Best Practices for Historical Gaming

I’d like to share some principles I follow when I work with historical and real-world settings, either in play or in design. For shorthand, I’m going to refer to them as “historical,” but many of these principles also apply to games set on contemporary Earth. This article refers to choices I made in Thousand Arrows, but it isn’t really about Thousand Arrows, so you still get a proper Imjin War-focused Part II later on.

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Thousand Arrows and Sensitivity, Part I: the Core Game

So, Thousand Arrows is on Kickstarter! Thousand Arrows is a tabletop role-playing game about samurai action and tragedy in the Japanese Warring States Period, powered by the Apocalypse. I’ve gotten some questions from the Internet about sensitivity, respect, and appropriation in the game. I’ve broken my answers into what I project to be two blog posts. This first one addresses issues which affect the core game of Thousand Arrows.

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The Giant Robot of Offense

The Giant Robot of Offense is a framework for creating content which won’t harm people. I use it for role-playing games, but it applies to any media which generate participatory elements (including cosplay and fanfiction). Think of your creation as a giant badass anime robot you’re building. Here’s how to make media, and/or build a robot, which won’t harm anyone except for bad guys in giant rubber suits.

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What to expect

The blog on this site is going to cover some pretty divergent topics, but gaming, race, religion, martial arts, and hip hop are the first things to come to mind. I’ll try to keep on top of tags so you can avoid the content you don’t care about. I’m on the fence about moving Dungeon Elementary, my tumblr about the kids for whom I run tabletop role-playing games, over here; but I feel like if I’m going in on a blog, I should go all in, so we’ll see.

For more rapid-fire content, you can still hit me up on Mastodon or Twitter.