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Bronze Age Fantasy - What does it look like to you?

Started by The Good Assyrian, June 13, 2011, 01:10:43 PM

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The Good Assyrian

So I am gearing up to a return to GMing after a hiatus (hobby time has mostly been miniature wargames of late) and after casting around with several options I am gravitating to the idea of Bronze Age fantasy.  But what the hell does that really mean?  I've got some snatches of what I think that entails - Gilgamesh, gods, first cities, etc - but I would love to hear what people have done with this.  And is it a concept best confined to Mesopotamian sources, or do have people been inspired by the Egyptian or Greek Bronze Age as well?

I suppose I should start with what I think Bronze Age fantasy should feel like.  Obviously it lacks steel weapons, but does that make Athas of Darksun fame a Bronze Age setting (I would classify it as post apoc myself)?  No, I think that it has more to do with beginnings rather than endings, if you get my meaning.  Of elemental, mythic beginnings.  But how do you practically get that to come across in a RPG campaign?

As I mentioned, some of my inspiration is from epic literature, particularly the Epic of Gilgamesh.  I taught it for 10 years so I have read it countless times and so it has been an anchor for my thoughts on this setting.  History also is a large influence on my ideas, although I would not run a strictly historical campaign for reasons that should become apparent later.  Also, there is a novel by Harry Turtledove called Between the Rivers that has been a big inspiration for me.

So here are some of my random thoughts on the subject:

1. The world of cities and civilization is new and fragile.  There are literally monsters everywhere in the darkness that is not illuminated by the flickering light of this new way of life.  This could be simplified to Law vs. Chaos, but I think that is too simplistic.  The PCs would probably represent the forces of good (as defined by civilization) fighting to push back the darkness to make humanity safe.  There could certainly be some ambiguity on this point though, as with the character of Enkidu the wild man in the Gilgamesh tale.

2.  The gods, spirits and ghosts would have a very real and everyday presence in people's lives.  Taking a cue from the Turtledove novel I would want the PCs to interact with the supernatural almost constantly, but in small ways.  An example from the novel is the presence of an ancestral  ghost, who although full of annoying advice was also a useful source of info. As an aside, I found this review of the novel that touched on the bizarre notion of the bicameral mind and the development of consciousness.  I think that I would reserve the truly useful supernatural interactions to clerical magic, but would use the small scale ones to provide flavor and small advantages.

3.  The PCs would not be epic heroes nor city rulers like Gilgamesh, but would almost certainly have one such NPC as their patron.  I had an inspiration last night abut how to make this structure work in a way that makes sense to the setting.  I think that I will begin the game by having the hero king of their city being given a prophecy that he will be slain if he leaves the boundaries of the city and that he should release a dove (or whatever) and the first x (where x is the number of PCs) number of people that the birds alights on are selected by the gods and fate to be the city's heroes.  This allows for the mythic hero as patron without overshadowing the PCs who are working their way up to that level of power, but allowing him to offer advice, resources, etc when they are in a bind.

I am not particularly interested in what systems would be best suited for this, as I will probably use Swords & Wizardry in any case.  I am more interested in hearing about the elements of game play - characters, NPCs, adventures, etc. - that have the Bronze Age feel to them and have worked for you.

-TGA
 

Nicephorus

#1
I've thought a bit about it but never had a chance to run it.
 
re #1, I know it's not literally bronze age, but old Russian tales often give a sense of the smallness of civilization. Russian towns were separated by vast distances. In their stories, the forest is often the home of monsters or even a monsters itself. The same idea could be applied the mountains or desert or whatever in a time when developed areas account for a tiny percentage of the land. Each area of wilderness would have not just it's own monsters but it's own personality. The desert doesn't like it when you sleep facing south.
 
There are going to lots of uncivilized groups, not on the edges of the map, but right next door. I'd be tempted to throw in inspiration from Ibn Khaldun and REH and have different templates/starting abilities based on background. Civilized folk understand money, organization, and writing; uncivilized are hardier and have a stronger drive.
 
re #2, heroes should have the option of heroic ancestors - grandchild of a god, nephew of a hero, as a baby found walking across the lake, was saved from doom as a child three times by different ghosts or monsters. This affects their abilities. If known, it affects how people judge them. I think bronze age heroes should have the chance to be a bit larger than life, though still mortal and flawed.
 
There should probably be seers, portents, and things foretold, though not necessarily in the hands of PCs.
 
