Game Design

Another Day, Another Gold Piece: 9 Unusual Historical Occupations For Your Game

Gnome Stew - 22 March 2019 - 5:00am

Image courtesy of

RPGs, like great historical dramas of imaginary history, tend to focus on the grand exploits of those whose names make it into the books: kings, queens, popes, caliphs, charlatans, and generals. But those are just the faces at the front; no movement, no city, no kingdom is possible without vast armies of people holding it up. Every bite of bread in a duke’s meal passes through hundreds of hands who till, mill, transport, guard, and bake it. Every stone that falls during a castle siege was once lifted by the back of a worker history forgot. But this is fantasy, and if our stories can raise the dead in howling masses to swarm over invading armies, surely we can raise up humble heroes who maybe never became kings, but instead made a difference in their small corners of the world.

Plus, if I read one more character backstory about a long-lost heir growing up in obscurity*, my eyes will roll so hard I might swallow them.

Most fantasy games do a pretty good job of providing a variety of backstory options: you can be royalty, soldiers, guild merchants, entertainers and more. Often, there’s an “other” option that provides the ability to play characters with more prosaic backgrounds. Frequently, these are light on detail, and for good reason. At first blush, it’s hard to argue for playing a mud-spattered peasant hacking away in a field when you can play a cloistered wizard or swashbuckling pirate.

With that in mind, this article is here to help you flesh out that “other” category a little bit, splitting into four main areas of lowborn adventure. The focus of this article is on games that at least somewhat model a fantastic version of semi-medieval or Renaissance Europe**. There are absolutely other games, and strong reasons to branch out beyond a teeny-tiny sliver of the world’s population when building out unbounded worlds of the imagination, but even that sliver has some depths we still haven’t plumbed in fiction and games. For instance: how did cities of tens of thousands of people handle waste without underground sewers? Read on to find out. You know you want to.


Guild artisans in most games tend to focus around martially-applicable skills. Woodworking, stonemasonry, and maybe brewing. While artists may be (in fact probably are) members of guilds, a player or GM may want to focus on those specialists whose areas of expertise purely operate within the realm of the decorative. It’s tempting to write off such characters as flighty, irrelevant comic relief, but consider this: for an individual to make a living in any of these fields, they had to be at the absolute top of their artistic game, with sufficient customers to make a living—often an extravagant one. When power stemmed directly from proximity to the throne (or its delegated representative), these artists were sometimes able to wield considerable influence …for an individual to make a living in any of these fields, they had to be at the absolute top of their artistic game, with sufficient customers to make a living—often an extravagant one. When power stemmed directly from proximity to the throne (or its delegated representative), these artists were sometimes able to wield considerable influence… Share1Tweet1Reddit1Email—Catherine de Medici’s personal perfumer, Rene le Florentin (Renato Bianco), followed her to court at France, and may have even had secret passageways between his laboratory and her quarters.

Perfumer: of all the roles to ignore, this seems the easiest, until you consider that in order to have any kind of success with this relatively new technology, practitioners required regular access to exotic substances like musk and ambergris, in addition to laboratory facilities robust enough to extract oils from a dizzying array of other plants and even animals. Combine this with the fact that many nobles liked to have everything from their stockings to their gloves scented, a perfumer is the perfect place to start as a poisoner, or as the victim of an elaborate framing (as may very well have happened to poor Mr. Bianco).

Clothier: Being a tailor is a demanding job for any population—people of all shapes need to wear clothes, after all. As with everything else, however, working with nobility carried greater risks and greater rewards. Like all artists in this section, a gifted tailor had direct access to the halls of power, and the ability to define tastes for a generation. Additionally, many nations had sumptuary laws that prohibited individuals from dressing above their station. Any attempt at deception in the halls of power absolutely requires, if not a professional clothier, at least someone with a keen eye for detail and access to clothing that it would otherwise be illegal to own.

Visual Artist: Are you a visual artist? If so, cool. You can skip this section. You already get why artists are awesome and I don’t need to convince you.

If you’re not an artist, do me a favor. Draw someone. Your best friend. Yourself. Take as long as you need. Okay. Done? Do you think you could hand this to someone and have them pick out who you drew from a lineup? Another exercise: do the same thing with an object. A building. A strange plant or an even stranger animal. Remember that (absent world-changing magic) characters in these games exist without cameras or photocopiers. In addition to the access that any successful artist has during this time to the movers and shakers in their corner of the world, a visual artist has the nearly-magical ability to reproduce sights and structures that their audience hasn’t actually seen. Consider the chaos that an artist who has witnessed a crime committed by a well-connected protagonist can create.

