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Avoid Being Caught in a Witch Hunt, and Ponder Why Two Students Broke Up

10 months ago 43

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by W. Eric Martin

In 2022, I wrote about a couple of unusual game releases from Central Michigan University Press, and now that publisher has two more titles that it hopes to crowdfund in July 2025.

▪️ Making History is a role-playing game that designer Dr. Nicolas W. Proctor first released in PDF form in 2017, and it's now being released in a published format. Here's an overview of this 4-40 player RPG subtitled "A Roleplaying Game about Breakups, Bias, and the Construction of Historical Narrative":
Making History begins with a simple premise: Briar and Skye, two students at your school, just broke up. Why?

That question unfolds into a complex exploration of evidence, bias, and historical interpretation. Players work in small groups to construct hypotheses using "evidence cards", which contain information of varying relevance and reliability. As they trade, merge, and reassess this evidence, players grapple with how personal bias and limited information shape the stories we tell about the past — and how easy it is to mistake narrative for truth.

In a press release from CMUP, Proctor writes, "I designed i]Making History[/i to show students that history is a messy process of constructing meaning from incomplete and biased sources. It uses a familiar scenario to explore big ideas like subjectivity, causation, and narrative, without the intimidation of a traditional academic text."

▪️ The second title is Witch Hunt 1649, which designer Dr. Martha McGill first self-published in 2022. Here's an overview of this 2-7 player game that plays in 20-60 minutes:
Scotland, 1649 — The last decade has seen bouts of warfare, outbreaks of plague, and seismic political upheaval. The religious authorities are keen to stamp down on sinful behavior, and witch trials are gathering pace...

In Witch Hunt 1649, players take on the role of neighbors in an East Lothian village. Players are allied in pairs, so gameplay blends competition and co-operation.* As players develop their holdings by buying assets from a shared pool, they must also monitor their welfare and reputation values as these values, along with support from allies, may be the only way they can weather accusations of witchcraft. Let your welfare or reputation drop too low — or get convicted of witchcraft — and it's game over!

The experience is anchored by immersive world-building, drawing players into the social, religious, and political tensions that shaped this volatile period. Fate cards give players scenarios to navigate, while assets can be used defensively or to attack other players. Optional story cards offer additional historical context, and each game will feature at least one witch trial in which accused players try to defend themselves against damning allegations. Gameplay is straightforward while still being moderately strategic. Be prepared for unruly livestock, belligerent neighbors, and tales of Satanic orgies brought to life through colorful quotations from historical records.

*Alliances are not present in two-player games and are optional in three-player games. In games with an odd number of players, one player will be unallied.

In the CMUP press release, McGill writes, "My aim in designing Witch Hunt 1649 was to make a fun, accessible game that could inspire serious reflection. Players grapple with challenges such as bad harvests, unruly livestock, disputes with neighbors, and outbreaks of the plague — all while rumors of witchcraft intensify. The game seeks to promote understanding of the witch-hunts and empathy for the victims, as well as showcasing snippets from some of the rich and fascinating historical records."
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