Showing posts with label Settings. Show all posts
Showing posts with label Settings. Show all posts

Monday, February 20, 2017

On Published Settings

I abhor published settings. Or at least, that's how I phrased it when the subject came up in conversation. This, of course, was bound to provoke a bit of controversy.

"I can't understand that mindset. Like. Have you READ Deadlands?"

Alright. 'Abhor' may be too strong of a word. I can actually enjoy published settings for their fluff. A lot of settings I quite enjoy, especially when they come from an actual work of fiction, rather a campaign book. If we want to make my initial statement more accurate, I abhor running published settings. There's a handful of reasons for this, some more practical than others.
  1. I'm huge on communal setting creation. I want to create something in the broad strokes and then fill in the details through play.  This was how I grew up playing these games in my early teens. We sketched out a map or a came up with a setting and then it just got filled as we played with it. New locations and things were introduced as a natural outgrowth of play, rather than as a concerted world-developing effort or referenced from a gazetteer. As a natural consequence, these worlds were always ours, unique to the people who shaped them and often colored by our own mythologies. Funny enough, this style of world-building seems to be popular both with the OSR crowd and the Burning Wheel/Apocalypse World/Story-Game crowd.
  2. I'm a history nerd. I spend a lot of time memorizing the details of various cultures and eras in the real-world's history. As a result, I can pretty handily fill in the gaps of whatever broad-stroke setting I was running with bits from history without missing a beat. Even something as small as just nailing the material culture of a society or setting is something that I really enjoy. It helps flavor the thing and makes it stand out. To bring that same level of loving detail and attention to a published setting, I'm effectively going to have to study a whole new culture and history while trying to parse how much it leans on this or that historical period/culture and where it deviates and the specific bits that make it worthwhile on its own. Even settings I legitimately enjoy and am familiar with from fiction (Middle Earth, Star Trek, Star Wars, Westeros) would require me to go back and study them for a while before I'd be comfortable trying to represent them. This could simply be a hangup based on unchecked perfectionism, on my part, but I'd rather spend my time studying earth history than Westerosi. The former is far more interesting than most people would believe.
  3. I enjoy GMing as an act of creation. Writing stuff and creating fluff is half my fun of doing it. The more details that are published for a setting, the less room I have to carve my own niches into it. This actually creates a weird double-edged sword for me. A setting too tightly constrained will lose my interest because I want to create for it, but a setting too loose will make me question why I'm bothering with a published setting in the first place. Does a sweet spot between the two exist? I'm not sure.
  4. I don't want my players to know more about a setting than I do. There are a handful of reasons for this by itself. The most immediate is that I don't want to introduce my players to the governor of Waterdeep only for someone to inform me that Waterdeep is actually governed by a council of retired adventurer-nobles or some nonsense. The more popular a setting is, and the more stuff has been produced for it, the more likely my players are to have read it and the less likely I am. I simply don't have the patience to go through three hundred forgotten realms novels. Before one cries "get players that won't be assholes," this isn't because I'm afraid my narrative authority would be challenged (I have good players, and it's easy enough to say "not in this setting.") but because...
  5. I mentioned before that I'm a big history nerd. My favorite settings are the "viking age" — northern Europe around 900AD — and various places/times in ancient Greece, classical and mythological, alike. Being a visual creature, I am naturally a big fan of movies set in these periods as well. Unfortunately, movies are absolutely terrible at actually representing history in any appreciable way. I've never seen a sword and sandals movie that bore anything more than a passing resemblance to ancient Greece. Viking movies get a little better, but even the Vikings show on the HISTORY channel is nothing close to the actual period. To enjoy any of these, I have to actively turn my history brain off and pretend that what I'm watching is actually a fantasy universe set in the flavor of the thing being represented, with all likenesses to places and characters a complete coincidence. Otherwise I'm like to point out that "We shall not interfere with the lives of mortals," is not only a stupid plot (Lookin at you, Immortals) but that Greek mythology is literally nothing but the Gods interfering with mortals. I don't want my players knowing more than I do because the whole point of playing that setting is to give them the experience of that setting. Every time I get it wrong or diverge significantly from canon, it's detracting from the reason I was using it in the first place.
  6. It removes some of the mystery. I don't want my players having a Word of God absolute knowledge of the history of the setting. I want them to know basically what their characters know. It makes the history that much more interesting when we can be uncertain of it and surprised by it. Likewise, you lose all dramatic impact of any kind of Lovecraftian plot when the players read on page 47 that the council that governs Kingdom Y is actually a dark cabal trying to summon Shub Nuggath, the Toothstorm. 
  7. Finally, settings are meant to be destroyed. I tend to make my players protagonists in the literary sense of the word. Within a few months of play, they're going to have shaken up the setting enough one way or another that they've overturned the most of the original status quo's anyway. Why put all the work into memorizing an establish setting and getting all of someone else's details right when there's a goodly chance the players will have burnt it down within the first campaign arc or two anyway?

