Showing posts with label Prehistory Fantasy Setting. Show all posts
Showing posts with label Prehistory Fantasy Setting. Show all posts

Monday, October 20, 2014

Prehistory Fantasy Setting: As Open as One Can Get It


Lately I've challenged myself to conjure up game mechanics that test my players' abilities to improvise and innovate within a particular game setting. Most of my recent game ideas have sprung from the concept of a prehistory fantasy setting, and this conjecture is no different.

I'm curious, to say the least, about what players would do in a setting that asks them to move forward in a four-dimensional campaign, rather than through the traditional three. What if players not only have to solve local temporal issues of 'find this' or 'kill this' or 'save this', but are actually responsible for a culture's progression, technologically-speaking? What if-and this is where my brain starts actually overheating-players were the ones who decided how gods and magic appeared in the world?

What does this mean for players?
Well, obviously it represents a drastic shift in the objectives of the players themselves. They can't be passive receptacles for plot; at least not all the time. Players have to look at their game world not as something static, but as an evolving machine that they do not have all the schematics for.

Obviously there must be strictures in place, because despite our best intentions, there's going to be a type of player that 'decides' he's going to discover that magic comes from his farts. It's important to have the requirements of your world in place, what you might call the world's natural laws. Perhaps the manifestation of magic requires a substantial sacrifice by the user. Perhaps it requires an appeal to a god, who may or may not even exist yet. Having these canonical and physical restrictions in place draw the line between the campaign where players refill their mana by eating beans (god help you, poor GM) and the campaign where one mostly-annoying PC spends a few days in a cave farting and (hopefully) realizes that maybe something else needs to happen first, or in addition to his own flatulence.

There is also the concept of need-based innovation. Fire was invented (or brought down from on high by Prometheus, depending on your worldview) because humanity needed something to keep the chill of night away, or to keep the monsters at bay. Wheels came about due to the need to transport quantities of goods that a normal human couldn't carry effectively on their own. But what if your players don't ever encounter that problem? What if they could bribe a giant into doing all their heavy lifting? The need for innovation drastically decreases when that first 'want' is already alleviated by a historically unorthodox solution (in terms of the real world).

What does this mean for GMs?
As already stated, you need a set of guidelines as to how players will interact with and develop technology; however, this is only for your purposes. The last thing you should be giving players is any kind of handout detailing exactly what, step for step, they need to do to accomplish what they set out to do.

Instead, what you should do is ask your players what their goals are: short term, mid term, and long term. Obviously you should have some quest lines for them to follow while you're plotting out how to incorporate what they want to do in the story BUT - and this is an important but - after finding out what your players want to do, start incorporating some of the how into that generic session. So, for instance, if a player wants to invent or discover wizardry, bring in an NPC character that is old and wizened. Have them be a master in some kind of wizardry (preferably not all wizardry), but also express in their description and dialogue exactly how long it's taken them to master this tiny aspect of the arcane.

Thus, without providing your players with some kind of generic checklist, they get an inkling of the concept of sacrifice and determination that is required to achieve their goals. It gives intuitive players an idea of where to start with their objectives, but allows them to connect the dots without handholding, so they can take the concept of what you've presented and maybe put their own unique spin on it.

Now, obviously, this puts quite a bit of work on the GM in the front-end. You'll be crafting concepts and natural laws in addition to NPCs, quests, conflicts, etc. However, once players get the hang of the concept you're trying to impart onto them, it's likely they'll use the laws you have in place and come up with their own solutions.

Just some food for thought.

Wednesday, October 15, 2014

Prehistory Fantasy Setting: Tribes


I've been reading through the Kobold's Guide to Worldbuilding, and one of the articles that really resonated with me was regarding the creation of Tribes, City-States and Nations (a short blurb is also included regarding Empires). They list a tribe as a single community sharing language, race, traditions, etc.

The concept of a tribe's solidarity through race creates a difficulty when running a Fantasy setting: namely that players usually wish to create a diverse spread of characters, so when starting such a game, one must either hamper the players in their choices during CharGen or manufacture a reason for a diverse array of races to come together in what are likely to be seriously xenophobic times.

