Now I speak to you who will be living in the third millennium, around the 135th year.1 Consider us, who at the moment seem to be renowned, because, miserable creatures, we think highly of ourselves. Reflect, I say, on what has become of us. Tell me, I pray, what gain has it been to us to have been great or famous?
Henry of Huntingdon, Historia Anglorum
So the exhausted aristocracy laughs at its own ideal. Having dressed and painted their passionate dreams of a beautiful life with all their powers of imagination and artfulness and wealth and molded it into a plastic form, they pondered and realized that life was really not so beautiful—and then laughed.
”It was only a vain illusion, that knightly glory, only style and ceremony, a beautiful and insincere play!”Johan Huizinga, Autumn of the Middle Ages
Oh, king eh? Very nice. And how’d you get that, eh? By exploiting the workers. By hanging on to outdated imperialist dogma which perpetuates the economic and social differences in our society. If there’s ever gonna be any progress…
Monty Python and the Holy Grail
In books I find the dead as if they were alive; in books I foresee things to come; in books warlike affairs are set forth; from books come forth the laws of peace. All things are corrupted and decay in time; Saturn ceases not to devour the children that he generates; all the glory of the world would be buried in oblivion, unless God had provided mortals with the remedy of books.
Richard de Bury, Philobiblion
Have I been sick long? It must be so; it seems months to me. And such dreams! such strange and awful dreams, Sandy!… I seemed to be a creature out of a remote unborn age, centuries hence, and even that was as real as the rest! Yes, I seemed to have flown back out of that age into this of ours, and then forward to it again, and was set down, a stranger and forlorn in that strange England, with an abyss of thirteen centuries yawning between me and you! between me and my home and my friends! between me and all that is dear to me, all that could make life worth the living!
Mark Twain, A Connecticut Yankee in King Arthur’s Court
Not only is this game about time but it is about a specific time - though a rather broad one. The Middle Ages stretch a thousand years from somewhere around the 6th century to sometime in the 16th where the so called “Early Modern” arises2.
The Arthurian stories paint across this entire millennial canvas. The “historical” Arthur dates to the very start. That’s what all the surrounding historical events and kingdoms and characters are from. But many stories were written in and increasingly blended this into all of the rest of the era. Many Arthurian stories are recognizably “High Medieval” (c 1000 - 1300) or even later, in their trappings and themes and even historical references.
Which Medieval are we? All of them
Let’s do the Time Warp Again
We have about 80 in-game years to play with, but we can play with how fast the world changes between years. This is the trick the Great Pendragon Campaign plays, in order to eat and have all of its cakes.
At the start of the campaign, it’s the year3 476, and the technology, art, fashion, and themes4 are closer to what they’d be in the late 5th century.
But the next year is 477 - and what if we jumped forward about 13 years in terms of technology and fashion etc.? So it’s as if it’s the year 489 - not in terms of what kingdoms and peoples there are, but perhaps the cultural references are a little ahead of their time. It’s barely noticeable for a modern player - rather it highlights the feeling of time moving.
But it adds up. When Arthur is crowned in 508, 32 in-game-years have passed5. So the technology is roughly 32 x 13 years ahead, or 896. Again, the rulers and realms are the ones around in 5086, but our references for the culture and material culture of the 508 Ostrogoths might look more to the 896 Italians than what the Ostrogoths would be sounding and looking like.
When 560 rolls around, we’re looking at 1490, closing out the Middle Ages and giving us the full playground of the different eras to explore.
There’s some convenient rhymes along the way. For example, many of the stories of the fall of Arthur’s reign mention a pestilence, which can line up in the “true time” to the 541 Plague of Justinian, but in terms of its appearance and effects on culture lines up to, well… a better known plague in 1346. The ways that clothing, art, technology and societal norms changed over those years handily fits into the “true time” timeline.
Medievalism
And it’s not just a whirlwind of every Medieval year, but of every year’s perspective of the medieval - its medievalism. Even those far distanced from the “real” Arthur, like our modern perspectives - there is a place for our misconceptions and artistic decisions from today7.
It is by necessity a bricolage of lived experiences and imagined ones - which is a world based on the lived experiences or imaginations of real people. It’s most interesting, and I think most respectful, to try to see things from many of these perspectives.
With the great gulf of time in between us and many of these people (the real and even those imagining the imagined), it can be hard to put ourselves in those people’s shoes. As they say:
The past is a foreign country: they do things differently there.
The Go-Between, L.P. Hartley
Focus on Texture
I think one of the most useful ways to the player’s imagination is through their stomach.
I don’t mean to make historically inspired meals during the session - I’m not that kind of GM/host, though it’s no doubt useful. I’m just talking about describing it.
We can all imagine foods, including really foreign ones. And players love imagining food from my experience8.
Beyond food, reminding players of tangible textures they can relate to - sounds, smells, colors, their clothing, the horizon, what it feels like after a day traveling - I think can help avoid a dissociation between the story and the player’s interaction with it.
Gamify the Pressures
A lot of the game is in the heart and soul which don’t necessarily have the same textures - or is certainly hard to describe.
