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How much does history impact your games?

Started by tenbones, February 07, 2025, 12:47:37 PM

Previous topic - Next topic

SHARK

Greetings!

Ahh, yes. HISTORY!

History certainly does inspire and inform my game world of Thandor in an enormous and essential manner. Everything and everyone is saturated with history. In order to provide lands and space for more races and cultural possibilities, Thandor itself is much larger than our own historical earth. In the process of developing Thandor, my own knowledge of real history--and including such inspirations within the game world--confronted me with a significant problem in regards to the various Humanoid races. The fact is, Human cultures are so diverse, so ambitious, greedy, and absolutely warlike, it made it problematic to include races and cultures of Humanoids. Thus, a much larger world canvas was needed so as to provide "space" for Humanoid cultures to actually grow and prosper in the face of inexorable and determined Human advancement and conquest. From such a foundation, I then added various elements of the Antediluvian period, and then climactic and geological elements from our own real world of some 8,000 to 15,000 BC. Then, of course, the influence of Magic. And the influence and involvement of various Pagan gods and goddesses, powerful Demon Lords, great Titans, and ancient Dragons. Powerful clans of Primordial Giants develop strong cultures and mighty kingdoms over the passage of time.

In the far northern lands, there are the Vandar tribes. The Vandar tribes are a large family of Human tribes based upon the Norse. The Vandar tribes are not alone, however. There are also the Bhaltu, and the Finnlar tribes. The Bhaltu and the Finnlar tribes are inspired by ancient Pagan Baltic and Finnish tribes of the late Bronze Age and Early Iron Age. In a similar manner, the Vandar tribes are loosely inspired by the Early Iron Age and Norse Bronze Age. Further to the north and east, are the Sibyaaan tribes. The Sibyaan tribes are a family of tribes forming a cultural and racial mixing of European and Asian racial heritage. The Sibyaan tribes vary in their own technological advancement, from the most primitive of Hunter-Gatherer societies, to Early Iron Age cultures.

The Vallorean Empire is an enormous empire and huge cultural and military influence throughout the West and southern range of the continent. The Valloreans are inspired by the ancient Roman Empire. There are the Archaedians, which are inspired by the ancient Dorians, Greeks and Spartans. The Frandar are inspired by the Franks and Gauls, and have developed several strong kingdoms, with the Narvan Kingdom being the most advanced. The Narvan Kingdom is a cultural blend of native Frandar people and Vandar marauders from the far north. There are the vast primordial forests ruled by the Ghebben tribes. The Ghebben are inspired by Early Iron Age and Late Iron Age Germanic tribes. There are the Sarvic tribes, which have settled vast lands further east. The Sarvic tribes are inspired by historical Slavic tribes. The Chang Empire, is based upon the Tang Empire and the Song Empire of ancient China. The Jhangu Horde, of course, are Mongolians. The Sindhu lands, are based upon the cultures and people of the sub-continent of India. The Narmedian Kingdoms rule over vast territories to the far south, and are black skinned Humans. The Darmen Empire are ruled by the Darmen peoples, which are inspired by the ancient Persian Empire. Wandering about the great deserts are the Arban tribes--based loosely upon the Arabic tribes of the Early Middle Ages.

Adding some Elven kingdoms, Dwarven kingdoms, an advanced Orc kingdom, and powerful empire dominated by reptilian humanoids that are unified in worship of a monotheistic reptilian religion, similar to a primitive form of Islam, and things get very interesting! There is always something going on!

I have developed a large selection of Pagan religions, as well as a good handful of monotheistic religions. There are various schisms and offshoot religions and heretic cults, some of which have huge numbers of followers. There are large varieties of religions in most regions of the world, which all compete fiercely, of course. Real religious and theological differences stand out, and form barriers of conflict for many societies and groups. Then, of course, there is plenty of racism, tribalism, and religious bigotry to go around. Various peoples hating other people everywhere, constantly. Elitism, the wealthy, noble classes dominating the working classes, the masses of impoverished poor people, and hordes of crushed slaves, forms the background of many regions and cultures.

