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Duck and Cover has conducted an interview with Reflexive's game designer Eric Dallaire about their RPG Lionheart, which uses the Fallout SPECIAL RPG system. Lionheart is a semi-historical game, it takes place in a medieval Europe, where magic has been unveiled and used:Saint_Proverbius: How much emphasis is given to insuring the setting has no logical breaks? If it's based on 16th century themes, how much attention to detail will be given to that? How much history research has been done?
Eric Dallaire: We've spent many months world-building our game and researching historical events. There are parallels to real history, however, the world we've created is one based on an alternate timeline with magic. This provides us with tremendous flexibility to establish the parameters and backstory of Lionheart's setting.
The process of world-building for Lionheart started by looking at the real chronology of European history and choosing a time period and a set of events that we found interesting. Next, we wrote the events of the Disjunction, the cataclysm in the 12th century that brought magic into the world, so that we could deconstruct real history and rebuild it to suit our story. We developed a new timeline of events after the Third Crusade, including a new series of crusades against the unleashed creatures of darkness. We'll be updating Lionheart's timeline on the official site periodically. Some of the events mentioned in the timeline will be woven into the current time of the game, so the backstory does play an important role in the plot.
There will be some recognizable events that are sometimes subtly different than real history and sometimes vastly different. Think of the game setting as an alternate Earth with historical characters that are glimpses of their historical counterparts and very much affected by the magical catastrophe that affected Lionheart's Earth. Within the framework of our world, we are striving to keep the rules consistent. | Source: RPGPlanet |
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