Of course, this ability isn’t sorcery—it’s the result of painstaking training that can take up to thirteen years. But in the real world, it’s hard to argue with the results; works like the Sistine Chapel ceiling and the Vitruvian Man, as well as countless other visual masterpieces by artists named after mutant ninjas, speak to the power of art to speak to the human (or turtle, or rat) spirit.

Contrary to expectation, consider giving characters with artistic backgrounds bonuses to intimidation rolls (to represent the scary amount of power they can wield by proxy) or deception rolls, representing their skill in mimicking the customs of those they spend so much time around.

Noble Servants:

Dunrobin Castle, Scotland. Image courtesy of

Distinct from courtiers or hangers-on, these are the people who do the actual work in a palace or estate. For every pampered nobleman or noblewoman, dozens or hundreds of people scurried invisibly in the background to ensure that arms were properly sewn on clothes, bread was baked, and candles were made. The number of servants a given noble had varied by rank, with barons having about 45, and royalty sometimes having nearly a thousand just for themselves. Some roles have more potential for adventuring than others—the more a lord or lady relies on a character, the less likely they are to be able to go dig around uninvited in a dragon’s stuff. Servants can include the usual exciting fairy-tale entries such as hunters, knights, and whipping-boys but also include such easily-overlooked roles as:

  • Valet of the Chamber: this role encompasses a number of potential duties within the palace—while it can be as menial as looking after a noble’s clothing and ensuring he or she is dressed well, this can also include work such as scheduling a lord’s time and determining whose requests make it onto the Queen’s reading list. While such valets may not have much spare time when duties called, thankfully, in the case of more important royalty, a different valet is assigned for daytime and night-time roles.
  • Stable-Keepers/Carters: If someone’s coming or going in a castle, odds are good that those who are responsible for driving and maintaining the only available methods of transit are going to know all about it.
  • Groom of the Stool: Exactly what it sounds like. This person was responsible for helping a noble in their most vulnerable state. Sure, it’s not glamorous, but no one in a castle is more likely to know the precise, gruesome details of a king’s health. More than an encyclopedic knowledge of what a given member of the aristocracy ate the day before, such individuals are very likely also…privy…to state secrets, and if someone’s looking to hide a secret affair (or the fallout from one), no one is more likely to know than the groom of the stool.

Note that noble servants generally have the run of a castle, and can be virtually anywhere without arousing too much suspicion. They’re also the most likely to know all the ins and outs of palace intrigue, without necessarily being invested in any of it. GMs interested in creating a mechanical benefit for castle servants may consider providing a bonus to rolls for stealth within the castle or among other servants, or for knowing the deep, dark secrets of those in power. Alternately with unfettered access to treasuries, wardrobes, and other resources, careful or canny characters can supply an entire adventuring party if they’re careful to cover their tracks (or to return what they’ve “borrowed” before the next time a blue blood needs it).

City Infrastructure:

Image courtesy of

Even cities of just a few thousand can produce a truly prodigious amount of really gross fluid. And when you factor in the inherent squickiness Medieval or Renaissance diet, well…someone had to make the drains run on time. As anyone who has been to an outdoor festival can tell you, you can’t just take thousands of people into a field and expect everything to sort itself out. Those who are responsible for maintaining the gruesome underbelly of a city are every bit as important as those tending to the comfort of the upper classes, even (maybe especially) if those upper classes never see them.

Gong Farmer: Let’s talk about toilets. When heeding the call of nature, if a citizen of a medieval or Renaissance city was very lucky, they may find themselves near a “house of easement” over a river that conveniently washed away the evidence. As we all know, PCs are almost never actually lucky, so why not lean in and make a character or an NPC responsible for mucking out latrines and keeping the results outside the city? To add injury to insult, in the Ancient Roman Empire, these latrines were occasionally known to host dangerous creatures or explode, and …if there’s anything your game needs more than a fireball spell, it’s a spontaneous fireball made of methane and decaying feces. Share1Tweet1Reddit1Emailif there’s anything your game needs more than a fireball spell, it’s a spontaneous fireball made of methane and decaying feces.