The variety and epic scope for adventure, stories, and awesome fun and drama is never-ending. I have regions where Ice-Age Mega Fauna still predominate, while other areas have dinosaurs! Then, again, the influence of magic and mysticism has an enormous impact. I have over a dozen Animal Humanoid races in the game, and sometimes it is like managing a zoo! While these are the foundation pillars, I also generally keep the milieu fairly "Low Magic" periodically spiced with "High Magic" and even some areas where things are rather Gonzo. I like Gonzo, but in small doses. Thus, I keep "Gonzo" areas somewhat isolated and more or less contained, so the Gonzo factor doesn't bleed out into the rest of the milieu.

Yes, my players are all gobsmacked by the huge depth and detail that I have in Thandor. It is not however, due solely to my own artistic craft, but hugely inspired by our own real-world history, across the board. My training and education as a History major is to blame for Thandor being deluged by History! I studied to be a historian and professor, specializing in Ancient & Medieval History, with secondary specialization in Ancient India and China, and Arthurian Literature. So, my players get extra doses of history in every game session! *Laughing*

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

BadApple

Quote from: SHARK on February 07, 2025, 08:55:55 PMGreetings!

Ahh, yes. HISTORY!

History certainly does inspire and inform my game world of Thandor in an enormous and essential manner. Everything and everyone is saturated with history. In order to provide lands and space for more races and cultural possibilities, Thandor itself is much larger than our own historical earth. In the process of developing Thandor, my own knowledge of real history--and including such inspirations within the game world--confronted me with a significant problem in regards to the various Humanoid races. The fact is, Human cultures are so diverse, so ambitious, greedy, and absolutely warlike, it made it problematic to include races and cultures of Humanoids. Thus, a much larger world canvas was needed so as to provide "space" for Humanoid cultures to actually grow and prosper in the face of inexorable and determined Human advancement and conquest. From such a foundation, I then added various elements of the Antediluvian period, and then climactic and geological elements from our own real world of some 8,000 to 15,000 BC. Then, of course, the influence of Magic. And the influence and involvement of various Pagan gods and goddesses, powerful Demon Lords, great Titans, and ancient Dragons. Powerful clans of Primordial Giants develop strong cultures and mighty kingdoms over the passage of time.

In the far northern lands, there are the Vandar tribes. The Vandar tribes are a large family of Human tribes based upon the Norse. The Vandar tribes are not alone, however. There are also the Bhaltu, and the Finnlar tribes. The Bhaltu and the Finnlar tribes are inspired by ancient Pagan Baltic and Finnish tribes of the late Bronze Age and Early Iron Age. In a similar manner, the Vandar tribes are loosely inspired by the Early Iron Age and Norse Bronze Age. Further to the north and east, are the Sibyaaan tribes. The Sibyaan tribes are a family of tribes forming a cultural and racial mixing of European and Asian racial heritage. The Sibyaan tribes vary in their own technological advancement, from the most primitive of Hunter-Gatherer societies, to Early Iron Age cultures.

The Vallorean Empire is an enormous empire and huge cultural and military influence throughout the West and southern range of the continent. The Valloreans are inspired by the ancient Roman Empire. There are the Archaedians, which are inspired by the ancient Dorians, Greeks and Spartans. The Frandar are inspired by the Franks and Gauls, and have developed several strong kingdoms, with the Narvan Kingdom being the most advanced. The Narvan Kingdom is a cultural blend of native Frandar people and Vandar marauders from the far north. There are the vast primordial forests ruled by the Ghebben tribes. The Ghebben are inspired by Early Iron Age and Late Iron Age Germanic tribes. There are the Sarvic tribes, which have settled vast lands further east. The Sarvic tribes are inspired by historical Slavic tribes. The Chang Empire, is based upon the Tang Empire and the Song Empire of ancient China. The Jhangu Horde, of course, are Mongolians. The Sindhu lands, are based upon the cultures and people of the sub-continent of India. The Narmedian Kingdoms rule over vast territories to the far south, and are black skinned Humans. The Darmen Empire are ruled by the Darmen peoples, which are inspired by the ancient Persian Empire. Wandering about the great deserts are the Arban tribes--based loosely upon the Arabic tribes of the Early Middle Ages.