That's enough rambling for one afternoon. I don't have any problems with other people running published settings, nor would I particularly mind being a player in one. As a GM, though, the effort/reward ratio is way off and in some ways it actually runs contrary to what I actually enjoy about GMing.

Am I crazy? How do you feel about published settings?

Tuesday, November 25, 2014

Material Culture in your Campaign

An interesting article floated across my Facebook feed the other day, with the ridiculously lengthy title of: The Truth about Vikings: Not the smelly barbarians of legend but silk-clad, blinged-up culture vultures. The article is interesting itself, though nothing particularly new to me. It's been one of my favorite quirks of history that the Norse actually did seem to go around dressed as metal-heads and goth rockers.

As always, it got me thinking on the subject of gaming. One of the things I think most frequently neglected in world-building and setting creation is the material culture present. In anthropology, material culture refers to the stuff of a culture or civilization. In broadest application, it applies from the kinds of buildings and architecture, the way settlements are laid out and the functionality of the same. More interestingly (for me, anyway) it also applies to the way the society adorns itself, both the decorations in the home, the manner of dress, the way classes distinguish themselves, the design of jewelry and adornment of weapons and tools.

I'm a very visual person, so for me these little details play a big part in conveying the feel of the world. It's part of the pageantry and immersion process. It is a huge part in what forms cultural identity and how one group distinguishes itself from another. That another culture dresses in ways foreign to ours, that another tribe marks itself differently, is an inherent and instinctual part of the way we perceive the other.

Of course, because it is very much a visual medium it is often the first thing to get ignored by people when they are writing a setting. This is especially true when the setting is in some analogue of medieval Europe, which is a shame as the material culture in the medieval period is extremely diverse and can be played up to great effect when talking about the difference between, say, the French and English. The further away you get from the "default" setting, the more interesting and important these descriptions can be in painting the color, flavor, and character of the society you are trying to portray.

We can tell a Greek design at a glance by its signature repeating waves patterns, or a Norse or Celtic piece by its knot-work and designs. Arabic geometric designs are easily recognized, and most of us can spot traditional Japanese artwork and patterns, or at least identify them as "Asian." African or Native American tribes have distinctive patterns of their own.

Take some time to think on the material culture in your setting. What do they look like? What clothes do they wear? How do they adorn themselves? What motifs are popularly repeated? What do their buildings look like? Their architecture? Their food?

And most importantly: how can you work these details into your game?

Until next time,


Monday, November 24, 2014

On World Building

World building in role playing games is a strange beast, with about as many approaches as there are people who do it. I tend to do a lot of it, myself. I rarely get particularly into pre-written campaign settings, for a variety of reasons. Being really into history, religion, and mythology, I tend to find things in published settings that will strike me as silly or unnecessarily complicated. I also tend to dislike the idea that one of my players may have the same book at home and have spent as much time with it as I have. Given my natural love of tinkering, by the time I've made the adjustments to taste, fixed glaring inconsistencies, and then rewritten parts of it so the players don't already know all of the setting's secrets, I might as well have written my own setting anyway. 

Once the decision to write a setting is made, the questions are "how?" and "for what purpose?" The latter will largely determine the former.