Serious armor should be rare due to lack of metal and weapon breakage should be a possibility due to flawed refinement methods - I seem to remember weapons often breaking at bad times in stories.

StormBringer

If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Cole

Quote from: The Good Assyrian;463756So I am gearing up to a return to GMing after a hiatus (hobby time has mostly been miniature wargames of late) and after casting around with several options I am gravitating to the idea of Bronze Age fantasy.  But what the hell does that really mean?  I've got some snatches of what I think that entails - Gilgamesh, gods, first cities, etc - but I would love to hear what people have done with this.  And is it a concept best confined to Mesopotamian sources, or do have people been inspired by the Egyptian or Greek Bronze Age as well?

I suppose I should start with what I think Bronze Age fantasy should feel like.  Obviously it lacks steel weapons, but does that make Athas of Darksun fame a Bronze Age setting (I would classify it as post apoc myself)?  No, I think that it has more to do with beginnings rather than endings, if you get my meaning.  Of elemental, mythic beginnings.  But how do you practically get that to come across in a RPG campaign?

As I mentioned, some of my inspiration is from epic literature, particularly the Epic of Gilgamesh.  I taught it for 10 years so I have read it countless times and so it has been an anchor for my thoughts on this setting.  History also is a large influence on my ideas, although I would not run a strictly historical campaign for reasons that should become apparent later.  Also, there is a novel by Harry Turtledove called Between the Rivers that has been a big inspiration for me.

So here are some of my random thoughts on the subject:

1. The world of cities and civilization is new and fragile.  There are literally monsters everywhere in the darkness that is not illuminated by the flickering light of this new way of life.  This could be simplified to Law vs. Chaos, but I think that is too simplistic.  The PCs would probably represent the forces of good (as defined by civilization) fighting to push back the darkness to make humanity safe.  There could certainly be some ambiguity on this point though, as with the character of Enkidu the wild man in the Gilgamesh tale.

2.  The gods, spirits and ghosts would have a very real and everyday presence in people's lives.  Taking a cue from the Turtledove novel I would want the PCs to interact with the supernatural almost constantly, but in small ways.  An example from the novel is the presence of an ancestral  ghost, who although full of annoying advice was also a useful source of info. As an aside, I found this review of the novel that touched on the bizarre notion of the bicameral mind and the development of consciousness.  I think that I would reserve the truly useful supernatural interactions to clerical magic, but would use the small scale ones to provide flavor and small advantages.

3.  The PCs would not be epic heroes nor city rulers like Gilgamesh, but would almost certainly have one such NPC as their patron.  I had an inspiration last night abut how to make this structure work in a way that makes sense to the setting.  I think that I will begin the game by having the hero king of their city being given a prophecy that he will be slain if he leaves the boundaries of the city and that he should release a dove (or whatever) and the first x (where x is the number of PCs) number of people that the birds alights on are selected by the gods and fate to be the city's heroes.  This allows for the mythic hero as patron without overshadowing the PCs who are working their way up to that level of power, but allowing him to offer advice, resources, etc when they are in a bind.

I am not particularly interested in what systems would be best suited for this, as I will probably use Swords & Wizardry in any case.  I am more interested in hearing about the elements of game play - characters, NPCs, adventures, etc. - that have the Bronze Age feel to them and have worked for you.

-TGA

My take on Bronze Age fantasy is a little different than yours; I think primarily in terms of the cultures of mycenae and crete, also the urnfield and terramare in europe on fringes. In part I think of it as being not about the beginning but about the end of the beginning. There are great empires on the southern/eastern horizon that are beginning to grow sleepy and stumble in their weary age. The golden age of myth where Orion and Hercules drove back the monsters to allow for civilization is something remembered, but with some confusion and warriors and princes would claim the heritage of these past heroes who are now more cult objects than real figures.

And now is an age of exploration and brave enterprise. Few men will sail like this for a millennium if not two. PCs should have a chance to feel alive and very human as this is in a way the first age of mortal "heroes" not demigods. Meanwhile there is a dark age coming and the eye of history will begin to narrow - a volcano will smear the sky black, or the sons of hercules and the throng of bacchus will come down to sweep away the mortal realm that thought it could make its own way, or maybe the fire will begin to grow dim quickly for you, just as it already has waned in the empires you call decadent now. But either way this is the last chance to be remembered after you are gone as a paragon and not a potsherd.