Adding some Elven kingdoms, Dwarven kingdoms, an advanced Orc kingdom, and powerful empire dominated by reptilian humanoids that are unified in worship of a monotheistic reptilian religion, similar to a primitive form of Islam, and things get very interesting! There is always something going on!

I have developed a large selection of Pagan religions, as well as a good handful of monotheistic religions. There are various schisms and offshoot religions and heretic cults, some of which have huge numbers of followers. There are large varieties of religions in most regions of the world, which all compete fiercely, of course. Real religious and theological differences stand out, and form barriers of conflict for many societies and groups. Then, of course, there is plenty of racism, tribalism, and religious bigotry to go around. Various peoples hating other people everywhere, constantly. Elitism, the wealthy, noble classes dominating the working classes, the masses of impoverished poor people, and hordes of crushed slaves, forms the background of many regions and cultures.

The variety and epic scope for adventure, stories, and awesome fun and drama is never-ending. I have regions where Ice-Age Mega Fauna still predominate, while other areas have dinosaurs! Then, again, the influence of magic and mysticism has an enormous impact. I have over a dozen Animal Humanoid races in the game, and sometimes it is like managing a zoo! While these are the foundation pillars, I also generally keep the milieu fairly "Low Magic" periodically spiced with "High Magic" and even some areas where things are rather Gonzo. I like Gonzo, but in small doses. Thus, I keep "Gonzo" areas somewhat isolated and more or less contained, so the Gonzo factor doesn't bleed out into the rest of the milieu.

Yes, my players are all gobsmacked by the huge depth and detail that I have in Thandor. It is not however, due solely to my own artistic craft, but hugely inspired by our own real-world history, across the board. My training and education as a History major is to blame for Thandor being deluged by History! I studied to be a historian and professor, specializing in Ancient & Medieval History, with secondary specialization in Ancient India and China, and Arthurian Literature. So, my players get extra doses of history in every game session! *Laughing*

Semper Fidelis,

SHARK

 - Shark is asked about history affecting his game.
 - Shark writes a history book.

XD

Got to love it
>Blade Runner RPG
Terrible idea, overwhelming majority of ttrpg players can't pass Voight-Kampff test.
    - Anonymous

jeff37923

Quote from: BadApple on February 07, 2025, 09:19:07 PM
Quote from: SHARK on February 07, 2025, 08:55:55 PMGreetings!

Ahh, yes. HISTORY!

History certainly does inspire and inform my game world of Thandor in an enormous and essential manner. Everything and everyone is saturated with history. In order to provide lands and space for more races and cultural possibilities, Thandor itself is much larger than our own historical earth. In the process of developing Thandor, my own knowledge of real history--and including such inspirations within the game world--confronted me with a significant problem in regards to the various Humanoid races. The fact is, Human cultures are so diverse, so ambitious, greedy, and absolutely warlike, it made it problematic to include races and cultures of Humanoids. Thus, a much larger world canvas was needed so as to provide "space" for Humanoid cultures to actually grow and prosper in the face of inexorable and determined Human advancement and conquest. From such a foundation, I then added various elements of the Antediluvian period, and then climactic and geological elements from our own real world of some 8,000 to 15,000 BC. Then, of course, the influence of Magic. And the influence and involvement of various Pagan gods and goddesses, powerful Demon Lords, great Titans, and ancient Dragons. Powerful clans of Primordial Giants develop strong cultures and mighty kingdoms over the passage of time.

