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JiminyQ wrote:
Out of curiosity, what game system/s do either of you use for your heavily historical campaigns?
When it comes to ‘historical settings’ it varies on what rules I use. I always play games that are a bit pulpy, which is why I like BoL engine games. So rather than strictly historical simulations they are more like an action/adventure film. So really it depends on how you define what is an ‘historical’ game.
Probably the most historically accurate game I’ve run is Captain Treville’s Daughter, set in 1620s/30s France. However, this is more Three Musketeers than a history lesson. But although the game is a swashbuckling romp, I’ve used the real political situations and real historical incidents and people as background and jumping off points to the spy adventure scenarios in the campaign. I run it with Everywhen but using standard BoL stats for animals, as detailed in Dicey Tales. I also used the duelling rules from Pulse Pounding Pulp (now included in the Sword & Sorcery Codex) for sword fights with major villains. Character careers were taken from Honor + Intrigue and some of H+I’s boons were adapted to standard BoL/EW.
Talking of spies, I ran a Man From UNCLE game which used the setting implied in the Guy Richie Man From UNCLE film – which was nothing like the 60s tv show but more like Connery era Bond. For this I used Everywhen+Dogs of WAR with a few house rules, but the setting features real historical characters and setting, alongside a secret island lair and 1960 limitations to real tech.
In the Two River Land game I referred to up thread; this was a standard BoL game plus the Resolve rules taken from Everywhen (now also included in the Sword & Sorcery Codex as optional rules). The historical input was in the Mesopotamian clothing and architecture I described, the 17th century English political situation I used as the situation in the royal court, and the Bronze Age way of fighting I described. The game was pure S&S fantasy, but the real historical trappings were very important in shaping the game.
My Ancient Egyptian campaign was set in the first years of the reign of Tutankhamun, and I ran two ‘series’. The first was 30% real history, 30% Hollywood Ancient Egypt, 30% gangbusting police work, and 10% Lovecraftian horror. The second series was 30% espionage instead of gangbusting. It was a standard BoL game but featured real people and real political problems faced by the state at the time (as far as we can tell).
So, I use real history for plots, background and some of the NPCs, but none of the games I run are strictly historical, or even alt-history as such. They are too pulpy for that.
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As a follow-up, I use AFO for my campaign because it was a big system that checked the boxes for me back in 2012, and we stuck with it. I hope to run a pirate game in the future in the vein of Black Sails (I absolutely love that show) and I will likely use Honor + Intrigue for that game. I think that BoL and Everywhen, in combination books such as Pulse Pounding Pulp and the S&S Codex, can cover most settings and situations and will likely be my go-to in the future. I also love Dogs of W*A*R and Barbarians of the Aftermath and think they are very useful resources.
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One final thing regarding game systems. I use a lot of different systems depending on what I want to run, rather than try to shoehorn the same system for every setting. I love games such as WEG D6 Star Wars, Victory Games James Bond 007 RPG, Chaosium's Call of Cthulhu (still my favourite Cthulhu system), TAB Creations Shadows Over Sol, etc etc. I used to run loads of Savage Worlds games as well but, since the latest SWADE version has come out I've kind of fallen out of love with the system. I'll still use Savage Worlds Deluxe if I want to run something like Seven Worlds rather than change to SWADE. I also recently backed the Outgunned KS by Two Little Mice and love the game.
You can never have too many games
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CaptAdventure wrote:
I keep wanting to run a campaign in a prefab setting. Mostly for the maps and general politics. (I'm constantly worried that my self-created maps aren't geologically or sociologically accurate!)
Only I can't really find a campaign setting that suits my taste. Even when I plan to use something like Pathfinder's Golarion, I find myself making changes.To the point where I wonder why I'm using the setting as a jumping off point at all!
For myself, I'm not a big fan of historical fantasy settings. Something about them just feels a little too mundane to me. (I do find it weird that there are all sorts of pseudo-medieval campaign settings, when we hit the mid-to-late Renaissance, things often switch to alt-history fantasy, rather than a fantasy setting with rapiers and firearms.)
Paul, if you are worried that your self-created maps aren't geologically or sociologically accurate, then I think you may be over-thinking it. Your players won’t notice!
If you want to run a prefab setting, fine. But unless you love everything about the setting you will make changes – we all do when running such settings, as you need to make it fit you and your players’ preferences. This is the reason I prefer using other people’s work as inspiration rather than following it closely – it’s less work in the long run.
It’s what The Git and I were talking about. A loose framework provided by someone else with enough room to add your own stuff (like Simon’s Lemuria) is easier than adapting a densely written setting to get it the way you want.
And when it comes to settings written by you, if you aim for the same level of detail as Lemuria to start with, you can add more stuff as you go along. Even if players unexpectedly go ‘off the map’ you will find it easy to extemporise off the top of your head in a way that makes sense, as it’s your setting.
Or at least that’s how I’ve found it – YMMV.
I hold my hand up to confess that I don’t find historical fantasy settings mundane, but then I’m a history nut!