The Iliad as Source Material
As I read more classics I find that different mythologies seem to present entirely different worlds. The world of the Iliad, for example, is so different in certain ways from that of the Irish Fiona, that the systems which run these mythologies would have to be in some ways intrinsically different. For example, the handling of magic. In the Irish World of the Fiona, magic is imbued into the very living substance of the universe, and the question is how easily one can migrate between our world and the Otherworld (tir na nog). In the Iliad, however, there is no sense of humans transporting between worlds, but rather it is the Gods who step down from on high and invade ours. Rare is the hero who enters the Otherworld in Greek Myth. Common is he who does so in the Celtic Mythos.
Were I to create a world for running an “Iliad” game, that world would have Gods of non-infinite powers, who act directly in the game, who can be wounded by mortals (such as Diomedes, who causes Aphrodite to bleed the famous Ichor of the Gods), and who scheme and connive their way throughout the entire fabric of the story. In fact it is a story about the competitions and victories of the Gods, and almost incidentally about the Heroes. This world would require strong rules for handling God-like Powers, and for it to be reasonably sporting, the Player Characters would pretty much need to be Heroes and the children of the Gods. Conversely, you could play it low level, in the same world, where the Player Characters come within approximate range of the Heroes, get occasionally swept up (dangerously so, I should think) in their Quests, and perhaps return to the village either a richer or wiser or stronger somehow. Either way, it would be an interesting world, but the rules would have to support it.
On the other hand, when we look at such fairy tales as Kil Arthur, the son of the King of Erin, I think we’d find that a different set of rules would be required. Or if not the rules themselves, at least the parameters of those rules in which our game would operate. It could certainly be played at almost any level, as what influence the Gods may have in these stories, there is little obvious to tell. An impulse to go here, a ship perhaps sent on the wind to a magical island, or the appearance of a giant over the edge of a hill…none of which seem named to occur by the dictate of any particular deity as in the Greek mythos. No, rather it is the Character who has chanced to enter, perhaps, the Otherworld, and knowingly or otherwise, has entered upon some quest. The mood is mysterious and vague and clouded, unlike the Greeks, whose tales were starkly brilliant in their divine clarity. We know each of the Gods and all of their motives, arguments, stratagems, and follies with the Greeks.
I wonder if anyone here has attempted to put these kinds of worlds to the test in their RPGs, and how did you go about GMing for it, and how did it work out?
— The Iliad as Source Material – Literary RPG Society of Westchester
Alas, that forum is gone, and the Internet Archive does not have a copy of this post. I have copied the entire text here for posterity.