🦉Overcoming writer's block with historical scandals

Happy Friday!

This week, I’m here to share a tip on how to overcome writer’s block when designing role-playing games.

History, though many people find it boring, is full of juicy scandals that can inspire role-playing games.

And if you don’t believe me, keep reading to see how a king’s sexual frustrations led him to listen to the first one who came along and caused a national crisis.

A source of endless inspiration

I've loved history ever since I was a little girl. My mom made sure of that by reading me stories about the queens of Spain when I was just four years old, instead of… I don't know… Beauty and the Beast.

I was traumatized by Fernando VII instead of Bambi's mother death, what can I say?

The guy who nicknamed him “The Desired” was clearly drunk.

Well, in recent years I’ve gotten into listening to history podcasts during my work hours. And everything I learn goes into my role-playing games.

Ultimately, drawing on real-life events is super useful when it comes to adding depth to campaign settings.

For example, George R.R. Martin drew inspiration from the War of the Roses to write A Song of Ice and Fire.

Want a game full of corruption and backstabbing? Take a look at the Medici’s Florence.

A deadly quest to discover new territories? The race to the South Pole.

Want to create a terrifying dungeon? Research the trenches of World War I.

Let me tell you a story…

Let me set the mood for a campaign.

The king of the region hasn’t been seen in public for years, his mind and body clouded by a mysterious illness. With no clear heirs to the throne, the royal council is a den of vipers, bringing together the most prominent members of the nobility, the clergy, and the king’s family.

My future after all the events of this month.

This council will assign the adventurers a mission: to destroy a coven of hags believed to be responsible for the king’s affliction and to bring back information on how to break the curse.

This alone provides enough material for several sessions, each with its own phases.

Information: The group can investigate to learn more about the intentions of each side and uncover hidden agendas, as well as research the territory they’re heading to and its creatures.

The Journey: The region where the witches are located lies north of the capital, in a very rainy and rugged land where settlements are sparse but the beans are delicious. The adventurers will have to investigate and track down their lair.

Confrontation/Negotiation: The witches are professional manipulators. They offer to lift the king’s curse for a price that is exorbitant for the adventurers, such as their soul or handing over a loved one to the coven. If the adventurers accept, the witches will demand to travel to the capital with the group. If they refuse, there will be a fight, and if they emerge victorious, they will be able to inspect the lair.

Outcome: Whether a deal is struck or not, the group should be able to find some missives with instructions bearing the queen’s seal, implicating her as the culprit behind all this. This “evidence” is actually fake. It has been planted on purpose to frame the queen and allow another faction to gain power (you decide which one).

The adventurers will have to figure out if they’re accusing the right person and manage to lift the curse. These details are left up to the DM’s discretion.

But here’s a starting point for an entertaining adventure that will last a couple of days.

Let me introduce you to the characters

The role of the ailing king is played by Charles II “the Bewitched,” the last Habsburg king of Spain, whose death triggered the War of the Spanish Succession.

This guy was a walking encyclopedia of hereditary diseases.

The court was indeed full of spies, and tensions were running high over who would inherit the throne.

It was a real free for all, let’s just say.

The hags? Well, there’s “The Demon of Cangas,” which is a very funny story about how a cleric and two nuns whom he frequently “exorcised” tried to convince this king that they were speaking with the demon who had cursed him and that, in fact, Queen Mariana of Neoburgo was behind it all.

In the end, it was a ruse to take advantage of the king’s weakness and help certain people at court gain influence.

As always, at the expense of blaming the queen for the king’s impotence.

But it’s given me a great basis for a one-shot without the fear of the blank page.

And you, is there any historical episode that has inspired your games? If so, I’d love for you to tell me about it.

Successful quest and better rolls,

🦉Irene the Wizard

🦃Saul the Bard