It’s no surprise to most people who know me (even from afar) that I am a “gamer-historian” and that history has a great appeal to me both as a game setting and as a source of inspiration to write or run RPG adventures but also to paint and play historical war games.
I’ve trimmed down my library of game books significantly over the years to “limit” myself to those sourcebooks I either find essential, inspirational or things I can’t throw out. Too many moves have led me to become very choosy in what I kept and what I was giving up… Thus, I have every Call of Cthulhu books I purchased (except a few modern, non-Delta Green ones whom I dislike), along with Gurps sourcebooks (I never seriously played Gurps, but I own like 15 supplements), 40k Codices, the old D&D Green-cover historical books, my main D&D 3.5 stuff and the Rolemaster historical. There are a few “one-off” games I kept like Werewolf: The Apocalypse, Werewolf: Dark Ages, Warhammer FRP, and some D&D adventure with some personal significance (Egg of the Phoenix) or war gaming rule sets. As you can see, pretty much everything in there has a historical feel to it (or is historic because they’re so old).
I go through my stuff on a regular basis, rotating them and reading small bits and pieces, trying to come up with new ideas. Some of books are falling apart from over-reading like Gurps Swashbuckler, Gurps Japan and Rolemaster’s At Rapier’s Point.
How do you go from the book, the research and all the trivia to the game table without turning the game into a history lesson very few of your players want to hear? Well, to be honest, it’s not easy. I turned many great ideas into games that were less than satisfying. There is nothing worse than to prepare a great adventure and a story that excites you turn into a big farce.
Yup, it happened to me many times, I should’ve read the signs and acted upon it.
What has experience taught me?
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