A tool to be used in moderation is making the player feel a similar pressure to the one that the character might feel. If we want them to remember that the character wants to get married, it’s best to help them remember why - the social advantages, pressures, reputations, etc. It’s second best to put a big empty spot on the sheet that makes them feel similarly9.
Put them on the Page
Sometimes it makes sense to put the social pressures and textures literally on the reference sheets. What’s the cheat-sheet of what society expects of me right now? Players don’t have that internalized in their mind the way their characters do.
It’s easy to know what’s in the head of a dungeon crawling Rogue in D&D - maybe it’s confusing10, but it’s obvious. A struggle players have voiced to me before in complicated settings is that swinging a sword in a dungeon is simple for the days they need to sit back more, and can just be enhanced when they’re feeling more active. Politics, moral choices, social expectations - these require constantly being on edge.
So one key point is having fallbacks. What’s the generic knight expected to do in this situation? Not only is the pressure gamified (just like swinging a sword - rarely a terrible option in a D&D dungeon, so it’s a safe bet, even if not always optimal), but it’s easy to remember - and then when there’s the energy to adapt, there’s the option for that too.
Targeted Anachronisms
In the 2001 film A Knight’s Tale, as knights prepare to joust in a tournament, the crowds clap along to the soundtrack of We Will Rock You by Queen, a 1977 pop rock song.
This is an anachronism, as nobody in the Middle Ages would have known this song.
But it’s a very intentional one, meant to convey the spirit of the event instead of its reality11. A generically “medieval” score might signal “this is medieval” to the audience more, and some period song might be the truly authentic experience - but both would prime the audience to feel the experiences they associate with that music: watching a movie and a historical documentary.
There’s no even vaguely satellite-style maps from the time period - the ancient general poring over a battle map is an anachronism - but it’s the way a modern player recognizes the feeling of understanding an area; so I still want my players poring over a big map. Players are going to read modern discourse and experiences with gender norms into societal classes in ways that aren’t how the medieval knight would view it… but which still give an insight into similar emotional frames the characters might be in.
Targeted anachronisms I think are a tool to be used carefully (and/or when inevitable), but not begrudgingly.12
Footnotes
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To save you the calculation, that is the year 2135 - as Henry is writing from about 1135 and writes the section above after this reflection on the year 135, which included his exhortation to his contemporaries:
↩Let our present kings and leaders, tyrants and princes, prelates and consuls, tribunes and governors, magistrates and sheriffs, warlike and strong men - let them tell me: who were in command and office at that time? And you, admirable Bishop Alexander, to whom I have dedicated our history, tell me what you know of the bishops of that time. I ask myself: tell me, Henry, author of this History, tell me who were the archdeacons of that time?
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An arbitrary division, like all eras are, but one way I think about it from the perspective of a worldbuilder is that the modern world can be recognized as vaguely similar to ours now, plus or minus an increasing number of things.
Okay, they didn’t have phones. They did have kings. They had only a little news of the outside world, and limited knowledge of worlds across the seas from them… but once you adjust all those points, it’s mostly recognizably modern.
This gets strained by the early modern period, and the Middle Ages are almost more useful to construct from scratch, like an alien world. ↩
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Anno Domini ↩
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I mean the historical themes we’re exploring. ↩
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Plus or minus the fictional ones, of course. ↩
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That said, some distortions can be explored and pierced through, especially when they make the history shallower and less human. But we’re not going to catch all of them, and we’re not trying to catch all of them. ↩
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This is also why it’s so prominent in Pentiment, I’d assume. ↩
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That is, no character would feel like “wow, my character sheet feels like there’s a big hole here”, but they might actually feel like “my life’s story has a hole here” even if they wouldn’t say that directly. ↩
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Why are they taking all this risk? Or depending on the treasures available, why isn’t everyone taking this risk? Where did they learn this? Why haven’t they retired? ↩
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Another example of this strategy would be the 2013 adaption of The Great Gatsby that mixed in modern hip-hop hits to tell the story of the 1925 novel. In discussing the theme, Baz Luhrmann (the director) explained it as “While we acknowledge, as Fitzgerald phrased it, ‘the Jazz Age,’ and this is the period represented on screen, we — our audience — are living in ‘the Hip-Hop Age’ and want our viewers to feel the impact of modern-day music the way Fitzgerald did for the readers of his novel at the time of its publication.” ↩
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This does mean I’ve espoused exact realism despite it being unexpected (the equivalent of playing an authentically sourced Medieval music piece) and targeted anachronism (the equivalent of playing a modern piece with the same social role). And because the scope is both the medieval and the medievalisms, there’s places for things that we’ve just associated with feeling old (the equivalent of playing a classical orchestra because movie scores sound like that). I could excuse anything as fitting this principle if I’m not careful!
I want to encourage always having enough authentic touches to keep the players always exploring and a little off balance, where possible - but to fall back to targeted anachronism when the literal details are less important, especially when it applies to enriching the other pillars. I think player and GM choice also applies - much of this will happen in the actual adventures in the game, which will balance over any elements of sheets or mechanics to adjust for the group’s tastes and familiarities. Sometimes it will be easier to dig into “wait, what would this have really felt like?” while sometimes it will be easier to use analogs. ↩