John Giebfried (University of Vienna)

Transcript:

Hello. Today I will discuss a Reacting to the Past game I co-wrote: “The Remaking of the Medieval World, 1204.”

First, what is Reacting to the Past? Think of it as a highly-researched, historical, classroom LARP. Students explore key moments as historical figures, engaging with texts that their alter-ego would have read, and debating others in written and oral arguments.

So my game is set during the Fourth Crusade – here’s the recap of that crusade in meme form. The game begins in March 1204, with the army outside Constantinople debating whether or not to attack the city. In our gamebook, we frame this debate around two key questions – is attacking Constantinople ‘just’ by the standards of medieval Just War theory? and can this be considered a ‘crusade’ if you are attacking fellow Christians?

Now, my colleagues all ‘get’ the debates, which mirror classroom discussion. But playacting as crusaders?—isn’t that weird? Sure, but it’s integral! This is where the rubber meets the road. Students understand siege principles and tactics by playing through and, as in real life, being subject to chance. For example, dice-rolling on the siege gives a sense of how hard it is to attack Constantinople – and why an attack on the sea walls ultimately made the most sense.

So, how does the game play out? There’s a game within the game. We divide the city into six regions. Each one has a set of five “choose your own adventure” prompts, and each prompt has three distinct questions. The prompts are tiered, with the highest potential reward for prompt 1, and the lowest for prompt 5. Chance, or dice rolls, decides who gets over the city walls first. That person picks their region, say the Merchant’s Quarter, and can then pick the prompt there with the ‘best’ reward.

Where does this leave the others? For them, we created a system of ‘influence points’ called fama. Characters, based on their social standing, have a variably-sized pool of fama which they spend to influence outcomes. But they can also gain fama by achieving objectives. Characters with high fama get priority in the sack. And everyone can increase fama with money acquired during the sack. If you have the most fama by the end of the game, you win—if you are still alive!

The result of this gameplay models the primary sources. The leaders tried to make the common soldiers wait while taking the best spoils for themselves. Tired of waiting, the imbittered lesser knights eventually took what they could for themselves. Both sides then accused the other of embezzling treasures which were to be divided collectively. How do you know how much loot your character has acquired? By answering the three questions specific to your prompt. Now, you must secretly decide how much of that loot to turn in. It’s a prisoner’s dilemma. Do you think everyone else is cheating? Then keep more loot to increase your fama. But doing so makes collective failure more likely. Because, students, like the historical crusaders, need to repay the Venetians. If 100 marks of silver per student is not paid into the common pot – the crusade cannot go onto Jerusalem.

Finally, within the framework of the sack, students need to decide whether or not to treat Constantinople’s people and cultural heritage with respect. Scandalous decisions earn ‘nefas’ — infamy points. Those don’t matter immediately, but in the endgame, nefas points make collective defeat more likely.

As you see, the game puts students into difficult moral scenarios that faced the crusaders themselves. What’s best for the crusade? What’s best for me? And how much to squeeze the city of Constantine to serve the cause of Jerusalem?

I hope this piqued your interest, and I look forward to discussing it further through questions. 

9 thought on “A Collaborative Crime Against Humanity: Creating the Siege and Sack of Constantinople in The Remaking of the Medieval World, 1204”
  1. I guess I’m in the unusual position of being able to comment on this from actually having played the game!

    I was wondering whether you think while writing much about the problems that would ethically occur to us but aren’t really grounded in historical leaders’ attitudes or aren’t real points of debate historically. Your title of course alludes to the crime against humanity element here, and there are certainly some historical contexts where the people who had actual power shared certain assumptions about e.g. the level of violence that could be used in general terms that we don’t: how do you avoid the shared assumptions among the characters getting lost in a system that tends to highlight the points of debate and contention?

    1. Glad to hear from you! So that is an ongoing problem with all assignments like this – however, I find the problem is more often individual students taking their 21st century worldview into their roleplay. What we have done is try to provide enough primary source documents to channel the discussion along historical lines of argument – even if the game’s debate structure is constructed for the purposes of running the game.

  2. Thanks for a really interesting paper. The use of essentially LARPing in the classroom is fascinating! Do you think there are useful ways to fit this kind of activity into wider plans for teaching a medieval course on e.g. the Crusades? Could we combine/run it adjacent to other (perhaps more conventional) forms of teaching?

    Also, could this work over time, throughout a semester, with second-session consequences etc.?

    1. So I teach courses that are all games (three to four games will fill a whole semester), and classes that mix traditional lectures and discussions with games like this. Both work very well. Last year I taught a crusades course where we played two games like this (The other I played is set in 1492 at the end of the Reconquista) which represents about half the semester content, and did the rest with lectures and guided reading and writing assignments.

  3. What an interesting experiment! The loot distribution component in particular seems super cool.

    Could you talk a bit more about the practical aspects? How long does the game usually take? Is there an optimal/prefered number of players? Do you have any debriefing guidelines/tips (or is this already covered by the rules)?

    1. So, the practical details were cut for time. If you are interested, contact me and I can point you to all the relevant files. The whole game runs 4 to 6 class periods, it can be run from anywhere from 10 to 100 players, although the game is probably best in the high 20s, in terms of student numbers. The gamebook comes with an instructor’s guide to help the work you through the set-up, running, and debriefiing of the game.

  4. That’s a really cool way to teach the Crusades. I would be interested in the moral choices made by the “Crusaders”. Did you try asking your students to report or reflect how they felt about being a Crusader in a fellow Christian (???) city and looting it? Raises a lot of interesting moral issues that are still topical today.
    Did you try getting some “locals” into the game – e.g., what would be the reaction and actions of a Byzantine official, a religious man/woman, a simple citizen?

    1. So, this is part of a longer game, and afterward I devote one full class to discussing what we learned from and felt during the game. The sack always generates the most empassioned discussions. As for locals – I have three characters who are not crusaders – two are Byzantines that side with the Latins eventually, one general,, Theodore Branas, and a twice-widowed empress Anna who came to Constantinople as a French princess and is thus the aunt of several of the crusaders. The third non-crusader is the Christian King of Nubia, who we know from the account of Robert of Clari was also in Constantinople at the time of the siege on pilgrimage.

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