As far as the supernatural I would include it but when it is in the hands of men and society have their always be a doubt where it is the hand of the gods or some arcane but mortal art. Supernatural creatures beyond civilized lands would speak of the gods more familiar but always with bias and self-aggrandizement - now is an age of man and there is jealousy and spite in their claims. But in the sacred precincts of the gods, especially far from the heart of the civilized realm, their power should be palpable and frightening, if still mysterious and nonexplicit. I think of forces like in The Willows by blackwood to use a somewhat modern analogy, or in the realms of stone age cultures where there is a question whether they are just men, more numinous men of a previous "migration" or outright elf-or-giant-like people.

Far and bold travel, either for sheer adventure (or profit), or in an attempt to either expand the civilized world, or reject it and try to walk backwards into the mythic age, would be a big source of adventures. They visit the yawning empires to the south and east, or travel to mythologized versions of other less known, fringe cultures like the nuragics in sardinia or something more exotic to them, like the Jomon of japan, which could be near or far on a map as though this is a great age of navigation if you went far enough it begins to become the Odyssey where distance and space might not mean the same that it used to. They could find the lands of giants, or of lotus eaters, or meet the oncoming throng of angered gods' bloody followers if they pushed the wrong way - maybe the campaign, if the time is nigh, could be the last flight against the oncoming wave and the PCs left to sail west and west until they meet the past lest they meet the future.

Just some ideas based on my experience with running bronze-fantasy in the past and speculation for the next time i revisit it.
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"There is nothing funny about a clown in the moonlight."
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Ulas Xegg

One Horse Town

Quote from: Cole;463789Far and bold travel, either for sheer adventure (or profit), or in an attempt to either expand the civilized world, or reject it and try to walk backwards into the mythic age, would be a big source of adventures. They visit the yawning empires to the south and east, or travel to mythologized versions of other less known, fringe cultures like the nuragics in sardinia or something more exotic to them, like the Jomon of japan, which could be near or far on a map as though this is a great age of navigation if you went far enough it begins to become the Odyssey where distance and space might not mean the same that it used to. They could find the lands of giants, or of lotus eaters, or meet the oncoming throng of angered gods' bloody followers if they pushed the wrong way - maybe the campaign, if the time is nigh, could be the last flight against the oncoming wave and the PCs left to sail west and west until they meet the past lest they meet the future.

Just some ideas based on my experience with running bronze-fantasy in the past and speculation for the next time i revisit it.

That's pretty much the path i'm taking with 400.

Cole

Quote from: One Horse Town;463791That's pretty much the path i'm taking with 400.

When is that drawing near to release? You can hardly go wrong with adding a healthy dose of Dunsany.
ABRAXAS - A D&D Blog

"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg

One Horse Town

Quote from: Cole;463803When is that drawing near to release? You can hardly go wrong with adding a healthy dose of Dunsany.

Not anytime soon, i'm afraid.

The Good Assyrian

Quote from: Nicephorus;463770I've thought a bit about it but never had a chance to run it.

Same here.  To be honest, I am not 100% sure I will get payer buy in on this one, but hope springs eternal!  There is a better chance of getting it if I can clearly communicate my proposal.  Hence this thread!
 
Quote from: Nicephorus;463770re #1, I know it's not literally bronze age, but old Russian tales often give a sense of the smallness of civilization. Russian towns were separated by vast distances. In their stories, the forest is often the home of monsters or even a monsters itself. The same idea could be applied the mountains or desert or whatever in a time when developed areas account for a tiny percentage of the land. Each area of wilderness would have not just it's own monsters but it's own personality. The desert doesn't like it when you sleep facing south.

Excellent example of the feel I am looking for.  I think that idea of being on an island of order on a sea of screaming chaos can be found in many RPG contexts.  Not to derail the discussion, but you can even see this feel in certain sci-fi game settings (Traveller the New Era comes to mind, but RIFTS can be played for that effect too).

I love your idea of giving the land itself a personality.  I think that fits very well, indeed.  And the land can be an inimical force particularly to outsiders from another land!
 
Quote from: Nicephorus;463770There are going to lots of uncivilized groups, not on the edges of the map, but right next door. I'd be tempted to throw in inspiration from Ibn Khaldun and REH and have different templates/starting abilities based on background. Civilized folk understand money, organization, and writing; uncivilized are hardier and have a stronger drive.

I have been thinking about this idea human "races" that would differentiate people from different cultures/regions.  Although I initially balked at the idea, I am warming up to it as it represents what I feel is how these groups would look at each other as distinctly different and strange.  Now I just have to figure out exactly how that would work!

