I've often been asked if I wanted to produce some #ttrpg material based on my research of German #folklore , and in fact I have often thought of that myself. Considering my time constraints, this is currently nothing more than a fantasy - but it is fun to think about.
One important question is the setting. There are two main opinions:
(a) An entirely fictional "fantasy counterpart" version of Germany - the approach taken by #Brancalonia and #WFRP .
(b) A real world historical period, but with added fantastical elements.
For (b), I think the aftermath of major wars would be best, since that would offer the most opportunities for stereotypical "roving bands of adventurers" as player characters, with the PCs likely being war veterans (the war themselves would likely be too bleak for much of the folkloric whimsy).
The best periods I can think of are the aftermaths of the Thirty Years' War and the Napoleonic Wars. The latter would be more authentic to the folk tales, since most of the folk tales were written down in the 19th century. The former, on the other hand, would allow for more fantastic stories, since they were set longer ago. But I do think the setting should be within the Modern Era, and not the Middle Ages, since the folklore would have been too different back then.
What are your thoughts on this? How would you conceptualize a setting based on German folklore?
@juergen_hubert@mementomori.social For the Thirty Year's War period, I'm imagining something like in Moorcock's The Warhound and the World's Pain.
@juergen_hubert@mementomori.social A few people went the roving adventurers after a war route before. HeXXen 1733 starts with the gates of hell opening during the 30 years war and diverges from there, using regional legends sometimes.
The 30 years war is also a pretty established setting in the OSR, I think Gazer Press did a few modules around it.
So it would not seem as something completely new going that way.
I would go VormΓ€rz.
@juergen_hubert@mementomori.social Post-Napoleonic could work. If you want a literary example of how that could feel 'Jonathan Strange and Mr. Norrell' fits the atmosphere. I will have a more genteel feel and more people will be enlightened enough to laugh at these old wives' fables until the devil comes to get them.
From what I've read of your translations, I would rather do Post-30-Years-War. It feels more true to the way people are depicted.
Happenstance has it that GURPS is doing a big 30-Years-War playtest atm. Sure it's alternate history with some Yanks taking all the spotlight, but you'd probably be able to lift a lot of equipment and such from the finished product.
Definitely stay within the modern era. I'd saw the Reformation is probably the earliest possible time period without things feeling out of place for the folklore. Most of the truly medieval stuff that survived is way more didactic / hagiographic.
@juergen_hubert@mementomori.social Iβm currently working on a history-inspired #osr Hexcrawl: Late Medieval Fantastic Campaign (LMFC): Frisia Orientalis which is set in Late Medieval period (c. 1400). It is mainly based on historical sources + fantasy elements, but I incorporate 19th century folklore knowing (and pointing out in the module) that this is anachronistic since many folk stories reflect themes of the early modern period.
@juergen_hubert@mementomori.social
Personally, I would go with adventure modules for #TheDarkEye.
The setting is based quite a bit on European #folklore and #fairytales in the first place, from a very German perspective. (Similar to #TheWitcher)
I'm not sure that writing an entire fantasy setting is worth the extra effort.
@juergen_hubert@mementomori.social Did similar thinking for my novel writing. The problem with RPG in this setting is that most of these stories aren't mysteries to be solved -- they're warnings or instructions, information passed from generation to generation. In some cases, social control.
A historic setting where all magic can be true if you're skilled enough or believe enough, can be a very exciting place. But it's people who drive the story -- the magic is window dressing still.
@juergen_hubert@mementomori.social I always loved the Shadowrun solution: A future cyberpunk universe that also experienced a "return of magic" event that allows for the reintroduction of mythical creatures and phenomena. The worldbuilding for Germany was very relatable and also pretty funny at the time I played.
Other than that I think the 30 Years' War could indeed be very interesting.
@juergen_hubert@mementomori.social
Thatβs a difficult one. Personally I find it difficult to integrate a fictional world with the factual one (both as an author and as consumer) in a good way. These periods introduce technology which have fundamental factual rules (like combustion) which science can explain which is a fundamental different explanation than βjust magicβ.
There is YouTube thesis out there about the videogame Arcanum which describes it better.
If you want I can try and find it for you?
@juergen_hubert@mementomori.social If you want to do a "D&D" in Germany I would go fantasy couterpart route.
For a more historical setting there could be different genres and story structures as well. The characters could be the ones investigating folklore and writing it down, the game could be about establishing why folklore happens.
Vaesen is a game we could look at for a folk horror approach.
Questions is if we want all the folklore or a game around certain stories.
@HeyeBodo@rollenspiel.social
Sounds cool. Presumably, you are using Strackerjan's work?
@lbheuschkel@helvede.net
I've come to the conclusion that many of these folk tales were told for entertainment purposes first and foremost.
And there are plenty of mysteries in these tales which are never explained - which opens up a lot of RPG opportunities in my view.
@DevWouter@mastodon.social
The distinction between magic and science was always a little fuzzy in earlier centuries, as any number of alchemists will show. I certainly wouldn't turn them into "opposing forces" like it is done with Arcanum.
@juergen_hubert@mementomori.social yes indeed (you pointed me the way π
). Iβm astonished again and again how #osr compatible the folk stories are. Treasures are crucial for example and very often opponents are outsmarted instead of fought, a sunken chapel haunted by an evil abbot makes a cool mini dungeon etc.
@foyglgezang@social.tchncs.de
While "Magic Returns" settings are fun, I think the futuristic aspects would take too much away from the old folklore.
A Magical Treasure Hunt would be rather different in a Cyberpunk setting.
@Bratapfel@unvernunft.social Definitely "all the folklore". The folk storytellers of old did not limit themselves to particular genres, and neither should we.
@HeyeBodo@rollenspiel.social
I am looking forward to the finished product!