A couple
of weeks ago, I talked about my experimental idea for running
historical off shoot games from your main campaign.
Today,
we're going to take a look at some useful tricks for running a game
set sometime in the past.
Like
with all projects the devil hides amongst the details, and historical
gaming is no different.
Obviously
there's no point in turning your campaign into a historical lecture,
but you have to include enough vital facts and details to make the
era come alive. Otherwise your Roman campaign is just “now but with
togas”.
Most
gamers will probably head to the armory first of all, and it's a good
place to start. Find out what the major weapons of the time was, at
least in general. What you find may surprise you. For example, the
first pump action shotgun was designed in 1882, well in time to hunt
Jack the Ripper with, should the need arise.
Naturally,
the closer your game is to the present, the greater the availability
of weaponry becomes. But assembling a list of the most popular
firearms of the day, will be the first step in creating a good
setting.
Next,
look at clothes and fashion. This may seem as a bit of a lame thing
to do, but it's vitally important unless every one in the world runs
around in their birthday suits. Again, you don't need to go nuts
here, but a couple of examples of what men and women wore amongst the
lower, middle and upper classes should be enough. That's twelve
pictures you have to hunt down and show the players. Not all that
arduous eh?
Take
a quick look at food and drink while your at it. This is not
necessarily all that big of a deal, but as a reminder; any game set
in pre Columbian Europe can not feature the humble potato. It has yet
to cross the Atlantic. A small but important detail.
Next
is transportation. What were people driving in, or were they driving
anything at all? Again, a couple of the most prominent examples will
do fine.
By
now I'm sure your starting to get the idea. Thanks to the plethora of
film and movies set in all kinds of cool eras, it's getting easier
and easier to bring these times to life again.
Naturally
it get's harder the farther back you go, but funnily enough, the same
happen when you only go say, twenty years back. Take a look at a
random X-files episode and look at what kind of technology is and
isn't available. Remember that in 1993 cell phones were practically
non existent and people actually faxed each other instead of using
email. But keeping straight what happened when it's still so close is
sometimes maddening.
Finally,
I want to talk about the hardest detail; talking.
This
is not something I enforce too rigidly in my games, as it gets very
tedious after a while. Too many Prithy good Sirrah, and you will all
be likely to try kill each other. I like to keep my players somewhat
aware of their characters social standing at least. I don't want the
Baronet of Whitlington to scream “Fuck you, I told you to waste
that asshole”, when he could say “Damn you, I told you to kill
that oaf” without spraining either his tongue or my ears.
That's
it in a nutshell. With the easy availability of smart phones it's
become very easy to quickly check years or events without holding up
the game too much.
Now
you just have to find a balance between what you feel your game needs
and what your players will put up with!
Good
gaming!
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