I am more likely than not going to use OD&D (starting at 3rd Level as suggested in another thread), so the baselines for differentiation is there.  There may be one or two "civilized" cultures (analogs to the Sumerians and Akkadians) and multiple "barbarians" based on terrain type they inhabit and way of life.  So mountain men, desert dwellers, etc.  I would just have to sit down and work out the specifics.
 
Quote from: Nicephorus;463770re #2, heroes should have the option of heroic ancestors - grandchild of a god, nephew of a hero, as a baby found walking across the lake, was saved from doom as a child three times by different ghosts or monsters. This affects their abilities. If known, it affects how people judge them. I think bronze age heroes should have the chance to be a bit larger than life, though still mortal and flawed.

I like this, but would have to give its execution some thought.  Maybe an ancestral spirit guide, or magic weapon would be in order too.
 
Quote from: Nicephorus;463770There should probably be seers, portents, and things foretold, though not necessarily in the hands of PCs.

I am totally down with this but I have concerns about how to involve the players in that without making them feel railroaded.  I suppose you can make it vague enough, but then it loses its impact.  Any ideas on how to handle that?
 
Quote from: Nicephorus;463770Serious armor should be rare due to lack of metal and weapon breakage should be a possibility due to flawed refinement methods - I seem to remember weapons often breaking at bad times in stories.

Hell yeah, they don't call it the Bronze Age for nothing!  I would likely just limit armor and make anything metal hella expensive.  Since I plan to use OD&D, it would be simple to say that weapons break on a natural 1, and weapons of softer material going up against harder material (say a bone or obsidian sword vs a bronze one, or any vs a magic or iron weapon) break on a 1-3.

-TGA
 

The Good Assyrian

Quote from: StormBringer;463780It looks like this.

And you can see it in action here.

Nice stuff!  I am mining it for ideas as we speak...



-TGA
 

The Good Assyrian

Quote from: Cole;463789My take on Bronze Age fantasy is a little different than yours; I think primarily in terms of the cultures of mycenae and crete, also the urnfield and terramare in europe on fringes. In part I think of it as being not about the beginning but about the end of the beginning. There are great empires on the southern/eastern horizon that are beginning to grow sleepy and stumble in their weary age. The golden age of myth where Orion and Hercules drove back the monsters to allow for civilization is something remembered, but with some confusion and warriors and princes would claim the heritage of these past heroes who are now more cult objects than real figures.

And now is an age of exploration and brave enterprise. Few men will sail like this for a millennium if not two. PCs should have a chance to feel alive and very human as this is in a way the first age of mortal "heroes" not demigods. Meanwhile there is a dark age coming and the eye of history will begin to narrow - a volcano will smear the sky black, or the sons of hercules and the throng of bacchus will come down to sweep away the mortal realm that thought it could make its own way, or maybe the fire will begin to grow dim quickly for you, just as it already has waned in the empires you call decadent now. But either way this is the last chance to be remembered after you are gone as a paragon and not a potsherd.

That is a very beautifully expressed campaign idea, Cole.  I am thinking more Mesopotamia, but if I can't convince my players on that then this is a solid idea.  I *know* that they would get into that.  Riffing on the ancient Greeks is so awesome because they are so much a part of us.  The problem with Mesopotamia (or Egypt for that matter, which I have never been able to sell to a group) is that in so many ways they are so unlike us today.  You can totally grok the Greeks, even the Greeks of the mythic stories.

Quote from: Cole;463789As far as the supernatural I would include it but when it is in the hands of men and society have their always be a doubt where it is the hand of the gods or some arcane but mortal art. Supernatural creatures beyond civilized lands would speak of the gods more familiar but always with bias and self-aggrandizement - now is an age of man and there is jealousy and spite in their claims. But in the sacred precincts of the gods, especially far from the heart of the civilized realm, their power should be palpable and frightening, if still mysterious and nonexplicit. I think of forces like in The Willows by blackwood to use a somewhat modern analogy, or in the realms of stone age cultures where there is a question whether they are just men, more numinous men of a previous "migration" or outright elf-or-giant-like people.

I am shooting for a more "in your face" approach to the supernatural in my idea.  The PCs would be exposed to the supernatural on a practically daily basis, even if it was small interactions with spirits, ritual, totems, etc.  I want that feel of raw, elemental power swirling around!  Negotiating with spirits, worrying about offending the gods, and daily superstitions should all be part of the picture for that kind of setting.

