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#1 |
Join Date: Nov 2011
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So I've been looking for whatever long term cycles people have suggested exist for use in modeling history and producing timelines. Infinite World's Development section of History, Already in Progress starting on pg. 99 has been quite useful but I thought I'd ask if any one knows of specific cycles or trends not mentioned there or has thoughts on using stuff like this for their world's history while I'm reading through the literature.
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#2 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Actualy the generational one is probably one that I would drop all together. While the four types of generational phsycology are potentialy useful it might be better to tie them into specific events i.e. wars or economic disruptions rather than assuming a neat independent progression. |
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#3 | |
Join Date: Nov 2011
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Possibly the generational cycle could be triggered by events and then proceed until another triggering event occurs to avoid generational-event mismatch and add complexity. Of course contradictory cycles can be useful for idea generation too. |
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#4 | |
Join Date: Dec 2007
Location: Shropshire, uk
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It might also be fun to consider wheher this model actualy follows national or international trends, if it follows national trends how are states with differing cultures going to interact? |
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#5 | |
Join Date: Nov 2011
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The usefulness of contradictions lies in coming up with explanations instead of handwaves. It still shouldn't happen too often or the model needs adjusting and it's better to throw out a contradicting element than use a handwave. Yeah that's something I've been concerned with. Some of the cycles appear to be fairly generic but others, especially as you get smaller in scale, seem more culturally based. TL also can be a trend modifier. Where there are different versions for a given subject you can pick and choose but there hasn't been as much work on formal historical cycles as I would prefer. |
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#6 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Having said that I think that only the rules of thumb for Great Power conflicts and price revolutions are genuinely reagional or global in character. |
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#7 | |
Join Date: Feb 2007
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The metahistorical theories of people like Oswald Spengler can be used to inspire gaming scenarios, especially where you have an old, declining culture lined up next to a younger one, or if you want a setting where the players are struggling against the declining trend (along the lines, say, of Anderson's Dominic Flandry stories). |
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#8 | ||
Join Date: Nov 2011
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#9 |
Join Date: Feb 2007
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Strauss and Howe's theory can be useful for 'sudden background change'. The theory assumes two kinds of 'social moment' that arise alternately every other generation (assuming nothing masks/derails the cycle, which they recognize can happen). They call those social moments the awakening and the crisis, and they come roughly 'half a long lifetime' apart.
(S&H call the Great Depression/World War II period a Crisis, and the social upheavels of the 1970s an Awakening. They predict another Crisis around 2010-2025. They see the 1890s as an Awakening, and the U.S. Civil War and the unsettled years prior to it as a Crisis period.) What marks both kinds of 'social moment' is that the social mood changes very suddenly, especially in the Crisis. What was unthinkable can suddenly become mandatory, and vice versa. This may or may not be reflected in changes to the laws and government, but it's backed by serious social power either way. Some formerly accepted points of view and ideas suddenly become socially unacceptable, to the point that it can be socially, legally, financially, or physically dangerous to espouse them. Likewise, actions and attitudes formerlly marginal or 'just one of many' can and do suddenly become effectively mandatory, to the point that it can be socially, legally, financially, or physically dangerous to dissent from them. This can be useful for a GM who wants to suddenly change his player group from outlaws to heroes in the eyes of the public, or turn formerly accepted players into outcasts, by no action of their own. Last edited by Johnny1A.2; 09-09-2012 at 12:25 PM. |
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#10 |
Join Date: Aug 2004
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It might be worth noting that academic historians don't really consider Strauss and Howe very serious thinkers, at least if my understanding is correct. I could be wrong. In any case this probably doesn't matter at all for gaming purposes.
One thing that serious academic historians do still debate, and that also might be quite useful for gaming purposes, is the Marxist conception of history: history being structured into large-scale phases determined by changes in the basic mode of material production. (I know you're interested in cycles, rather than phases, of history; but I thought I'd mention this anyways. Apologies if it's irrelevant or else too obvious). Regardless of what one thinks of it as a way of conceptualizing real history, the marxist model of history opens up some great opportunities for alternate-history gaming plots. What if it's true that the large-scale development of human societies basically depends, not on cultural factors or technological developments, per se, but on the way the underlying economic system develops? (I.e. what if a very rough version of the marxist idea of the 'base' determining the 'superstructure' is true?) One example of a game-interesting thing that might follow from this, if it's true: if a meme-engineer goes back to to the 12th Century and tries to spread, say,'democratic' values, then, at least according to a simple version of the marxist idea, the values simply won't spread to any great effect, or they'll just be morphed into other values that aren't inimical to feudalism: to change society's values, you need to change the basic mode of production, i.e. seriously disrupt feudalism as an economic system. Similarly, at least in a really simple reading of the marxist model, any basically agrarian society, in which a small elite class rules over a large agricultural laborer class, is going to end up being a very religious society, since religion seems to be, among other things, a crucial means of controlling agrarian populations. More examples abound. I'm definitely, definitely not trying to start a flame war about marxism, religion, or whatnot! I've got no investment in the truth or otherwise of this kind of theory of history. I'm just saying that the idea that at a large enough time scale all societies will have their cultural 'superstructure' determined by the nature of their economic 'base' (feudalism, capitalism, whatever) is great fodder for alternative history gaming! Apologies for the super-long post! Got carried away... Last edited by Joe; 09-09-2012 at 08:05 PM. |
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Tags |
historical cycles, historical trends, history, timeline, timelines |
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