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Setting the Scene: Historical Games

21 November, 2012 09:37

I like running historically-based games — 1930s pulp, Victorian speculative fiction (I’m not calling it steampunk!) — and one of the challenges is setting the scene realistically enough for the players to feel they are in another time and place. One way to do this outside of describing the immediate setting — the small number of cars, the trollies, the advertising of  1930s New York City, for example. Another way that I’ve found is useful is to include newspaper headlines.

Both of the periods mentioned above had healthy news industries, with kids hawking papers on the street corner. Extra! Extra! Read all about it! Germans pull out of the League of Nations! For periods where there are papers, or radio, or television, you can have news in the background to give your game world a more full flavor…you could even use it for foreshadowing on later adventures in your campaign. Maybe you mention the breakdown of diplomatic relations between Japan and China in the early part of 1937 a few sessions before you send the characters to Shanghai on the eve of the Japanese offensive on the city.

Posted by blackcampbell

Categories: Roleplaying Games

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2 Responses to “Setting the Scene: Historical Games”

  1. I’ve done this in a steampunk (yeah, I said it) horror game a couple of years back. I had a forum thread for the game, and as well as allowing for some in character chat and the players to host their diaries, I had a thread just for news stories. It was great as I could write about the groups exploits – as the public became aware of them – seed some plot hooks around, or just drop a red herring or too.

    I would really recommend this to anyone when it comes to adding some flavour.

    By shortymonster on 21 November, 2012 at 11:52

  2. I love using historical settings as well. Just making the players deal with everyday issues of the time can really help focus their attention. My present campaign is with All For One: Regime Diabolique and just having the characters travel the streets of Paris has been entertaining. Going to a social function means they can’t walk lest their footwear and clothing be stained with “la boue de Paris” and the lack of street lighting at night has created its own problems!

    Also, getting the players involved with some of the real events of the time and understanding the issues of politics and religion adds gravitas to their actions and decisions.

    By thegit13 on 21 November, 2012 at 14:57

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