The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 76

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past James Reah, @jamesreah123, University of Winchester Engaging with Tabletop Role Playing Games (TTRPGs) are as beneficial as videogames and can offer new perspectives and freedom. TTRPGs engage with History differently to video games. This is not simply visually, but the relationship experience players have with the game. TTRPGs offer freedoms and considerations not possible from videogames. TTRPGs are not limited by controller simplicity or game engines. Instead, they offer new degrees to authenticity in games, such as survival realistic combat, biological needs, and climate dangers. Videogames presents players with foes, and 'fatal' threats, but are designed for the character to win. TTRPGs allow for a more authentic character and story development in that players can easily die with no reset, such as in The Witcher TTRPG, and Mythic Iceland. The Witcher TTRPG, set in the grim fantasy world of The Witcher, requires players to 'play smart'. Weapons and armour can break, with the combat system unforgiving, making fights and battles a real danger for the players. Without preparation and care, players will die. Mythic Iceland, set in the Historical environment of Nordic Iceland, mixes elements of myth with recorded history. It presents players with dangers and concerns experienced during this period; farming, food supplies, and climate survival are essential for survival. Both games present players with dangers of the Medieval period. While fantasy, the Witcher presents 'real' dangers such as banditry, hunger issues, and disease. If players die, there is no reset or save point. These considerations can act as comparisons to those of the past. Players have to consider these threats seriously for their character to survive and potentially view them through similar eyes as one from that period. Authenticity is in the survival, engaging with the main issues, risks, and fears of Medieval everyday life for people. Storylines can revolve around major historical and/or narrative events, which players may engage with. Players may interact with key historical or political figures, with their actions determining possibly the outcome of these events, such as in Chronica Feudalis: a collection of 12th century fragments to a game manuscript for role-playing during its contemporary times. It offers insight into digesting and interacting real world events by those living through it, albeit with modern mechanics interjected for playability. Chronica Feudalis is relatable by allowing that period of history to be explored and engaged with in homogenous ways to those who digestated such events. Today, even, TTRPGs can take the form of modern time for the exact same purpose, such as "Shadow of Mogg" and post-Brexit Britain. TTRPGs invite reflective views of history, particularly for historical pedagogy. These games can be used to engage with modern historical thinking such as post-processualism and how past events can unfold through reactive decisions rather than a grand narrative. TTRPGs offer engagement with the Medieval period from a different perspective. Over-arching narratives are often present, but experience can be non-linear and non-scripted. While not as 'historically accurate', their immersion is worthy within authenticity discussions.

70


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.