When I was younger, I took a lot of time in writing extremely long-winded backgrounds, deep and detailed settings, wrote cultural notes and all kinds of nonsense. I could start a campaign by handing out a fifty page primer to the setting. Pro tip: Don't do this.

The problem with creating that sheer volume of information is that your players are never going to read it all. Once in a rare cosmic alignment, your vision for what you wanted a setting to be will so line up with the tastes of a single player who just happens to also love reading setting material that they will, at some point during the weeks or months you spend in that campaign, actually finish your handouts, but this is such a rare occurrence as to be unworthy of mention.

If you absolutely must write a fifty page world bible on your campaign, then be prepared to handle that information the way a novelist does. A writer knows that you simply can't info-dump on your readers, whether we're talking about a prologue of exposition written in the beginning of the book, or pages scattered throughout. Any time you spend more than a paragraph or two outside of the flow of narration, you are in danger of losing your audience. Instead, you have to sprinkle tidbits throughout and show through the characters actions and reactions how thing go. This latter part can be tricky in a role-playing game, where you can't control everyone's actions, but you have an additional advantage. While readers can pick up on a hint and simply have to wait to find out more about it, a player who is curious about a piece of information can actually ask you to expand upon a subject. You should encourage the behavior.

If you're very into the world-bible style of world building, check out this article by Writer's Digest. It has a lot of interesting tips for this kind of project.

As for myself, what do I actually wind up doing these days?

Ultimately, every setting I create for gaming falls somewhere between two extremes.

On the one hand is traditional sand box, hex-crawl style preparation. I create a list of relevant elements and then populate an area with NPCs, factions, things that can happen, hooks to roll with, and so on.

On the other end, I've taken to embracing shared setting creation. If you're unfamiliar with the term, the idea is that rather than the GM having sole narrative discretion over the world, the players can invent elements and introduce them on their own. Depending on how far you want to go with this, it can mean anything from allowing the players to introduce details through their character's background and mannerisms, to sitting down and making the "lets make up a setting" the first session of the campaign.

In practice, what usually happens for me is some combination of the two. I will very often create a specific piece of a setting, often a single city or town, and through creating it establish the broadest strokes of the setting itself - general technological era, the kind of country / region it is in, etc. I'll usually expand on this, creating a very small sandbox at the beginning of the game, but inviting the players to create additional details about the world, its setting, its history and cultures, etc through their background and the player's mannerisms.

This approach has a bunch of advantages. The GM's investment up front is relatively minimal, but I can still plant mysteries and hooks as needed or desired. The players also find themselves more invested in the world as they establish facts about it. It ceases to be "my" world, and becomes "our" world, and the longer the game goes on the more true this is.

Most importantly, rather than writing 50 pages up front about the world and setting that may never be seen, the story played out will add its own details as they become relevant, and the longer you play the more rich the setting becomes.

Try it sometime, you might be pleasantly surprised.

Until next time,

Saturday, November 22, 2014

History and Religion in RPG Settings

I think we have all encountered this somewhere in our experience with Roleplaying games. You thumb through the pages of what promises to be an interesting setting, but among the first things to greet you is an extremely lengthy and detailed "history of the world." In addition to being something of a dry read (timelines are never, never fun to read) it's interesting that these generally present theological elements as well. Together, these form two things that tend to annoy me in prewritten settings.

The first issue I tend to take is that history is always so complete, and written from such an absolute standpoint. We have exact dates for everything of importance for everything that has ever happened in the setting, which itself strikes me as weird, as our own history is one in which knowledge is repeatedly discovered, recorded, lost, and rediscovered. As someone who gets really into history in real life, I find it a bit jarring how exact and specific - how good - the record keeping is for all of time for essentially the entire planet is since the dawn of time. Adding to that, it's rarely written in character, from the perspective of any given group of people. 

In real life, history has a massive bias depending on who you talk to and when, who won and who lost. What we remember as a crusade for the holy land, the east remembers as "the Frankish invasion" and paints in much the way we painted the norse raids on churches and monasteries. Rome and the celts are another wonderful example, with history remembering the celts and Gauls as a barbarian rabble and a threat to "civilization," whereas archeology is forced to paint them as having a fully developed and complex society of their own - albeit one with the misfortune to stand between Rome and a substantial amount of silver. 