Sure, the job may be gross, but it also has its upsides for PCs. Some cities (such as London) enforced a strict curfew during this time period, and not only were gong farmers allowed to be out during this time period, but they were only allowed to be out during this time period for obvious reasons. It’s hard to find a better job (or at least a better cover) for characters looking to skulk around a city at night. In the real world, gong farmers routinely succumbed to disease or even suffocation from their work, but heroes are above such concerns, and might get a bonus to resisting poisons or diseases.

Bathhouse Management: Contrary to popular belief, bathing was a popular practice during much of the middle ages. In addition to private baths, most large cities sported public bathhouses, which were destinations in and of themselves. In England, such houses were called “stews” or “stewes” and were popular places to socialize, play games, and…do other things that one would imagine might be done in such places. Simultaneously places to get squeaky clean and to purchase some company (*cough*) these bathhouses were often owned by prominent clergy, which prevented their somewhat less-than-savory reputation from getting them closed. Additionally, they were also often professionally run by members of a guild every bit as educated and exacting as any other. Characters who run a bathhouse likely make a good living, but also have access to members of every strata of society, a great deal of privacy, and eyes everywhere. Yes, everywhere.

Vermin Hunter: Forget rats. Give me wild freaking pigs. In the 1300s, London had so many wild pigs hunting through the garbage in the streets that they had to appoint official swine killers, paid a bounty for each pig they brought in. In a city without any centralized method of waste management, fighting vermin isn’t so much a battle as a continuous, all-out, unwinnable war against nature. Vermin hunters in an RPG have a perfect excuse to be pretty much anywhere gross creatures can be found (basically everywhere) and to lay traps, carry weapons, and drag suspicious-looking bags leaking bodily fluids through the street without anyone giving them a second glance. Consider giving characters with a background in vermin hunting bonuses to tracking and fighting creatures that share habits or anatomy with the scavengers of the city.


High-flying games full of nobility, honorable (or dishonorable) combat, and intrigue among the upper classes are a lot of fun. But in history, there was a whole world of stories going on beneath the noses, feet, and…other body parts…of the gilded elite. These stories can intersect with and inform kingdom- and continent-spanning adventures, or can provide fodder for games that never set foot outside their home city. Even if you don’t use these character occupations for your PCs or prominent NPCs, it’s worth thinking about how those with these jobs and hundreds more made their living when the circumstances of their birth didn’t guarantee them immortality in the history books.

So what are your favorite unusual occupations? Did I miss any that you don’t feel your game world is complete without?

  • The Time Traveler’s Guide to Medieval England: a laser-focused guide to England in the 1300s, this incredibly detailed guide is a romp through the history, culture, and ideas of a very specific time and place. If you can make it through the first chapter, the rest of the book is truly gripping.
  • Everyday Life Through the Ages: What can I say about this book? No, really. I have no idea what to say about this book.
  • Making Good Scents: Fragrance in the Middle Ages and Renaissance: This article by Barbara D. Diggs is an excellent overview of the topic of perfumery during this time period. Take some time to look at some of her other excellent writing too, while you’re there.
  • Medieval Jobs: A straightforward list of medieval jobs that goes a little bit further than nobleman, innkeeper, merchant, criminal. Useful for fleshing out larger lists of NPCs.


*Yes, I know that it’s a popular fantasy trope stretching back to the beginnings of the genre and that the biggest authors do it, but it loses its power when your ragtag adventuring party is basically a Dark Ages version of the UN in exile. If your group enjoys those characters, go you. But maybe consider branching out?

**If you find yourself digging through this article looking for any hint of historical inaccuracy, hooo boy are you in for a treat. I’m deliberately mashing together multiple areas and time-periods with game stuff in mind, so there’s going to be no shortage. You are very smart.