In the far northern lands, there are the Vandar tribes. The Vandar tribes are a large family of Human tribes based upon the Norse. The Vandar tribes are not alone, however. There are also the Bhaltu, and the Finnlar tribes. The Bhaltu and the Finnlar tribes are inspired by ancient Pagan Baltic and Finnish tribes of the late Bronze Age and Early Iron Age. In a similar manner, the Vandar tribes are loosely inspired by the Early Iron Age and Norse Bronze Age. Further to the north and east, are the Sibyaaan tribes. The Sibyaan tribes are a family of tribes forming a cultural and racial mixing of European and Asian racial heritage. The Sibyaan tribes vary in their own technological advancement, from the most primitive of Hunter-Gatherer societies, to Early Iron Age cultures.

The Vallorean Empire is an enormous empire and huge cultural and military influence throughout the West and southern range of the continent. The Valloreans are inspired by the ancient Roman Empire. There are the Archaedians, which are inspired by the ancient Dorians, Greeks and Spartans. The Frandar are inspired by the Franks and Gauls, and have developed several strong kingdoms, with the Narvan Kingdom being the most advanced. The Narvan Kingdom is a cultural blend of native Frandar people and Vandar marauders from the far north. There are the vast primordial forests ruled by the Ghebben tribes. The Ghebben are inspired by Early Iron Age and Late Iron Age Germanic tribes. There are the Sarvic tribes, which have settled vast lands further east. The Sarvic tribes are inspired by historical Slavic tribes. The Chang Empire, is based upon the Tang Empire and the Song Empire of ancient China. The Jhangu Horde, of course, are Mongolians. The Sindhu lands, are based upon the cultures and people of the sub-continent of India. The Narmedian Kingdoms rule over vast territories to the far south, and are black skinned Humans. The Darmen Empire are ruled by the Darmen peoples, which are inspired by the ancient Persian Empire. Wandering about the great deserts are the Arban tribes--based loosely upon the Arabic tribes of the Early Middle Ages.

Adding some Elven kingdoms, Dwarven kingdoms, an advanced Orc kingdom, and powerful empire dominated by reptilian humanoids that are unified in worship of a monotheistic reptilian religion, similar to a primitive form of Islam, and things get very interesting! There is always something going on!

I have developed a large selection of Pagan religions, as well as a good handful of monotheistic religions. There are various schisms and offshoot religions and heretic cults, some of which have huge numbers of followers. There are large varieties of religions in most regions of the world, which all compete fiercely, of course. Real religious and theological differences stand out, and form barriers of conflict for many societies and groups. Then, of course, there is plenty of racism, tribalism, and religious bigotry to go around. Various peoples hating other people everywhere, constantly. Elitism, the wealthy, noble classes dominating the working classes, the masses of impoverished poor people, and hordes of crushed slaves, forms the background of many regions and cultures.

The variety and epic scope for adventure, stories, and awesome fun and drama is never-ending. I have regions where Ice-Age Mega Fauna still predominate, while other areas have dinosaurs! Then, again, the influence of magic and mysticism has an enormous impact. I have over a dozen Animal Humanoid races in the game, and sometimes it is like managing a zoo! While these are the foundation pillars, I also generally keep the milieu fairly "Low Magic" periodically spiced with "High Magic" and even some areas where things are rather Gonzo. I like Gonzo, but in small doses. Thus, I keep "Gonzo" areas somewhat isolated and more or less contained, so the Gonzo factor doesn't bleed out into the rest of the milieu.

Yes, my players are all gobsmacked by the huge depth and detail that I have in Thandor. It is not however, due solely to my own artistic craft, but hugely inspired by our own real-world history, across the board. My training and education as a History major is to blame for Thandor being deluged by History! I studied to be a historian and professor, specializing in Ancient & Medieval History, with secondary specialization in Ancient India and China, and Arthurian Literature. So, my players get extra doses of history in every game session! *Laughing*

Semper Fidelis,

SHARK

 - Shark is asked about history affecting his game.
 - Shark writes a history book.

XD

Got to love it

I do. That is why his posts are worth reading. ;)
"Meh."

