Captain Anorak's
Guide to Gaming
Historical Gaming
Games set in a real period of history are one way of getting a lot of background.
The advantage of this is of course the huge wealth of background material available.
I can also see three disadvantages: (1) even if you know a lot about a certain region
in a certain period, you can still be ignorant of a lot of important facts; (2)
different players and the GM can subscribe to different interpretations of history,
so they end up arguing about what it was really like back then; (3) if some of the
players can't be bothered with knowing the history and remain ignorant, they can
reduce a sensitive GM to tears with their crass lack of understanding of the period.
I have to say that bad historical games are really bad. Ignorant players are bad;
ignorant GMs are worse. My hair stands up to think of some of the travesties of
history that I've come across in my time. My advice is this: pick your players with
care. Get a group of people who are interested in history, and before play make sure
that their understanding of the period is at least roughly similar to yours.
Most of all I find running historical games daunting, because I'm always aware of
how much I don't know about the period. For instance, I've read quite a lot about
religion in the Roman Empire of the early centuries AD, and I wouldn't want to attempt
to run a game in that period: there is so much about Roman religion that I'm aware of
not knowing, and I would know that most of what I said would be fairly inaccurate.