Clever role players can try to analyze the timeline and try to come up with alternate views based on their characters individual culture, but such attempts always seem forced. Having an official time line both presented and confirmed out of character can take a lot of the perspective out of the game. Which brings me to my next issue: religion. 

Religion in role-playing games is often handled so poorly. This isn't such a problem when the main religion in the game is NotCatholicism as most writers in the western world are at least familiar enough to fake it. However, the further one gets from this basic model the worse it becomes. I can't count how many settings I've come across that present the culture as some kind of paganesq polytheism, but the writers don't seem to understand the basics of how polytheism works as a world view.

In real world polytheisms, there are a whole mess of gods and goddesses, each with their own domains. Individuals within that culture may have an affinity to one god or another in particular, usually based on their vocation (warriors like war gods, farmers like whomever will bless the harvest) but as a whole it is a service-based religion. You go to whomever offers the thing you need at the time. I don't care how much you love Ares, when you're having lady troubles you go to Aphrodite or Hera. The trouble in many RPGs is that rather than treating the gods like a pantheon belonging to the same culture, you wind up with a setup where the various gods have competing churches. This is particularly bad in Forgotten Realms, where in third edition at least, failure to "dedicate" oneself to a specific god meant that you would spend eternity in a kind of purgatory, your soul becoming part of kelemvor's wall. Apparently, if I am a farmer in the realms, it isn't just my vocation - it must also be my religion. 

This setup gets even weirder when the authors begin attributing other monotheistic traits to polytheisms. Very often, you will find a hard push for a given deity to espouse a certain dogma, with different gods within the same pantheon often having contradictory or directly oppositional codes of ethics and dogmas, demands from their followers. Real polytheisms in history don't do this. The overwhelming majority of polytheisms are votive religions. This is the simplest relationship one can have with divinity. I leave you this nice offering in exchange for you either blessing me, or in some cases simply not wrecking my shit. The codes of ethics and values in these societies come from the society as a whole. There may be a mythological basis for it, but that comes from the mythology as a whole. If you're writing a polytheism, you're writing a single coherent religion. Catholicism would have never worked if the idea was that each part of the trinity and every angel and saint had different and contradictory expectations and demands. 

This isn't to say there can't be specific cults with different or contradictory teachings, there are always mystery cults and fringe sects. You simply need to be aware or this when writing and indicate that group B is different than the population at large. 

Much like with the above absolute nature of history, I personally dislike when games mechanically or out of character confirm things about the settings religion. When our out of character official history tells us that the god Zeno created the world, you have directly told the players that the Zenites are right, and that anyone who doesn't acknowledge Zeno is mechanically, objectively wrong. 

Weirder still, when you have a setting that features direct divine intervention and literally god powered divine spells (as opposed to powered by the faith of the caster) you miss a lot of opportunities for interesting role playing. You can't have discussions of faith when deity is a proven and objective fact. You can't disbelieve, or remain a skeptic of a priests claims when they can summon deity at will. You can't have questions about dogma or theological debates, heresies and reformations. The mystery and wonder of religion and the nature and power of faith fundamentally change when you can pick up a phone and get god on the line when need be. 

I honestly understand why many settings are written in exactly the above way. I think a lot of people find the real world so murky and ambiguous that a setting where everything is laid out, clear-cut and definitive is somewhat comforting. There are no grey areas. This is the good guy country because they are backed by the god of good guys and their enemies are the bad guys who were created by the bad god. There are no questions that need to be asked, no ethical quandaries. Just pure heroics. 

And that's absolutely fine. I can understand the appeal. I just find it .. Boring. For me, leaving things ambiguous, up for debate, means giving my character free reign to decide how he relates to the world, what these things mean to him and ultimately what his values are when put to the test. Whenever something is confirmed out of character by the setting, that opportunity feels diminished. 

Just my thoughts on the matter. 

Until next time,