HappyDaze

In my ongoing space opera game, the players are currently headed to the Ptolemy system, where they will visit the Pharos station orbiting the world of Alexandria. Note that these are Federation of Sol (human faction) names applied over a much older, conquered alien-occupied territory. Oh, and there are legends that the world once held a great data-trove too...

weirdguy564

Ah, yes.  History.  What the winners of the war say actually happened.

I love real world cultures.  It helps establish a nation without a lot of exposition.

If I say this nation are Samurai, you're good to go.  If that nation is Arabs with flying carpets and belly dancers, we're good as well.

You wouldn't be cool if the samurai were all armed with scimitars, and the Arabs all wear kimonos and split toe tabi-socks, right. 

A few changes are ok, like having Arabs worship a pantheon of gods, but don't make it Odin, Freya, and Thor.  They still have to be their culture.
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Theory of Games

Avoided like a rabid bear.

Most of what they taught me about history in school I later learned was complete bullshit. Every day we find out that something we thought was "historically-accurate" is just utter dog water. So of course why would I put it in a game I'm running?

100% of published ttrpg setting are FANTASY, not history. That's part of their beauty. They're as close to real history as Monty Python was.

I get that some people get an warm splash from "history" - but WTF is "history" anyway?

TTRPGs are just games. Friends are forever.

HappyDaze

Quote from: Theory of Games on February 08, 2025, 11:51:45 AMAvoided like a rabid bear.

Most of what they taught me about history in school I later learned was complete bullshit. Every day we find out that something we thought was "historically-accurate" is just utter dog water. So of course why would I put it in a game I'm running?

100% of published ttrpg setting are FANTASY, not history. That's part of their beauty. They're as close to real history as Monty Python was.

I get that some people get an warm splash from "history" - but WTF is "history" anyway?


First science, now history... You must find ignorance to be one hell of a drug.

Bedrockbrendan

Quote from: tenbones on February 07, 2025, 12:47:37 PMRegardless of genre and system - how much does history impact your gaming preferences? Or do you just emulate media you enjoy?

Give us some examples of things you're into, based on history, that you introduce into your games? I *expect* SHARK to load us up on this... who else has some?

If you're more into media emulation - what are some of those sacred cows you keep in your gaming pastures? e.g. Katana really are the greatest weapons ever devised by humans and could split a black-hole.

For me it can really go either way. I like genre media a lot, but I also like history a lot. Usually a lot of real world history makes its way into my fantasy settings (particularly around stuff like trade). But I've run plenty of wuxia scenarios that are pure genre (down to guys in masks popping out of walls----I've even designed whole dungeons with elaborate systems to explain the guys hiding behind the walls)

Brad

Quote from: Theory of Games on February 08, 2025, 11:51:45 AMMost of what they taught me about history in school I later learned was complete bullshit.

Yeah, so? It's still INTERESTING. I was browsing through Plutarch earlier today, actually, because I was looking into something about the Coptic gospels and whatever, doesn't matter. Do I KNOW if Plutarch actually was 100% factual about the Caesars? Did he use literary devices and kind of cut corners to make his work more interesting? I am sure of it. But so what? I'd rather read about a cabal of pissed off senators stabbing Julius in the back than perhaps what could have happened; in fact he wrote a biography about Brutus as well, so you get to see the other side. Anyway, the point here is that stuff is fucking interesting, even if the writer took some liberties to make the narrative more entertaining.

Even though I avoid actual history in my games, to claim that it's somehow worthless because it might not match up to reality 1-to-1 is nonsense. Now, if you're going down the Marxist rabbit hole, go get a history book published before 1950 and compare to today and then you'll realize what you're talking about is propaganda, not history.
It takes considerable knowledge just to realize the extent of your own ignorance.

jhkim

I wasn't even thinking about Call of Cthulhu, which I play a lot. What really makes me feel old is thinking of, say, my 1980s James Bond 007 campaign as "historical".

