I cross posted this over on the Hinterwelt forums, because I plan I using their system for it.
QuoteHey,
I have been thinking about doing a alternate history/fantasty game that takes place between 1865 and 1890. It won't have dwarves, elves, and that sort of thing, but the Native American folklore is not just lore and they do have magic. The alternate history part takes a twist when Custer is slaughtered (rightfully so), instead of if being the death knell for the Native American nations, it is instead the time of magical discovery for their people. Essentially they are able to hold back the western expanssion of the white man. Thats it in it's shortest form.
Glooskap, water monsters, Man-Eagle, Arrow Boy, A-Senee Ki Wakw, and water babies all exist.
This would be no "wild west" game, much of the west is now back in the hands of The native American. Some of the elements would be the same, but really most of the historical west no longer exists in the same mannor.
I also had thought of pushing it back to discovery of the America or around the revolution.
Just a thought.
So what are your thoughts on such a setting. I know it is just a quick description, but does it sound even remotely appealing?
What do you think must be in a Native American alternate history/folklore game?
I've always entertained vague ideas of such a game, along with other projects like a Maori game or a Malay archipelago game or an Aboriginal game. But it took me nearly ten years before I was really happy with my research for my Dark Ages Europe game, so....
Anyway, check out a movie called Windwalker. And there are several excellent Osprey books on the Native Americans. I'd go with pre-European, myself, with fantasy elements (or maybe not, I dunno).
You know, after all that "Noble Savage" crap I'm rather done with the whole "Injuns Get Down on Ol' White Eye" shtick. So ... both sides have magic. Both sides are good with it. The story becomes one of both sides gaining and losing advantage in a long struggle which sees nations rise and fall over the centuries. The whites have the advantage thanks to organization and technology, but magic gives the indians enough breathing space to make some effort at catching up. And thanks to their gods and great spirits they actually make some effort to adapt and adjust.
As an example of this I have the Massachusets Confederacy engaged in trade with their de facto English allies in the 14 century. To make life more lively, a Hunnic trade consortium in the Tidewater area (coastal Virginia historically) is conspiring with the Norman Lords (brigands and pirates) against England and Massachusets. All four sides use magic and skullduggery to keep track of their friends and enemies.
Mcrow, your ideas are intriguing and I look forward to seeing it. I have been designing and native american RPG as well, set in 1200 a.d.
Quote from: droogAnyway, check out a movie called Windwalker. And there are several excellent Osprey books on the Native Americans. I'd go with pre-European, myself, with fantasy elements (or maybe not, I dunno).
Yeah, I have been reading a lot on the subject lately, I agree the Osprey books are excellent.
Quote from: ZalmoxisMcrow, your ideas are intriguing and I look forward to seeing it. I have been designing and native american RPG as well, set in 1200 a.d.
I saw your post and your ideas are great as well. Up until I saw your post I thought, maybe I was the only one with any interest in the subject.
Quote from: McrowI saw your post and your ideas are great as well. Up until I saw your post I thought, maybe I was the only one with any interest in the subject.
Hey thanks. :)
Well the way to drive interest is to make stuff for people to play, so hopefully you and I can do some of that. It's a group of cultures that are ripe for the picking. There's so much to choose from and so many angles for both historical and fantasy play. Probably the only group of cultures with less attention are the African ones. Hopefully seeing some new games out there will fire people up for Native American game play. I certainly hope so.
A factor I think would be important would be maintaining an independant indian nation in the sense that you do not have a single unified front against the white man.
As has been pointed out, you could set the magic of white men (based on simple western European curses or potions) against a more spirit driven Indian magic. Alternatively, have the magic of the Indians straight up against that of the white man. Yes, Europeans have rifles but Indians have invulnerability. I think both would have interesting scenarios.
With each culture having their own types of magic interesting things can come out of west African slaves or even remnants of Aztec magic based on blood and corn handed down through Spanish conquerors.
There are a lot of possibilities to consider in such a setting.
Bill