Categories: Game Theory & Design

Toejam and Earl Back in The Groove Design Examination - by Josh Bycer Blogs - 21 March 2019 - 11:13pm
My thoughts on the new Toejam and Earl game and how well the design holds up, with design breakdown video.
Categories: Game Theory & Design

Games software/hardware to top $200 billion by 2023 despite short-term questions - by Tim Merel Blogs - 21 March 2019 - 11:12pm
Digi-Capital's Games Report forecasts that games industry software/hardware combined could drive well over $200 billion revenue by 2023, despite short-term concerns about public games company valuations
Categories: Game Theory & Design

Lone Hero Dev Journal 2 | Finding Our Art Style - by Petter Dahne Blogs - 21 March 2019 - 11:11pm
I talks about how we at Lone Hero Studios took the first steps toward creating the art style for our new game.
Categories: Game Theory & Design

Why Stadia can be the biggest shake of the video games industry in 15 years - by Carlos Peinado Blogs - 21 March 2019 - 11:10pm
Stadia, if it manages to overcome all its technical challenges, might mean for the video game industry what Steam meant 15 years ago: a deep change that forces every player in the industry to rethink how they do business.
Categories: Game Theory & Design

Opinion: After Christchurch - What we owe our game communities

Social/Online Games - Gamasutra - 21 March 2019 - 2:37pm

Katherine Cross takes a look at the recent white supremacist terrorist attack in New Zealand, and unpacks what game developers must do to keep extremist views from taking hold in their games' communities. ...

Categories: Game Theory & Design

Gnomecast #62 – Post Twitch Stream Tech Talk

Gnome Stew - 21 March 2019 - 5:53am


Join Ang, Chuck, John, and Matt for a discussion about the technology needed for presenting a gaming stream. This episode was recorded following Gnome Stew’s first actual play stream on Twitch, and if you missed the stream, you can catch the recording of “The Gnomes Do Mortzengersturm, the Mad Manticore of the Prismatic Peak” on the Gnome Stew YouTube channel! Will these tech gnomes be able to figure out how to avoid the stew this week?

Special thanks to Meghan Dornbrock for the fantastic gnome character art!

Download: Gnomecast #62 – Post Twitch Stream Tech Talk

Keep up with all the gnomes by visiting, following @gnomestew on Twitter, or visiting the Gnome Stew Facebook Page. Subscribe to the Gnome Stew Twitch channel, the Gnome Stew YouTube channel, check out Gnome Stew Merch, and support Gnome Stew on Patreon!

Follow Chuck at @InnocuousChuck on Twitter.

Follow John at @johnarcadian on Twitter and check out all his work at his website,

Check out Matt…if you can find a way.

Follow Ang at @orikes13 on Twitter.

Categories: Game Theory & Design

Avoiding Crunch Mode: How Studios Can Beat Burnout - by Johan Karlsson Blogs - 21 March 2019 - 1:47am
Crunch mode, burn out - found in many studio environments, the price can be high. I look at the causes and ways that studios are successfully preventing it happening again.
Categories: Game Theory & Design

Observations From A Gamer's Chair: My Gaming Shame: Ignoring a New Player

RPGNet - 21 March 2019 - 12:00am
When you become too comfortable with your campaign and group, new players joining may suffer.
Categories: Game Theory & Design

Google Stadia supports the Xbox Adaptive Controller

Social/Online Games - Gamasutra - 20 March 2019 - 2:23pm

Google unveiled a controller alongside its cloud-based game streaming service Stadia this week, but players aren't locked into using Google-made hardware to play games on the service. ...

Categories: Game Theory & Design

Opinion: Chez Stadia - Google's new cloud platform

Social/Online Games - Gamasutra - 20 March 2019 - 11:53am

The announcement for Google Stadia was absolutely perfect and flawless. It also told us exactly nothing about the relevant aspects for content creators or consumers. ...

Categories: Game Theory & Design

Stadia's biz dev director talks challenges, opportunities in new age of cloud games

Social/Online Games - Gamasutra - 20 March 2019 - 10:05am

Gamasutra speaks with Jack Buser, director for games business development at Google, about the boxless future that Stadia is promising. ...

Categories: Game Theory & Design

Gnome Stew Notables – Mabel Harper

Gnome Stew - 20 March 2019 - 5:49am

About Mabel, in her own words: I’m a transgender woman of color who enjoys pictures of cats, long walks on the beach, playing guitar, and writing about skinless horrors. I’ve been writing fiction and designing my own tabletop RPG material and have been blogging some of it at a blog full of demons. While I have some projects in the works that I’m hoping to sell, I love putting stuff up for free on my blog. To me, the most joyous thing I can do is share my weird, horrible creations with people who might enjoy them.

Find her on Twitter, or on Patreon!

