Victorian Roleplaying Themes

This page describes a variety of different themes that could be used in a Victorian era RPG advanture. These are not adventure seeds, but rather "backdrops" that help set the stage for the storyline. Included are examples of overtones common to the stories in a theme. The overtones given tend to be found more often with a single theme but also can cross over into other themes. Also included are some historical notes listing people and events apropos to the various themes. Additionaly, some examples of books, movies, comics, and other tales that typify a theme are listed. Lastly some roleplaying references are listed that could be used for a theme-based adventure.

Sources

Where possible, links are provided to public-domain literature made available on the following sites:

Scope of the "Victorian Era"

The Victorian era is strictly defined as the period durring which Queen Victoria reigned in England from 1837 to 1901. The astute reader will observe that not all of the people, events, and literary references mentioned on this page fall exactly into that date range. Rather than be pedantic, I have taken a broad view of what material could acceptably be described as "Victorian era". The following is a listing of terms used to describe this period:

It is a bit difficult to define exactly when the "Victorian Era" began. It could have been with the invention of steam power, it could have been with the early development of the Industrial Revolution, or it could have began with the end of the Neo-Classic era. The end of the Victorian Era is not nearly as vague; it ended decisively at 1914 with the assasination of Archduke Ferdinand and the beginning of the first World War.

Given their close proximity, the Georgian era (pre-Victorian) and the Edwardian era (post-Victorian) are also fair game.

The alert reader will also note that throughout this page I frequently make reference to people and works that are very much pre- or post- Victorian and I don't stick exclusively to English authors. Likewise, I have provided numerous references to thematically-relevant roleplaying games and suppliments, which are decidedly contemporary. If this bothers you, remember: we're just playing a game here; we're not doing an honor's thesis.

Disclaimer / Warning / Notice / Caveat / Frosty Bananas:

As everything else on this site, this page is a work in progress. If you can think of any examples to add or links to make, please tell me.


Life And Times Themes

This subset of themes deals with the more reality-based stories of the Romantic era.

These themes might seem a little boring at first glance, perhaps a little tragic at second glance, and a bit silly at third glance. Keep in mind that even if you don't have an adventure that is wholy confined to the "Life and Times" themes, these make for a nice backdrop upon which you can set more elaborate or interesting props.

Further Reading

High Society

Portrait of Jane
Austen

Steeplechases, stately mannors and matters of church and state characterize this theme.

Historical People and Events

Books, etc.

Social Reform

Sufferagette, strife between the classes, the abolition of slavery and reconstruction, the integration / exclusion of minority groups, immigration, the plight of orphans. (I need to turn this into an "Overtones" section)

Historical People and Events

Books, etc.

Humor

Comedic dialogue, cinematic scenery, terribly theatric and characiture-ish people.

Historical People and Events

Books, etc.

Progress and Discovery Themes

The Victorian era was a time of great increases in education that led to rapid technological progress. Inventors of this day and age strived not only to come up with new inventions, but find ways to apply new knowledge to day-to-day affairs.

An adventure based on one of these themes could become a Scientific Romance adventure with just a little encouragement.

Educational Reforms

The following table shows advances in education in England durring the 1800s:

1840 The first teacher training college opens in London.
1844 The Factory Act requires that factory children must have six half days of schooling every week.
1870 The Education Act creates Board Schools. It costs parents one penny per child per week although there is a special deal that three can go for the price of two! This creates bad feelings amongst some families: the children cannot go out to work and earn money, instead they now cost money. Many children do not go.
1880 Compulsory schooling for children aged 5-10.
1891 Board school fees abolished.
1899 School leaving age raised to 12.

Children were taught the three R's; Reading, wRititng and aRithmetic. Girls are also often taught domestic subjects whilst boys are taught craft subjects.

Paper, pens and ink are expensive so children write on slates, wiping them clean after each topic, ready for the next, new one. Hence the expressions "start with a clean slate" and "wipe the slate clean".

As society became more literate, there became a greater demand for new reading material. Novels, newspapers (no longer taxed after 1855), magazines, travel guides (and other non-fiction), comics etc were becoming more freely available. The steam printing press (1814) ensured quantity so costs were reduced.

Many Educational reforms were made in the U.S. as well. By 1860 all states had some elemntary schools supported by taxes. However, the majority of high schools are in the North. Greater literacy led to greater availability of literature: in 1835 The New York Herald was first printed, cost one cent; in 1851 The New York Times wass first printed. In 1879 in Pennsylvania, a school was established by Richard Pratt to teach Indian children.

[TH: whole section]

Industrialization

The elements of this theme are trains, steam ships, factories, and telegraphs. The characters in this theme are factory workers and robber barons.

The Locomotion on its first journey in 1825

Overtones

Historical People and Events

Books, etc.