Quote from: Cole;463789Far and bold travel, either for sheer adventure (or profit), or in an attempt to either expand the civilized world, or reject it and try to walk backwards into the mythic age, would be a big source of adventures. They visit the yawning empires to the south and east, or travel to mythologized versions of other less known, fringe cultures like the nuragics in sardinia or something more exotic to them, like the Jomon of japan, which could be near or far on a map as though this is a great age of navigation if you went far enough it begins to become the Odyssey where distance and space might not mean the same that it used to. They could find the lands of giants, or of lotus eaters, or meet the oncoming throng of angered gods' bloody followers if they pushed the wrong way - maybe the campaign, if the time is nigh, could be the last flight against the oncoming wave and the PCs left to sail west and west until they meet the past lest they meet the future.

Very, very cool stuff.  Thanks!

Quote from: Cole;463789Just some ideas based on my experience with running bronze-fantasy in the past and speculation for the next time i revisit it.

Excellent ideas, all!


-TGA
 

The Good Assyrian

Quote from: One Horse Town;463865Not anytime soon, i'm afraid.

That's a shame.  I noticed the advert in your sig earlier and was going to ask the same question.

Only so many hours in the day, I know!


-TGA
 

Thalaba

There have been way too many cool threads around here for me to remain a lurker any longer. This one is the straw that breaks the (strictly iron age) camel's back. Many of the posters here will recognize me from other fora.

The bronze age is pretty close to my heart, having been a subject of study for several years, now. It covers about 1800 years and a wide area, so it can mean a lot of different things. I can easily see it represnting both beginnings and endings because there were so many collapses within the period. Personally, I'm most familiar with the BA in Mesopotamia, Anatolia, Syria, and Egypt, but certainly Mycenae, Crete, the Cyclades, Dilmun, Elam, The Indus Valley, BMAC, and beyond would all be good locations.

For me, the BA doesn't represent elemental beginnings so much, though. Cities, bureaucracy, religion, warfare, mass production, colonization and so on were all invented before the bronze age. So for me, it's the chalcolithic period that represents 'beginnings' more than any other time. I see the early bronze age I and II as a time of myth and heroism, EBIII as a time time of the first tentative steps to empire - this, and every time after it, can be highly bureaucratic. The middle bronze age is a time of kingdoms learning to posture themselves, and of state vs nature (canal building, barbarian invasions, nomad vs settled conflicts). By the late bronze age we've already got the league of great nations, which pretty much then collapses upon itself - perfect for endings, of course. But there are both beginnings and endings all throughout, so I'd say just pick your theme, then pick the right time to develop that theme. The EBI sounds like the right time for what you describe.

Quote from: The Good Assyrian;4637561. The world of cities and civilization is new and fragile.  There are literally monsters everywhere in the darkness that is not illuminated by the flickering light of this new way of life.  This could be simplified to Law vs. Chaos, but I think that is too simplistic.  The PCs would probably represent the forces of good (as defined by civilization) fighting to push back the darkness to make humanity safe.  There could certainly be some ambiguity on this point though, as with the character of Enkidu the wild man in the Gilgamesh tale.

In Mesopotamian belief, anyway, men are put on earth to serve the gods, who have a mysterious master plan. That master plan involves civilization, for sure, and the trappings of civilization are a great secret. There aren't really things that exist outside of the gods master plan, though, so the thought of men and civilization pushing back the dark like Christian missionaries doesn't quite ring true, for me. Even monsters are part of God's plan. Humbaba, for instance, was an appointed guardian, and most other lesser beings are the servant of one god or another (Anzu may be an exception).

Quote2.  The gods, spirits and ghosts would have a very real and everyday presence in people's lives.  
This part rings very true - ancestors were treated with respect and poured libations through the family home. Ghosts were the spirits of those who were not buried properly or who were neglected. The gods would be very aloof - minor divine beings and lesser gods would be invoked as intercessors to the higher ones. Although some, like Enki and Inanna, are more approachable, they are not communicated with directly, in most cases, though there are some exception in the myths (Gilgamesh, for instance, spurns Inanna's sexual advances). Most divine beings are the servants of gods, so there are no inherently evil beings, so to speak.

