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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