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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9043133" data-attributes="member: 85555"><p>I can't speak for Rob, but my impression is he is saying it is a fantasy setting that draws inspiration from history. That is very different from running a historical campaign. I've run a number of those and they are a different beast entirely in terms of research (I always end up torturing myself when I run historical campaigns because I want to know all the information I can about this specific the players are passing through or about some other relevant detail and that kind of research can often take more than the hours of prep time a GM normally has). But being historically minded with your research in a setting is different. Like Rob said he uses it to fill in a lot of key details but there will be huge gaps, which are areas you leave to the imagination. There are also going to be parts of the setting you intentionally want to be different. Some people take history whole cloth, others just use it as a spring board to further groundedness and ideas. It also isn't something that needs to be comprehensive. What these details add is a word I know a lot in this thread will hate: verisimilitude. It also makes for more depth to engage in and embeds real world processes, simplified granted, that makes for a more consistent and believable world. Personally I don't need the GM to be an expert in everything. I once had a GM, to be clear not Rob, who totally understand trade and politics in the historical periods he was drawing from (largely the ancient and medieval worlds). But his understanding of ancient religion was highly anachronistic (which as a history student I picked up on, but it wasn't immersion killing because I wasn't immersed in a setting that was 100% faithful to the Roman pantheon and to Roman religion, I was immersed in the world the GM was presenting to us).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9043133, member: 85555"] I can't speak for Rob, but my impression is he is saying it is a fantasy setting that draws inspiration from history. That is very different from running a historical campaign. I've run a number of those and they are a different beast entirely in terms of research (I always end up torturing myself when I run historical campaigns because I want to know all the information I can about this specific the players are passing through or about some other relevant detail and that kind of research can often take more than the hours of prep time a GM normally has). But being historically minded with your research in a setting is different. Like Rob said he uses it to fill in a lot of key details but there will be huge gaps, which are areas you leave to the imagination. There are also going to be parts of the setting you intentionally want to be different. Some people take history whole cloth, others just use it as a spring board to further groundedness and ideas. It also isn't something that needs to be comprehensive. What these details add is a word I know a lot in this thread will hate: verisimilitude. It also makes for more depth to engage in and embeds real world processes, simplified granted, that makes for a more consistent and believable world. Personally I don't need the GM to be an expert in everything. I once had a GM, to be clear not Rob, who totally understand trade and politics in the historical periods he was drawing from (largely the ancient and medieval worlds). But his understanding of ancient religion was highly anachronistic (which as a history student I picked up on, but it wasn't immersion killing because I wasn't immersed in a setting that was 100% faithful to the Roman pantheon and to Roman religion, I was immersed in the world the GM was presenting to us). [/QUOTE]
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