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When modern ethics collide with medieval ethics
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<blockquote data-quote="wingsandsword" data-source="post: 5821714" data-attributes="member: 14159"><p>I ran across this once. That was enough to learn this lesson.</p><p></p><p>12 years ago I tried to run a quasi-historic D&D game set during the 3rd Crusade. I was in college for a history degree at the time and had researched the 12th century in pretty good detail.</p><p></p><p>The game was low-magic, basically just enough magic that the PC's could have a little and benefit from it, but it was still strange any mysterious to most NPCs and definitely not enough to really impact the world.</p><p></p><p>Well, after the hurdles of getting the players to understand this was supposed to be at least somewhat historic (so no Halflings, no character backgrounds involving spelljamming, being a refugee from Athas or escapee from Ravenloft. . .) we got underway.</p><p></p><p>The first big crash happened about 1 hour into the game. The person playing the party Paladin was Catholic IRL. He decided to pay a visit to a local church and speak with the priest about the immoral and heretical things he was seeing done. </p><p></p><p>So, a player going in with early 21st century American morals and ethics and a Post Vatican II outlook on Catholicism, trying to talk about the morality of war with an NPC who was a late 12th century priest and well-researched in his views.</p><p></p><p>The player accused me of just making up nonsense and insulting his religious beliefs and his morality with the way this game was going, and it was only a couple hours into the first session. </p><p></p><p>I ended up having to pull out history and theology books I had to show him that I really wasn't making things up, and that NPC had said nothing that was heresy or that you couldn't find 12th century clergy professing.</p><p></p><p>He just couldn't handle it and quit the game on the spot, it made him way too uncomfortable. The remaining players stuck with it, but the culture clashes were pretty big.</p><p></p><p>Eventually, as the game wore on, gradually we began to ease from stricter historic accuracy into more fantastic history and make it more like a "conventional" D&D game set in what was more-or-less the real world, as the players all had difficulty immersing themselves into the mindset of the time.</p><p></p><p>It was interesting that a game set 810 years earlier in the real world would be harder for the players to depict than strange, fantastic settings.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 5821714, member: 14159"] I ran across this once. That was enough to learn this lesson. 12 years ago I tried to run a quasi-historic D&D game set during the 3rd Crusade. I was in college for a history degree at the time and had researched the 12th century in pretty good detail. The game was low-magic, basically just enough magic that the PC's could have a little and benefit from it, but it was still strange any mysterious to most NPCs and definitely not enough to really impact the world. Well, after the hurdles of getting the players to understand this was supposed to be at least somewhat historic (so no Halflings, no character backgrounds involving spelljamming, being a refugee from Athas or escapee from Ravenloft. . .) we got underway. The first big crash happened about 1 hour into the game. The person playing the party Paladin was Catholic IRL. He decided to pay a visit to a local church and speak with the priest about the immoral and heretical things he was seeing done. So, a player going in with early 21st century American morals and ethics and a Post Vatican II outlook on Catholicism, trying to talk about the morality of war with an NPC who was a late 12th century priest and well-researched in his views. The player accused me of just making up nonsense and insulting his religious beliefs and his morality with the way this game was going, and it was only a couple hours into the first session. I ended up having to pull out history and theology books I had to show him that I really wasn't making things up, and that NPC had said nothing that was heresy or that you couldn't find 12th century clergy professing. He just couldn't handle it and quit the game on the spot, it made him way too uncomfortable. The remaining players stuck with it, but the culture clashes were pretty big. Eventually, as the game wore on, gradually we began to ease from stricter historic accuracy into more fantastic history and make it more like a "conventional" D&D game set in what was more-or-less the real world, as the players all had difficulty immersing themselves into the mindset of the time. It was interesting that a game set 810 years earlier in the real world would be harder for the players to depict than strange, fantastic settings. [/QUOTE]
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