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<blockquote data-quote="Bedrockgames" data-source="post: 9046428" data-attributes="member: 85555"><p>I think Rob clarified already what he meant by basing it on medieval villages. I will let him address this, but I do want to say I remember from Rob's running for the scenario (and keep in mind it is an adventure in a setting for which he has further material), the thing that leapt out me was it all felt very manorial and connected with Feudalism. I remember the church being important but I don't know if it got into the details you are looking for here. In terms of history, I think the way this tends to pan out isn't that we incoporate everything at the expert level so that a Medieval scholar would buy into the setting, but you bring in certain elements. Sometimes you focus on different things too depending on what you are really interested in. As an example when I did Ogre Gate, I was especially interested in the imperial exam system and the bureaucracy and so I tried to bring that to the best of my ability to the setting (and again no one here is saying it has to be expert level: I am trained in history and I miss things or get things wrong all the time because history is really complicated if you get into the details). But there were things I wasn't as interested in incorporating (either due to a lack of interest, a lack of relevance, a sense that they wouldn't connect with players, etc). Plus this isn't historical gaming, this is fantasy gaming inspired by history (those are different). </p><p></p><p>Something like what you are pointing to (how medieval people lived under a completely different paradigm in terms of religion---these were people of faith in a way that is leaps and bounds beyond what we mean when we apply 'people of faith' to folks today), isn't necessarily going to be ported in. You port in what you think will work and what you think will make sense for your players. For example I was deeply interested in Song Dynasty mercantilism and read a lot on it so that it was shaping how I put adventures together. But I had a terrible time understanding and sifting through research on Song Dynasty economics. At the end of the day I said "screw it" and used modern market prices and assumptions about buying goods. That is not realistic at all if you are going for accuracy, but it is an area I felt the trade off wasn't worth the effort (I find getting players to think in terms of ancient economies is incredibly difficult as well so it is one of those things where I would rather they focus on other cultural aspects of the setting).</p><p></p><p></p><p></p><p>I don't recall Rob describing that scenario as a thought experiment. I could be wrong but I think I have been the one using that term. And I think he clarified the medieval villages thing in a later post.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9046428, member: 85555"] I think Rob clarified already what he meant by basing it on medieval villages. I will let him address this, but I do want to say I remember from Rob's running for the scenario (and keep in mind it is an adventure in a setting for which he has further material), the thing that leapt out me was it all felt very manorial and connected with Feudalism. I remember the church being important but I don't know if it got into the details you are looking for here. In terms of history, I think the way this tends to pan out isn't that we incoporate everything at the expert level so that a Medieval scholar would buy into the setting, but you bring in certain elements. Sometimes you focus on different things too depending on what you are really interested in. As an example when I did Ogre Gate, I was especially interested in the imperial exam system and the bureaucracy and so I tried to bring that to the best of my ability to the setting (and again no one here is saying it has to be expert level: I am trained in history and I miss things or get things wrong all the time because history is really complicated if you get into the details). But there were things I wasn't as interested in incorporating (either due to a lack of interest, a lack of relevance, a sense that they wouldn't connect with players, etc). Plus this isn't historical gaming, this is fantasy gaming inspired by history (those are different). Something like what you are pointing to (how medieval people lived under a completely different paradigm in terms of religion---these were people of faith in a way that is leaps and bounds beyond what we mean when we apply 'people of faith' to folks today), isn't necessarily going to be ported in. You port in what you think will work and what you think will make sense for your players. For example I was deeply interested in Song Dynasty mercantilism and read a lot on it so that it was shaping how I put adventures together. But I had a terrible time understanding and sifting through research on Song Dynasty economics. At the end of the day I said "screw it" and used modern market prices and assumptions about buying goods. That is not realistic at all if you are going for accuracy, but it is an area I felt the trade off wasn't worth the effort (I find getting players to think in terms of ancient economies is incredibly difficult as well so it is one of those things where I would rather they focus on other cultural aspects of the setting). I don't recall Rob describing that scenario as a thought experiment. I could be wrong but I think I have been the one using that term. And I think he clarified the medieval villages thing in a later post. [/QUOTE]
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