That's not the issue. Upthread, you posted (and I quoted) "I based everything on how medieval villages worked and how interpersonal relationships between humans work." The relevant issue here is not trust, it's expertise.I am always open to discussion within reason. And I know the reasons for the things I choose to do.
<snip>
But the real issue is trust
I am simply going on what you said: that you based everything on how mediaeval villages worked. The "available information" here includes extensive scholarly research. Making "the best of" that means engaging with it in a serious fashion.My opinion is that running RPG campaigns is not an academic exercise. It is an activity meant to be enjoyed as a hobby to be done in the time we have for hobby. Because of the above, a referee or a group is just going to have to make the best of the available information for anything grounded in real life.
Now maybe you meant that "I based everything on my rough-and-ready sense of how mediaeval villages worked". I don't know - I'm just going on what you posted.
OK. I don't really know how to make this fit with "I based everything on how mediaeval villages worked". That seems like a historical thing.I avoid running or creating historical campaigns. I will use history as a reference extensively but I am too keenly aware of the gaps. As a result, running a historical setting is not fun for me.
I don't really follow this. I would trust MI Finley or Inga Clendinnen, above the typical FRPG GM, to be able to imagine the range of human personalities that might be encountered in a given social situation from a non-modern historical period.there are problems and traps the experienced can fall into. Namely that too many situations there is only one possible outcome especially ones that lie in their field of expertise. For anything with human beings, one has to consider those who are lazy, indifferent, greedy, virtuous, and so on. For a given culture they will all operate within a range but personalities, motivations, and goals mean there will a lot of variations. For RPG one trick a referee will have to learn for a given culture what would a lazy individual be like, what form greed takes, what form generosity takes, and so on. Otherwise, the campaign will suffer as the party will be interacting with a bunch of stereotypes however accurate.
My own experience of discussions on RPG forums suggests that most FRPG GMs don't have a very strong sense of those possibilities at all.
This is Scourge of the Demon Wolf, yeah? Scourge of the Demon WolfYet there are those, including myself, who do incorporate religion as an integral part of their campaigns and settings. My basic rules as terse as they had to be, bake in some of the central conflicts and tensions of my setting. The fact that some best selling RPGs don't doesn't mean that simulationism hasn't been made to work and found to be fun by many hobbyists.
Religion plays an important role in Scourge of the Demon Wolf. In my upcoming Deceits of the Russet Lord it is one of the central tensions of the adventure. And in neither it is not included as "There is the temple go get healed" variety.
From that summary it's not clear how religion figures in it. It makes it seem an essentially atheistic setting, like REH's Conan.