Roleplaying Resources

Invention

Electricity, medical advancements, other technological discoveries, and the invention of many new games and other forms of entertainment.

The "Spirit of Invention" of the 19th centry has carried well through into the 20th and 21st centuries.

Historical People and Events

Books, etc.

Mystery

Dr. Watson and Sherlock Holmes - Illustration by Helen
Cohen

Clues, detectives, and no-goodniks-on-the-loose characterize this theme. Many of scientific, medical and technological the advances of the 19th centry were applied to forensics and detective work to help solve mysteries and apprehend criminals.

"Detective" stories became very popular in the 19th century. The reader liked being challenged (can they work out who did it before the end?) and since many stories were set in the great capital itself, the stories were brought closer to home and familiar. Huge compendia of Victorian detective fiction have been compiled, including: Rivals of Sherlock Holmes edited by Alan Russell, Victorian Detective Stories edited by Michael Cox, and The Mammoth Book of Golden Age Detective Stories edited by Marie Smith. [TH]

Adventures based on this theme would contain mysterious clues and cryptic notes that slowly paints the whole picture and leads the adventurers through a series of puzzles and traps. 'Mystery' adventures begin to edge more into the realm of the creepy and the weird and can be spiced up with a dollop of the Horror or Supernatural themes.

Overtones

Historical People and Events

Books, etc.

There were a number of noteworthy mystery-solvers and mystery-makers in Victorian times.

And some not-quite-Victorian stories that still fit well in this theme:

Travel and Adventure Themes

This next subset of themes depicts the spirit of "discovering new horizons" that characterized the Victorian age. Pick one of these themes if you want to take the adventuring off shore, see the wonders of the world, and maybe have a little "Indiana Jones" style fun.

High Seas

The Queen Anne's Revenge

The elements of this theme are ships, pirates, buried treasure, and giant sea monsters. You could pepper this theme with elements of the 'Fantasy' theme (mermaids, hidden paradisical islands), or with elements of the 'Horror' theme (a la Rime of the Ancient Mariner).

Overtones

Historical People and Events

Books, etc.

There is a variety of high-seas fiction written by 19th century authors, and a good deal written by modern writers.

Roleplaying Resources

Exploration

Charles
Darwin

The 19th century was a period of great exploration and discovery.

Exploration-themed adventures have the greatest chance of bridging into another theme. The characters could enter a hanted house / cursed catacomb at which point it becomes a 'Horror' adventure. The characters might stumble through a portal of some sort that takes them to Wonderland, Narnia, or Oz at which point it becomes a 'Fantasy' adventure. Their explorations might take them off the continent at which point it becomes a 'High Seas' adventure. Alternatively, the characters could find a lost, prehistoric island, at which point the adventure becomes a 'Scientific Romance'.

Overtones

There are several, somewhat complementary overtones to the Exploration theme:

Historical People and Events

There were a great many explorers in the Victorian age.

Books, etc.

And here are some not-quite-Victorian-era resources that could still be good places to get ideas.

Roleplaying Resources

Conquest

The Duke of Wellington

There were a number of wars and imperial conquests during the Victorian era. Cannons, generals, navy ships, and spies characterize this theme.

Historical People and Events

Books, etc.

Wild West

No discussion of the 19th century would be complete without a mention of the Wild, American West. Gun-slinging cowboys getting into barfights in tumbleweed-strewn mining-towns typifies this theme.

Overtones

Historical People and Events

Books, etc.

Numerous Wild West stories have been written by modern authors, a testament to the enduring appeal of the Old West.

Roleplaying Resources

Strange and Fantastical Themes

This next subset of themes concerns all things strange and peculiar.

Horror

Count Dracula

Vampires, werewolves, zombies, and all the denizens of the Lovecraftian bestiary characterize this theme. The characters could run into strange occultists, curious artifacts and ancient leather-bound books that will drive you insane should you attempt to read them. Here's your chance to blow the dust of the fright check table and give it a workout.

The 'Horror' theme could be considered the "universal donor" of all the themes; you can add horror elements to nearly any of the other themes mentioned on this page. While the 'Horror' theme can work well as a standalone, it often works better for "peppering up" some other theme.

Overtones

Historical People and Events

Books, etc.

The Victorian age was rife with horror stories:

And some not-quite-Victorian-era stories that fit well into this theme:

Roleplaying Resources

Fantasy

Illustration of Alice in
Wonderland by Sir John Tenniel (1865)

This theme explores the fantastical worlds that lie just ouside our reach: the lands of dreams, the astral plane, Fairyland, or even the magical land of Oz. Obviously, this theme presents numerous opportunities for world-hopping. This theme also presents opportunities for the characters to gain some magically-conferred advantages.