Quote from: blackstone on February 07, 2025, 02:27:43 PM
Quote from: Zenoguy3 on February 07, 2025, 01:07:24 PMThe only historical setting I play in is 1920s-1940s in CoC, and that's not as influenced by real history as it ought to be, since I'm woefully under informed about the subject. My games there tend to play like modern period pieces that backfil a lot of modern attitudes, as much as I dislike the idea. When I'm done with the current module I'm running future CoC games will take place in modern times, just because it's easier to get into that headspace for my players.

Pre-CoC 7th ed, the game was well-written in regards to Jazz Era information.

Then they went woke and changed the tone of the game. Specifically, they've expunged what they perceived as racist and sexist.

To Zenoguy3:  There's nothing wrong with sticking with modern-day. Lovecraft himself only wrote in what was modern-day to him, for exactly the reason you're talking about - it is easier for people to relate to. That said, I personally do enjoy historical settings, and have done CoC in 1890s, 1920s-1930s, and a short-lived alternate 1950s setting.

To blackstone:  I've often featured the racism and sexism of the 1890s and 1920s in my CoC games, including 7th edition, and I've found it to be equally offensive to liberal and conservative people. Typically, liberals tend to want racism/sexism either highlighted or ignored; while conservatives tend to want racism/sexism to happen but only subtly and off-screen. Racism came up a lot in the 7th edition Masks of Nyarlathotep campaign that I played in, for example, because it jumped around a lot across the world.

Mishihari

Quote from: Theory of Games on February 08, 2025, 11:51:45 AMAvoided like a rabid bear.

Most of what they taught me about history in school I later learned was complete bullshit. Every day we find out that something we thought was "historically-accurate" is just utter dog water. So of course why would I put it in a game I'm running?

Few of these "new discoveries" have any more credibility than what we were taught in school back in the day.  I'm skeptical because 1) there is a massive incentive for an academic to disprove what is commonly known - afaict it's the only way to become even a bit famous as a historian, and 2)  many of these "discoveries" conveniently support the political agenda of those proposing them.  I tend to find older accounts more credible as they were closer to the time when things actually happened.  In an case, using historical fact in a game is an easy way to provide depth and verisimilitude to the setting.

Cathode Ray

My Radical High campaign is set in the mid-1980s, and I go to extreme lengths to represent it historically-accurate.
Think God

weirdguy564

Quote from: Cathode Ray on February 08, 2025, 06:18:27 PMMy Radical High campaign is set in the mid-1980s, and I go to extreme lengths to represent it historically-accurate.


Like this?
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

yosemitemike

The closest think I run to a historical setting is Call of Cthulhu.  I try to make it as historical as I can on the surface but since I am not a historian it's closer to verisimilitude than actual historical accuracy.  Of course the existence of the Mythos makes it inherently ahistorical on some level.  I run COC as open one-shots on Roll20 so I ignore things like historic racial attitudes.  I just don't want to deal with that with a bunch of people I don't know.

The game I am running on Sunday is very loosely inspired by the Golden Age of Piracy but it's close to the Pirates of the Caribbean movies than anything historical.  There are all sorts of ahistoric elements like Edward Teach running around over a decade before he was even born.  The Frida game is based on Greek mythology.  The closest it comes to being historical is that it has things like hoplites that existed historically as well as in myth.  The Thursday games is Forgotten Realms. 
"I am certain, however, that nothing has done so much to destroy the juridical safeguards of individual freedom as the striving after this mirage of social justice."― Friedrich Hayek
Another former RPGnet member permanently banned for calling out the staff there on their abdication of their responsibilities as moderators and admins and their abject surrender to the whims of the shrillest and most self-righteous members of the community.

blackstone

Quote from: weirdguy564 on February 09, 2025, 03:58:06 PM
Quote from: Cathode Ray on February 08, 2025, 06:18:27 PMMy Radical High campaign is set in the mid-1980s, and I go to extreme lengths to represent it historically-accurate.


Like this?

This man gets it.
1. I'm a married homeowner with a career and kids. I won life. You can't insult me.

2. I've been deployed to Iraq, so your tough guy act is boring.