought Adventurer's Guide to the Bible and the historical inaccuracies made me twitch painfully on almost every page. Ancient cultures vary widely in almost every way, from social structure to tech to religion to monsters to adventuring archetypes to absolutely everything, and the whole continent-wide-inch-deep treatment that AGttB (or similar fantasy-historical products, like Yarthe or Age of Antiquity) doesn't really do it justice, from sheer page count limitation. Everywhere seems to just dissolve into a generic lowest-common-denominator medieval-fantasy-in-togas or medieval-fantasy-in-woad or medieval-fantasy-in-turbans sludge, which just vaguely touches some of the Hollywood History high points of a culture and ignores the rest. Oh, and I have to ask - do the ship rules handle endurance or seaworthiness? That as the big issue with triremes etc as far as I know. Oars mean the decks have to be low or there has to be holes in the sides near the waterline, which makes the ship vulnerable in rough seas. Triremes were, I believe, often pulled up on the beach overnight or when the weather looked bad. Also, because they required very large numbers of oarsmen who all needed to eat, they were very limited when roaming far from home or regular supply bases. Definitely not the sort of ship I'd buy in Rome with the intent of a quick jaunt to Japan... [/QUOTE]
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[Let's Read] Silk Road Guide to Seafaring: 1st Century Historical Fantasy where the PCs are aspiring explorers and trade captains!
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