By James
Tweedie
An
anachronism is a thing from another time which does not belong in the present,
or in the setting of a story (or a live role-playing game). A wind-up
gramophone record player on the sound desk at a nightclub is an anachronism, as
is a mobile phone in a Victorian period drama on TV. The question for Live
Role-Players is how many, if any, anachronisms should be tolerated? Some
obviously ruin the atmosphere of an event, but ironically others are necessary.
Whilst
nowadays we are used to 'lavish' and 'sumptuous' period dramas in the cinema
and on film, it is only relatively recently (in the 19th century)
that period costume came to be used in the theatre. Shakespeare's histories,
from Richard III to Julius Caesar, were originally performed by
actors in the fashions of the day. It's also worth noting that many of
Shakespeare's tragedies and comedies were contemporary pieces, and so there's
no particular reason why they have to be staged in late 16th – early 17th-century
costume.
Anachronisms
can also be found in the other arts. The renaissance painter Caravaggio
portrayed his biblical subjects in the clothes of his time. Derek Jarman's 1986
biopic of the artist plays on this by including 20th century objects
and sounds in some of its scenes. Alex Cox's 1987 film Walker, based on
historical events but a metaphor for the civil war then waging in Nicaragua, is
also full of intentional anachronisms.
More
commonly, anachronisms stem from a desire not to let the facts get in the way
of a good story, or just out of laziness when it comes to research. Many
Western films set during or just after the American Civil War show characters
carrying Colt 'Peacemakers' – not produced until 1873 – and Winchester model
1892 rifles (not even Winchester '73s!). But who cares? It doesn't get in the
way of the story. Only pedant would worry about such things.
While a great
film, El Cid (1961) plays fast
and loose with both history and fashion: costumes, scenery, weapons and armour
are all in a generic high medieval style, when the real Cid lived in the 11th
century and was a contemporary of William the Conqueror. The Moors wield curved
scimitars, which in reality they didn't adopt until hundreds of years later –
but then audiences would have complained that straight swords were
'unrealistic'. El Cid is shown dying in the successful defence of Valencia from
the Moorish king Yusuf ibn Tashfin (who is himself killed), when in fact the
two never fought: El Cid passed away a year before Yusuf successfully besieged
and captured the city.
Closer to
home for most LRPers perhaps, our idea of the legend of King Arthur is largely
shaped by Sir Thomas Malory's Le Morte d'Arthur, first published in
1485. Malory's version is anachronistic: Arthur and his late classical/early
dark-age Celtic Briton followers are portrayed as medieval knights in shining
plate armour, jousting with lances on horseback.
LRP is not
re-enactment, which is concerned with maximising historical reality. LRP is
more about free-form storytelling. However, although most LRP games are set in
fictional fantasy worlds, these settings draw a lot of inspiration from
history. Many games are set in real-world historical periods or close
allegories of them.
The worst
kind of most anachronism is obvious modern items in a medieval or other
historical or fantasy game. Watches, trainers and hiking boots, beer cans and
the like all spoil the suspension of disbelief necessary for immersion in the
game world. They're an obvious no-no and shouldn't be tolerated by organisers
or players.
Language is a
more complicated problem. How should your character speak? Can you stop
yourself from using modern phrases like 'OK'? Again, historical accuracy is
nigh-on impossible. Modern Greeks may be able to claim to speak the language of
Homer, but ancient Romans spoke Latin, a dead language. The contemporary
peoples of the British isles spoke a family of languages from which modern
Welsh, Irish and Scots Gaelic are descended, but which were probably very different.
Elizabethan English is easy to understand, but the Medieval form is much more
difficult and Old English is a completely different language. A common fudge is
to pepper your sentences with archaic words, or to talk in Ye Olde Mocke
Byblycalle Speecheth. But since you'll never sound like the real thing, why
bother?
Is swearing
OK? Apart from the question of whether you're at a 'family friendly' event, you
might want to consider whether dark-age barbarians turned the air blue in the
same terms you use at the dinner table. An attempt at using real Old Norse
words at a Dumnonni Chronicles event a few years ago rapidly degenerated into a
Viking swearing dictionary, but at least we could claim authenticity!
Comfort and
human necessities mean a few anachronisms are unavoidable. You probably don't
want to spend hours boiling dried beans or unrolled oats over a wood fire for
your dinner, or wipe your arse with a manky rag on a stick. Quite a few LRPers
have reproductions of historical tents for in-character camping, but they say
you have to be quite brave and hardy to sleep out in them in bad weather.
However, the
area where anachronism is really necessary is in social structure. The hobby is
just as popular among women as men, and it wouldn't be much fun for the ladies
if their character and role-playing choices were limited by a
historically-accurate portrayal of women's rights and prevailing attitudes.
Similarly, a faithful recreation of the class system might add great depth to
the setting, but it might also turn a lot of people off. Feudal serfs were
their aristocratic masters' property as much as ancient and dark-age slaves
were.
Apologies if
this sounds like an essay in the bleedin' obvious, but it bears thinking about.
If you crave realism and authenticity, how far are you prepared to go? At what
point do the returns start to diminish and the inconveniences mount up? The
answer always lies with you and the games you play.
Boots always did it for me... I'd be lost in a fantasy world of awesome, only to look down and see a modern shoe that would snap me out of the dream-like immersion.
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