Quote3.  The PCs would not be epic heroes nor city rulers like Gilgamesh, but would almost certainly have one such NPC as their patron.  I had an inspiration last night abut how to make this structure work in a way that makes sense to the setting.  I think that I will begin the game by having the hero king of their city being given a prophecy that he will be slain if he leaves the boundaries of the city and that he should release a dove (or whatever) and the first x (where x is the number of PCs) number of people that the birds alights on are selected by the gods and fate to be the city's heroes.  This allows for the mythic hero as patron without overshadowing the PCs who are working their way up to that level of power, but allowing him to offer advice, resources, etc when they are in a bind.
This could work on several levels. The ruler, probably the En in this case, might have a dream. Or, the prophesy might have been related by a trusted diviner (which leaves an opening for using the diviner as a double-crossing agent), or delivered by an ecstatic. Personally, I think the diviner has the most scope for interesting scenarios. Historically, the EBI wasn't really a time of 'kings' as we think of them today - rule usually went to the En, who was more of a spiritual leader. Military affairs and the like were handled by the Lugal (Big Man), and over time the Lugal replaced the En as temporal leader, while the En became relegated to the temple. In a more mythological game, you've got more leeway, of course. Even Gilgamesh was subject to the will of the people - he consulted two separate councils before setting off on his Humbaba expedition. He was obviously a very willful leader, though, and seemed to get his way around town.

My own BA fantasy campaign world is technologically bronze age and has many of the trappings, if you want inspiration in that regard. But it's inspired my many more later sources, too. It doesn't really cling to historical Mesopotamian political or religious structures, so it probably wouldn't help in that regard.

Anyway, cool stuff. I'd like to see how this develops. Is there any particular reason you think that particular game is good for the setting, or do you just like the mechanics of it?
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________________________

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Cole

Quote from: The Good Assyrian;463870That is a very beautifully expressed campaign idea, Cole.  I am thinking more Mesopotamia, but if I can't convince my players on that then this is a solid idea.  I *know* that they would get into that.  Riffing on the ancient Greeks is so awesome because they are so much a part of us.  The problem with Mesopotamia (or Egypt for that matter, which I have never been able to sell to a group) is that in so many ways they are so unlike us today.  You can totally grok the Greeks, even the Greeks of the mythic stories.

I feel you. While the bronze age Aegean cultures are more alien to us and more obscured by history than the classical culture that developed centuries later there is still more of a bridge.

But just speaking for myself an Egyptians game would be really awesome too, though and I would certainly take the chance to play in a Mesopotamian game. I'm just offering up a different perspective based on what I have run (and what I am more familiar with). When I think bronze age I suppose i jump to "bronze age collapse."

Quote from: The Good Assyrian;463870I am shooting for a more "in your face" approach to the supernatural in my idea.  The PCs would be exposed to the supernatural on a practically daily basis, even if it was small interactions with spirits, ritual, totems, etc.  I want that feel of raw, elemental power swirling around!  Negotiating with spirits, worrying about offending the gods, and daily superstitions should all be part of the picture for that kind of setting.

It would be compelling to play, I'm sure. I had a campaign idea a few years back that never came to fruition that was set "in the seventh generation of man" that wasn't really a bronze age game in any real sense but maybe had a similar view of the supernatural. I will see if I can find my notes on it if you're interested or failing that try to reconstruct from memory.

Quote from: The Good Assyrian;463870Excellent ideas, all!

Thanks very much, I appreciate the kind words.

I find the sensibility of that ancient world or at least a cheap swords-and-sandals reflection of it really compelling for gaming so I think I often try to revisit different takes on it.

The last bronze game I ran was fundamentally ahistorical; the main featured societies (very) loosely reflected proto-etruscan, indus valley, a kind of "afro-celtic culture" since to my knowledge there wasn't really a subsaharan bronze age per se I created a kind of weird hybrid and on the fringes of the civilized world a kind of ancient korea since I wanted to create a "parallel universe" bronze age where I could take little known players and make them very fantastical. There were also psionic "Atlanteans" and several eccentric kinds of barbarian - a kind of bronze age swords & planets in a way.
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"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg

LordVreeg

Quote from: StormBringer;463780It looks like this.

And you can see it in action here.

I read Jaynes back in 1980 the first time.  Been an influence forever.

This is my secondary game system and setting.  The main one has over 1k pages in that wiki...but this one is interesting.  I enjoy on IRC using the direct messaging to give "lobal impressions'...god voices...of things that happen.  It as influenced every game, and the religious aspect and the power is incredible in terms of the rp...one might suggest we call on something primal.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
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\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

silva

QuoteBronze Age Fantasy - What does it look like to you?

To me, it looks like this.