tag:blogger.com,1999:blog-7370162161693557709.post7960344150891540128..comments2023-06-08T08:26:07.304-05:00Comments on Advanced Gaming & Theory: A History of Life in the RenaissanceRipperXhttp://www.blogger.com/profile/03506064393275174920noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7370162161693557709.post-24083295375390692722016-08-18T13:54:39.125-05:002016-08-18T13:54:39.125-05:00I think that many players of the game are also int...I think that many players of the game are also into history. While we don't want to be enslaved by it, we can use it to add color. It is a tool that is available to help the DM decide what NPCs are doing on a massive scale, which is hard. Do I suggest that you empty out the City of Greyhawk in some pompous attempt to add authenticity? Absolutely not! But it can be an interesting tool that guides our writing. <br /><br />Continuing our education is something that we do, and we do apply what we have learned to our settings, it is fun! Many of the decisions that we make at the table deal with cause and effect, any tool to make this unique and believable is a good tool.<br /><br />As far as my game, we are back to Gothic Earth, a game that takes place in the world of Victorian Gothic Horror stories. By no means are we capable of creating an authentic experience, we don't want to, but we are all very literate in regards to the era, I know that it is probably my favorite genre. At the end of the day, we are still playing AD&D; my writing and the decisions of the players always comes first, but the back drop, the feel, the influence, that we can apply to the game makes it a very unique and very fun experience. The players are a part of the writing process, and we all know different things about our world which does come up in the game, and changes the story in an organic way that is very pleasing to everyone. In a traditional game of Fantasy, the only person who really knows the world is the DM, but when one plays a more historical game, this playing field is leveled. Everyone knows the world, or at least the rough geography, things may be slightly different, but everybody is somewhat familiar and knows what to expect. Not to dismiss true fantasy, exploration is a fun aspect of the game, but the less that I as the DM have to tell them, the easier I can control the pace of the game, which is something that is very important to me. RipperXhttps://www.blogger.com/profile/03506064393275174920noreply@blogger.comtag:blogger.com,1999:blog-7370162161693557709.post-8989190051331497462016-08-17T14:34:52.467-05:002016-08-17T14:34:52.467-05:00Hey, Ripper, I was off line for a bit, my PC crash...Hey, Ripper, I was off line for a bit, my PC crashed. Got your points about life during Renaissance versus Dark Ages and that most peoples' conception of Renaissance is based on the splendor of the Louis the Fourteenth's Court. <br /><br />However, we run fantasy games, and everything is possible in our imagination and in the multiverse. So, yes, we can create a historically accurate medieval or renaissance setting, or create out own, or even leave it alone and let the players think, that they are living in the same world as ours, except for the swords and armor. It's all good. Now, it would be interesting, how you implement the alien-ness of the different era in the regular running of your game.Brooser Bearhttps://www.blogger.com/profile/08487438364129415650noreply@blogger.com