I've localised another SRD book for Cthulhu Eternal.
This is a set of core rules, lightly tweaked for the WWI period –
not a full sourcebook on how to run campaigns there, though with a bit
of history knowledge and skill at research you wouldn't be off to a
bad start.
How is this different from the standard Jazz Age rules? That was
always in my mind, because in terms of the actual real-world things
that exist the answer is "not very much"; it's more of a matter of
emphasis. As with the WWII book, whenever I write about an actual
historical conflict, I want to do it with respect for the real people
who really suffered and died – which, to me, means including lots of
historical elements, rather than using the war as a backdrop (what I
think of as the world-war-land amusement park approach).
So in my introduction I've tried to touch on the points that I
consider important: it's a huge war, with huge casualties, both
civilian and military; it sees the first significant use of tanks and
aircraft in warfare; technology is constantly advancing, and nobody
really knows how best to use it. You can talk about the taxis of
Paris, but this is largely a horse-drawn and foot-slogging war.
Espionage is still seen as "ungentlemanly"; it happens, but on a small
scale, and nobody really wants to talk about it.
Which in turn means that the scope for small parties of soldiers or
specialists going off and doing Mythosy things is quite limited; this
is a war of the infantry battle lines facing each other, arguably the
last such war at least at scale, and scenarios should take this into
account. There may be small ad-hoc scouting parties; there aren't
commando raids.
While it became a cliché that everyone involved in WWII wrote their
own book about it, and by the 1950s the market was thoroughly bored
with them, the prevailing feeling after WWI was that it was best
forgotten as quickly as possible. (And it hasn't been as popular a
period to write about later as WWII, with its rich array of 1960s
films, its Greatest Generation mythology, and its obvious bad guys.)
There aren't many readily-accessible sources to get a feeling of
this war the way there are for WWII. I've listed some, of course.
Naturally, there are rules here for war gases, and for trench-related
diseases. The Great War is one of the first in which combat stress is
noticed and talked about at all, but at least in British and German
forces, admitting that you've gone a bit wobbly will often get you
shot for cowardice, so the most important part of seeking treatment
for mental illness is choosing someone to talk to whom you can trust.
The WWI SRD is available (pay what you like) from
DriveThruRPG.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.