Victorian Fantasy stories have their own feel to them; they are not "hardcore" fantasy a la Conan or Dungeons & Dragons, nor are they "mythic" fantasy a la Hercules or Xena. Instead, Victorian Fantasy has more of a Fairy Tale quality (complete with pixies, mermaids, wood nymphs and brownies); much more light-hearted and impish. The movie Willow, for example, captured a lot of those Fairy Tale qualities in its depiction of magic.

Overtones

Historical People and Events

Books, etc.

There is a large number of 19th century fantasy stories. The characters could be whisked away to any of these fantasy worlds.

And some not-quite-Victorian-era stories that fit well into this theme:

Roleplaying Resources

Supernatural

Drawing of Daniel Douglas Home Levitating - circa 1860s

These tales were termed "Ghost Stories" by the Victorians. Here we delve into man's dealings with spirits and beings from beyond the grave. Ghosts, mediums, psychic powers, crystal-ball readers, are the elements of this theme. Quite possibly, some angels and devils could show up as well.

This theme can borrow quite heavily from the Horror theme but there are some characteristics that set it apart. Where Horror has zombies and vampires, Supernatural has ghosts and angels. Also, Supernatural-themed stories tend to have more of a moral story to them and often a happy ending. Some Supernatural-themed stories contain no blood or gore and are not scary at all.

Overtones

Historical People and Events

Books, etc.

The Victorians took a singular interest in the supernatural:

And some not-quite-Victorian stories that fit well into this theme:

Roleplaying Resources

Scientific Romance Themes

This is Victorian era science fiction. Here we begin to explore such things as space exploration, invaders from outer space, and even time travel. These type of stories are often referred to as "Scientific Romances" because they are sci-fi stories that were written durring the Romantic era. Some opportunities for world-hopping here.

Scientific Romances were the predecessors of "Golden Age of Sci-Fi" stories and are very much in-line with the gameworld and technologies of "Golden Age" stories. There are time machines, spaceships and ray-guns but the details of how they work needn't be laboriously explained. There are computers but they are rather primitive (little more than Babbage engines) and have little or no concept of networking (hence, there are no "netrunners" or "cyberdecks"). There are no man-machine hybrids (hence, no cyberware) except to show some symbolic moralism (i.e. Darth Vader). There can be aliens, but they're usually either "Little Green Men from Mars" or some variation on the "giant insect" motiff. Multi-tentacled aliens are not unheard of, either (a la Kang and Kodos from The Simpsons). For inspiration, think along the lines of the original Flash Gordon series, the original series of Star Trek, the original Twilight Zone, or the long-running Dr. Who.

The term "science fiction" may have first been coined as early as 1851. (Unconfirmed, can anyone refute / confirm that?)

Weird Science

Dr. Frankenstein's Monster

This theme explores such ghastly ideas as vivisection of men and animals to create monstrous creatures and remarkable chemical concoctions that can alter one's character. This theme typically includes elements of both the 'Scientific Romance' and the 'Horror' themes.

Overtones

Historical People and Events

Please note that even though the title of this theme is "Weird Science", the historical people / events listed here are by no means "weird" at all. Rather, they demonstrate the inventive and avant-garde experiments of the Victorian era, some of which have proven very useful in modern medicine.

Books, etc.

And some not-quite-Victorian stories that fit well into this theme:

Steampunk

A Babbage Engine

This theme is essentially the 'Industrialization' theme taken beyond it's logical extreme. 'Steampunk' has become a literary genre in its own right, portraying an alternate reality where the computer revolution occurred a hundred years earlier, coinciding with the industrial revolution. It depicts a mid/late-1800s England replete with Babbage Engines, steam-powered carriages and submarines, clockwork automatons, rapid-fire rifles, and numerous other incredible gadgets. This theme is often used as a cheap excuse for people to have essentially modern adventures (with all the computers, vehicles, weapons and gizmos they could want) in a Victorian setting.

Perhaps more than any other theme, Steampunk requires the most alterations to the gameworld you are playing in. With just about any of the other non-reality-based themes, you can have elements that suddenly appear and disappear (a ghost manifests, the adventurers discover a time machine, zombies rise from the grave, you fall down a rabbit hole, etc), but in order to rationalize a Steampunk-themed adventure, the historical timeline needs to be altered and there needs to be a certain amount of infrastructure in place. Engine technology would need to be to be highly-developed and used for a variety of tasks: printing, textiles, computation, data storage, tax records, etc.

Overtones

Historical People and Events

Books, etc.

The alert reader will note that none of the works cited below were written by authors living in the 1800's. This is because the Steampunk genre is a wholly contrived mllieu that has sprung from the minds of contemporary writers who have jettisonned the Cyberpunk genre back a couple of hundred years.

