Showing posts with label thirty years war. Show all posts
Showing posts with label thirty years war. Show all posts

Sunday, February 7, 2016

Quick DMG to the 30 Years War

The 30 Years War was a big complicated mess, in a way that makes it uniquely gameable. It was part of what historians refer to as Europe’s General Crisis, a century-long period of violent political and religious upheaval combined with famine and plague.

It is in no way necessary for a DM to understand all the details of the 17th century political landscape in central Europe in order to run a good game in that setting (although if you happen to enjoy studying history, it certainly wouldn’t hurt), but there are a few major points that could potentially be useful to know when you're coming up with encounters, or when your players start doing things you don't expect.

So here's a quick list of simplified gameables for DMs who haven't got the time or inclination to look into the history themselves. Anyone else probably knows all this. If anyone else is you, feel free to add good stuff I left out in the comments.
  • “Germany” did not yet exist as a coherent nation, and wouldn’t for a couple more centuries. Instead, the region was dominated by what was known as the Holy Roman Empire, a loosely-stitched together group of states each ruled by semi-autonomous electoral princes. By the time of the 30 Years War, many of these princes were Protestants, while the imperial dynasty was fiercely Catholic. The war was initially fought between an alliance of rebel princes and those loyal to the empire and if that doesn't sound familiar why are you even reading this?
  • The violence of the General Crisis was, if not caused by, then at least enabled and encouraged by the intra-religious conflict that began a century earlier with the Protestant Reformation. The most basic way of viewing these wars, including the 30 Years War, was as a conflict between Catholics and Protestants (mainly Lutherans but Calvinism was starting to catch on too). This is the underlying conflict that a lot of that time & place’s jingoistic propaganda exploited.
  • Religious oppression largely took the form of witch trials and inquisitions. Accused heretics were being executed at a faster rate than any other time in European history. So in a game with magic users, they generally would not have been trying to advertise. Bizarre wizard's towers could still exist, obviously. The setting just gives you a good opportunity to use weird magic to hide them really absurdly well.
  • What began as a civil war was kept going by opportunistic and expansionist foreign nations getting involved. In 1631, when Better Than Any Man is set, King Gustavus Adolphus’ Swedish troops were sweeping through Germany. Their standard tactics were more appropriate to the technology of the time than the tactics of their rivals were, and they earned a reputation as an unstoppable horde. Each victory added territory to his relatively tiny empire.
  • Aside from the continent-wide religious conflict of the day, the largest rivalry in Europe at the time was between two of its richest, most powerful families: the Bourbons in France and the Hapsburgs in both Spain and the Holy Roman Empire. Both the Hapsburgs and the Bourbons were Catholic, but the kingdom of France was squeezed between the Spanish and the Germans. This led to the Bourbons aligning themselves with the mostly-Protestant enemies of the Hapsburgs, further complicating any answer to the question “just what were these whackos fighting over, anyway?” This gives a DM multiple factions and somewhat tenuous alliances to play with.
  • Soldiers were not well paid (or fed) in this time & place. It was common practice for rulers to blow their savings raising armies from a combination of foreign mercenaries and their own peasantry, then leave them to provide for themselves by “living off the land” (raping-pillaging-killing their way across the countryside). This led to a serious enmity between peasants and soldiers, regardless of sides or religious preference. There was always a wide "foraging" area around the actual armies, creating twin crises of famine and internally displaced refugees. Which made conditions ideal for the spread of the bubonic plague.
  • The belief that these were the End Times was not at all unusual. The Four Horsemen of the Apocalypse (War, Famine, Pestilence, and Death) were considered by many to be the most powerful forces in Europe. This was sometimes metaphorical but often meant in a quite literal sense, especially among the uneducated peasantry, who really couldn’t be expected to grasp the bigger picture of what was happening to them. My point here is that no urban encounter table in this setting would really be complete without at least one or two doomsayers. A secondary point is that things like the physical incarnations of the Horsemen are always fun to stat up.
  • This is one of those wars where the safest place to be, by far, was in the army. At least that way you had a weapon, maybe even some light armor if you’d plundered enough to afford some, and a group of other armed men that (barring extraordinary circumstances or personal grudges) had your back. The second safest place to be was in the cities and larger towns, because the worst of the pillaging happened in out of the way farms and villages. Which meant that many towns near passing armies were overrun with refugees, while others would have turned them away for fear of the plague.
  • The fact that being in the army was somewhat safer than any alternative didn’t stop countless soldiers from deserting and becoming outlaws or switching sides. The punishment for desertion was hanging, but only if your own side managed to catch you, and they were usually too busy to try hunting you down. On top of that, mercenary units were often officially disbanded, penniless, armed and thousands of miles from home, putting them in basically the same position as the deserters. The major takeaway for a DM here is there were small groups of outlaws all over the damn place.
  • If you don't know anything about the period at all, firearms existed but were just being introduced. They took forever to reload and malfunctions could be disastrous and they really weren't all that much more useful than swords at that point.

Friday, November 6, 2015

Nice Streets Above

I’m just about done writing and laying out my Kellerlabyrinth project, which I’m calling Nice Streets Above, after a song by Wire. The song is an expression of rage generated by upper class pricks. The title is relevant to the adventure both in that sense, and in a purely literal one, as the tunnels beneath the streets are inhabited by refugees and the human parasites. It’s a dungeon and a slum at the same time, and several conspiracies with unique goals and methods are based there.

I can see no reason why horror, science fiction, superhero fiction and fantasy shouldn’t all be the same thing, and NSA reflects that aesthetic. There’s also a little bit of history, which is basically horror anyway. The supers influence shows in some of the choices that PCs may find themselves faced with; the abilities they might gain, and the prices that must be paid.

I’m designing this to be played with any edition or retroclone of D&D. NSA is set in the tunnels under Oppenheim during the 30 Years War, so that ruleset is the most obvious fit. It would also be really easy to fit this and Better Than Any Man into the same campaign. I’m not including many stats in NSA though, so it shouldn’t be too hard to convert to whatever RPG rules you prefer. One of these days I wanna try running it with FASERIP and probably also one of the Dr. Who RPGs.

I figured out what to print on the back cover as a teaser. It’s super pretentious and I’m not fucking changing it. Imagine it being read to you by that movie announcer guy:

A war over a decade old.
A city under foreign occupation.
A refugee crisis with no end in sight.
A rebellion brewing beneath the streets.
A privileged society abusing mystic abilities.
A cult of the hopeless and their gods of decay.

Welcome to Oppenheim.
Corruption is power.

And here’s a couple of illustrations, from a page of potentially recurring NPCs. One set of three basically normal humans, and one set of weirdos with secret powers.



It would be pretty funny if repeating the acronym NSA over and over got me put on a watch list of some sort.

Sunday, February 22, 2015

Brinewald 1631

Hey Jens I ripped you off again. I made a mini-sandbox, probably good for about 3-4 sessions, in the pocket-mod format (follow the link if you can't figure out how to fold it). The layout's a little cramped but there's a lot there and I'm done fucking with it (for now at least).
Click to biggerize or download the pdf here
I wrote this to use as a sort of prologue for Better Than Any Man, but I think it could easily kick off pretty much any campaign. Just change the last rumor and get rid of the journal and you're good to go.