Tell us a little bit about yourself and your work? What project are you most proud of? My name’s Mabel Harper. I’m a musician, writer, graphic designer, and apparently a game designer. I’m proud of a lot of things, but I don’t think I’m proud of anything I’ve done in games quite yet. But I’m working on stuff that I hope I can be proud of. What themes do you like to emphasize in game work? Violence, the horror of it, and alternatively the value of it. Body horror, because dysphoria is bullshit. Moral relativism. Shit that goes bump in the night. Speculating horror, cruelty, and terror, and what we can/might/shouldn’t do in the face of it. Consequences, good or bad, because life is just a series of those and then you die. How did you get into games? Who did you try to emulate in your career? I got into games much the same way I got into anything else, whether it’s music or fiction: I saw a bunch of things I liked, and wanted to make my own because even out of the things I fell in love with, none of it fit just right. I also don’t think I can talk about who I’ve tried to emulate or not, because, similarly, even of the people whose work I love, respect, and find influential, I can also see a lot that I don’t want to reiterate. I can see a lot missing that I want to put out there. Do you have any advice for others getting into the industry? Take care of people. Kill cliquish behavior. Make good art. Think before speaking. Seriously, think before speaking. What do you think the most important things in gaming are right now? Radical games by queer people and people of color, especially works that fall outside of what overly polite white liberals want or expect of us. What’s your meaningful gaming experience? My most meaningful game was a five or so year one-on-one game with my best friend at the time, where we did a lot of exploration of, at the time, taboo things such as queerness, sexuality, violence, moral philosophy. It ended badly. What’s the most important change you could see occurring in the industry? People not overly concerning themselves with what kinds of games other people play, especially considering that they likely don’t comprehend the unique factors that occurred on both a societal and individual level that shaped someone else’s preferences. If we could strip the judgment out of that, try to see where people are coming from, and, as long as it doesn’t hurt anyone else, respect what they play, I think we’d see a much brighter community. Anything else you want to add? More OSR and storygame people should be friends. There’s been enough war and trauma in this space, and I’ve met so many people in the space who are traumatized/depressed/otherwise possess some kind of mental disorder, and the constant conflict just makes it all worse. Hell, I fucking have dissociative identity disorder and PTSD, and that leads to a lot of ambivalence on my part towards the community. It’s really bizarre and disheartening. But I have good friends from both sides of the gaming spectrum, and, now that one of the major forces behind that Balkanization is gone (thank godddd), I truly think healing that divide is possible.
Categories: Game Theory & Design

Can Video Games Be Used to Teach Children Empathy? - by Jori Hamilton Blogs - 20 March 2019 - 3:53am
Can video games be used to teach children empathy? Recent research suggests yes. Intentional video game design can help improve children's emotional capacity.
Categories: Game Theory & Design

Collapse : Pitch for a management simulation - by C Bel Blogs - 20 March 2019 - 3:51am
Economic collapse is a well known scenario, could it not be used as a simulation pitch ? It would be original, educative, and ... violently fun. Here, I'll describe what could be basic rules for such a simulation game.
Categories: Game Theory & Design

Combining Game Development Project Roles: Do's & Don'ts - by Pavel Shylenok Blogs - 20 March 2019 - 3:49am
A good game development team is a must if you want to create a worthy game. And it is okay for team members to cover several roles at once if it's done right. So in this article, we'll give you some recipes for reducing the chances of failure.
Categories: Game Theory & Design

The flow applied to game design - by Daniel Berube Blogs - 20 March 2019 - 3:49am
In this post, I will explain what is the flow theory and how can we applied it while designing a video game.
Categories: Game Theory & Design

Game Design Discussion: Gathering Quests Sucks - by Davide Aversa Blogs - 20 March 2019 - 3:48am
I hate gathering quests. Whenever a gathering quest pops out in my single player experience, I get furious. Unfortunately, this is a virus that it is spreading. Therefore, I needed to make a stand. This article is my stance: gathering quest sucks.
Categories: Game Theory & Design

Shape Theory in Level Design - by Max Pears Blogs - 20 March 2019 - 3:42am
Shape Theory is a theory we all know apart about and we are aware of it subconsciously. Here I break down how it can be used for level design and how it is used to encourage the player to act certain ways.
Categories: Game Theory & Design

The Story of the Story - by Joel Sammallahti Blogs - 20 March 2019 - 3:33am
Introduction to the background of Iron Danger's story.
Categories: Game Theory & Design


Subscribe to As If Productions aggregator - Game Theory & Design