And some not-quite-Victorian stories that fit well into this theme:

Roleplaying Resources

Marvelous Machines

Victorian authors marveled at the wonderous steam-powered machines of their day and age, and further marveled at what machines might be built in the near future...

Historical People and Events

Overtones

Books, etc.

A number of these stories described inventions that didn't exist at the time they were written, but eventually became a reality.

Space Travel

'War of the Worlds' illustration from
Pearson's Magazine, by Warwick Goble, 1897

Overtones

Books, etc.

Many Scientific Romance stories depicted travel to the moon or nearby planets. Like the 'Marvelous Machines' stories above, many of these stories came true.

And some not-quite-Victorian stories that fit well into this theme:

Time Travel

Cover illustration to The Last Man by Mary Shelley

Historical People and Events

Overtones

Books, etc.

And some not-quite-Victorian stories that fit well into this theme:

Roleplaying Resources


Using the Themes

The above list of themes has been divided into logical groups to help you use them. The gameworld you play in could be centered around a particular group of themes, such as the Scientific Romances, or focused on a single theme, i.e. Gothic Horror. If this is the desire of the players, some consensus should be built around what theme (or themes) you want to build the gameworld around.

Another use of these themes is in character design. The character would have motivation(s) that lead him into adventures based on that theme: if it's High-Seas, he wants to go find treasure; if it's Mystery, he's a police detective; if it's Fantasy, she's curiouser and curiouser.

Above all, the themes can be used to make backdrops for adventures and provide a nice fertile ground where some adventure seeds could grow. But the above list is by no means exhaustive, and you should not feel like you need to stick doggedly to any single theme. Having a series of adventures that draws from a variety of the above themes will make for a more varied and interesting campaign. Feel free to color outside the lines and feel free to engage in...

Mixing the Themes

There are several ways to mix up the themes in an adventure. The first way is to have the adventure start out looking like it's themed one way, but then it changes course. The Exploration and Mystery themes work particularly well as gateways into more fantastical themes. Gulliver's Travels starts out as 'High Seas' and becomes 'Fantasy'. The Rats in the Walls by H. P. Lovecraft starts out as a 'Mystery' and becomes 'Horror' halfway through.

Another way to mix up the themes is to have a single adventure that carries two or more of the above themes from start to finish. A good example of a story with a blend of the above themes would be The Island of Dr. Moreau: the 'High Seas' theme is there (it's an island); the 'Mystery' theme is there (find out what the good doctor is up to); the 'Weird Science' theme is there (incredible vivisections perfomed on animals); and the 'Horror' theme is there (nasty mutant animals that incur fright check rolls). Another good example is 20,000 Leagues Under the Sea, which also has a good blend of different themes: 'High Seas' (right there in the name), Steampunk (Dr. Nemo is very much a Steampunk character, countryless, godless, a seperatist) 'Horror' (big, nasty squid) and 'Marvelous Machines' (A submarine powered extensively by electricity).

Rather than taking all the trappings of a theme, part and parcel, you can instead use just an element or two as a plot device. For example, instead of having a Steampunk-themed adventure that is heavily decorated with Engines and Automatons, you could instead have a Mystery themed story where a prototype Engine has been stolen and the detetives need to discover who stole it. In this example, the Steampunk Engine is merely a plot device and not a major theme.

It might be a bit of an overload to try to mix all of these themes into a single adventure. If you can pull it off though, more power to you.

Beyond the Themes

The purpose of the page is to incite the imagination, not to dampen it. The themes presented here should help to give you some ideas of adventures you might do, but please don't feel like you need to limit your adventures to just the themes on this page. You could invent some kind of Victorian era Gangster / Mafia organizaion that the characters go up against. If the adventurers were to get inside H.G. Well's Time Machine, they could very well find themselves transported to a distant Caveman setting or forward to a Brave New World setting. Experiment, and enjoy.

Scraps

This is the dumping ground for all the little tidbits that I think are neat but haven't found a place for yet.

There are several other themes I might add:

Historical People and Events

I'm not quite sure where to put these.

Books, etc.


Contributors

Numerous contributions to this page were made by a fellow Victorian gamer on the net, Tim Hewitt. His additions are denoted with [TH].

Stuart Park, another Victorian afficionado, made some contributions to this page, indicated by an [SP].

Cameron Fairchild, a Space, 1889 player, set us straight on the origins of Baseball. His comments are labeled with a [CF].

Hank Harwell informed me of the role of William Booth in founding the Salvation Army. His comments are labeled with [HH].

Disclaimers

GURPS is a trademark of Steve Jackson Games. This text on this page is an original work, is not official, and is not endorsed by Steve Jackson Games.

None of the images on this page are mine and all of them link back to the sites where I found them.