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Native American RPG?

Started by Zalmoxis, May 21, 2006, 11:27:01 PM

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Zalmoxis

I was reading tonight about ancient native American culture and it occured to me... I have never heard of an RPG that focused on pre-Columbian America. Am I wrong... is there a product I missed?

Dacke

Quote from: ZalmoxisI was reading tonight about ancient native American culture and it occured to me... I have never heard of an RPG that focused on pre-Columbian America. Am I wrong... is there a product I missed?
The 2e AD&D settings Maztica was based on it (well, it would technically be right after Columbus arrived, since there is a small Faerûnean presence) and Red Steel/Savage Coast had some stuff inspired by it. I'm about 95% certain there's also some GURPS stuff, but then again there's GURPS stuff about everything.

But I'm not aware of any RPGs that are all about the early Americas, no.
 

Zalmoxis

Quote from: Harry JoyNot counting Maztica?
 
http://en.wikipedia.org/wiki/Maztica

No... I should have been more specific. I was referring to the Native Americans of North America. I also know that there have been a few settings set in the "wild west" that feature plains indians. What I am asking though is whether or not there has been a game focusing on native North Americans, outside of the context of how they interacted with Europeans.

David R

Quote from: ZalmoxisNo... I should have been more specific. I was referring to the Native Americans of North America. I also know that there have been a few settings set in the "wild west" that feature plains indians. What I am asking though is whether or not there has been a game focusing on native North Americans, outside of the context of how they interacted with Europeans.

If I'm not mistaken there was a Known World Gazetteer inspired by Native American culture. I doubt there was much realistic focus on their culture..seeing how there were elves and dwarves in their part of the world (I think) :)

Regards,
David R

Zalmoxis

Quote from: Harry JoyThat means you must invent it.

Well, I have been looking into the mound builder cultures (started with me looking into Cahokia, which I hope to see this summer). Being from the southeastern US, I have long been intrigued by the natives from that region as well. I may take a crack at it. Don't know whether it would be better to make it a "historically accurate" RPG or integrate elements of fantasy (real magic, real fantastic creatures from native american myth, and so on). The fact no one seems to have done it yet does pique my interest. :)

David R

Quote from: ZalmoxisDon't know whether it would be better to make it a "historically accurate" RPG or integrate elements of fantasy (real magic, real fantastic creatures from native american myth, and so on). The fact no one seems to have done it yet does pique my interest. :)

You may want to check out "The Atruaghin Clans" - http://www.waynesbooks.com/Gazetteer.html
for some ideas. Like I said not really a serious study of Native American culture, but perhaps you could get some ideas...or not :)

Regards,
David R

Zalmoxis

Quote from: David RYou may want to check out "The Atruaghin Clans" - http://www.waynesbooks.com/Gazetteer.html
for some ideas. Like I said not really a serious study of Native American culture, but perhaps you could get some ideas...or not :)

Regards,
David R

I'll definitely check that out. :)

Zalmoxis

The more I read about it, the more I am warming to the idea.

Nicephorus

It's a good idea.  It might be easier to go with a fantasy version, so you don't get bogged down in historical details. Something along the lines of what Nyambe did with Africa.

The gods/spirits would be very interesting.  Older versions of Deities and Demigods had a section on Native Americans that might be helpful to browse at.

David R

Post whatever you come up with. Having read your work before, I'm sure it would be interesting :)

Regards,
David R

Zalmoxis

It's intriguing to me because, frankly, I don't know a heck of a lot about native americans. It would be a good learning experience for me. Plus, there is very little available by way of popular culture with regards to native americans, except as they relate to interaction with Europeans. Much of it would be pretty straight-forward, as far as game design goes. I am leaning towards having magic use available, but in such a way that it could also be left out if desired... whether or not you want a "shaman" character to have "real" magic is up to you. The supernatural beings would be done in a similar way, so that if you desired to run it purely historical (that is, as far as we know) you could. The opportunities for long-range adventuring might be limited though, as the native americans of this period seem to have been pretty sedentary. That said, their trade networks were often very extensive, so there might be some leadway there in making realistic adventuring classes.

Zalmoxis

Quote from: David RPost whatever you come up with. Having read your work before, I'm sure it would be interesting :)

Regards,
David R

Thanks for that, and you can be sure I will post it here. All of you have been a big help to me.

Nicephorus

I think the Aztecs and similar groups sometimes had influence extending into the southwest.  It wouldn't be hard to turn them into villains for a campaign seed - empire looking for conquests and slaves for sacrifice.

The 13th century might make a good time frame because, from my limited memory, there was lots of chaos around then.  IIRC, that's when the builders of the Cahokia mounds went into decline and the Anasazi dwellings were abandoned.  Small cities were being abandoned.  The cause was probably climate change but it would be easy to add a spiritual/magical element behind the climate change.

David R

Quote from: ZalmoxisI am leaning towards having magic use available, but in such a way that it could also be left out if desired... whether or not you want a "shaman" character to have "real" magic is up to you. The supernatural beings would be done in a similar way, so that if you desired to run it purely historical (that is, as far as we know) you could.

I like this idea. There could be two kinds of adventures using the same characters - one set in the real world, one set in the dream/spirit world. That way you could have a kind of fantasy game (mythic creatures,magic) in one world and something grounded more in reality in the other.

QuoteThe opportunities for long-range adventuring might be limited though, as the native americans of this period seem to have been pretty sedentary. That said, their trade networks were often very extensive, so there might be some leadway there in making realistic adventuring classes.

Also don't forget their interactions with other tribes which would involve a lot of politics. I think it would depend where you set this concept. I would think that there is some scope for exploration - finding new camp ground in fertile lands, running away from other tribes etc.

Regards,
David R

Zalmoxis

Quote from: NicephorusI think the Aztecs and similar groups sometimes had influence extending into the southwest.  It wouldn't be hard to turn them into villains for a campaign seed - empire looking for conquests and slaves for sacrifice.

Yes. What I am doing right now is trying to get a feel for the timeframes; the actual, historical ones. Cause what I want to do here, and something I did not do in my Phydea setting, is nail down the time period to a given century. Whereas Phydea was a fantasy/alternate history, I think doing this one as something more grounded in a specific timeframe would be more desirable. Something I have not decided yet is the extent I want to play around with history... something you are alluding to. For example, what if the Aztecs really did expand further north, coming into conflict with groups in Louisiana, Texas and the southwest? What if the natives of the caribbean went to war with coastal groups in Florida and Georgia? What if the groups from eastern North Carolina unified into a single tribe, embraced the mound culture, and became a rival of Cahokia?

QuoteThe 13th century might make a good time frame because, from my limited memory, there was lots of chaos around then.  IIRC, that's when the builders of the Cahokia mounds went into decline and the Anasazi dwellings were abandoned.  Small cities were being abandoned.  The cause was probably climate change but it would be easy to add a spiritual/magical element behind the climate change.

The 13th century does seem to be rich in information.