Now that I've brought this issue up, I'm considering a few methods to solve the problem.

The "Shut Up and Do What I Say" Method:

Obviously I'm not going to word it this way during actual CharGen, but this is basically the method where you (as a GM) inform the players the strictures of the setting, let them know that their choices are either restricted to what you decide for them, or they can try to agree on a mutual race between themselves. I'm kind of liking the idea of the second choice, because it means that after they have argued for an entire session about what race to play, the players will hate you a little less and each other a little more. Don't get me wrong, they'll still hate you a little. You are trying to kill their characters, after all.

The "Do What You Want, I'll Try To Make It Work" Method:

This is, obviously, the opposite of the SUaDWIS Method. Here, you give players the setting, and let them run (mostly) wild with their character choices, and then work the campaign around those decisions. Perhaps they are some kind of fellowship (centered around some kind of mystical engagement jewelry), or perhaps they have been enslaved and have been forced to travel together (like every Dark Sun game ever). Perhaps you can create a more original reason for their diverse group of adventurers to buddy up.

The CRPG Method:

I say CRPG because it's easy to place videogames and computer games under a single umbrella. CRPG could stand for computer RPG or console RPG; regardless, the expression here is in regards to the occasional mechanic of having players 'unlock' various races/classes/etc for later play. This concept really only works if I'm planning on running a game where alternate races are not only slowly introduced to the players, but the ability for the races to coexist is also slowly implemented. Of course this also creates a tension between players and GMs as you may be constantly introducing cool races, while at the same time putting a gameplay block between players and mechanics for...reasons. However, what stands in favor of this method is the idea that players will encounter these races, and so will have an idea of their makeup, their cultural values, and how they interact with others before they choose to play them as a race. This has the ability to cut down on players playing themselves rather than playing their characters.

I'm honestly unsure which tactic I'm going to choose to roll with (or even if I'm going to use any of these), but I thought I'd get my brain in the game again.


Also, as a sort of post-script, I seem to have a really tough time coming back to blog posts after I've saved them, rather than knocking out an entire post in one go, which is actually super easy for me. Just a random thought.

Tuesday, October 7, 2014

Prehistory Fantasy Setting


I've been lax in posting on the blog, I blame my own laziness, my wanting to hang out with a good gaming buddy before she leaves Santa Fe forever, and my own laziness. And anime, and videogames.

Regardless, when I've made time to write gaming stuff, I've focused on a few themes, all of which I've discussed as campaign pipe dreams in my talks on the Unabashed Gaming podcast, but today I'm going to try to word-dump about the game that intrigues me the most about writing/running:

Paleolithic D&D, or more specifically, Prehistory Fantasy Setting. Because there's no way in hell I can mesh this setting with traditional D&D.

What initially drew me to this concept was the realization that players who engage in fantasy roleplaying tend to know all the tropes. They read through the supplemental material, and if you throw a floating many-eyeballed creature at them, they instinctively know it's a Beholder. And that line between player knowledge and character knowledge is super thin, because in the D&D world, a lot of it has been explored and recorded.

Now, looking at my more embraced roots with Call of Cthulhu, even if your players know what a Shoggoth is, their characters have no idea what this protoplasmic mass of bubbles flooding its way toward them is. They don't know what a night-gaunt is. Maybe it's a vampire, or a gargoyle. Or a demon! Call of Cthulhu is all about describing what creatures look like, using sweeping generalities, because characters are not sticking around to draw detailed anatomies of them, unless they're Richard Upton Pickman, and fuck you no one is playing Richard Upton Pickman.

Regardless, this line of thought (coupled with a few sessions spent playing the world-building game Dawn of Worlds) brought me into thinking about the origins of races in D&D, and how they tried to survive in their earliest days. I decided it would be interesting to try to take a party through a hypothetical wooly mammoth hunt, or an encounter with a migrating family of sabertooth tigers. Taking the concept of assigned quests to be exactly that; journeys into the unknown, encountering unfamiliar sites, sounds, and creatures, and returning back to their homes with new stories, trophies, and scars.

I won't get into the minutiae on this post, but I'll drop some future post ideas here for my own personal use later on. Topics such as:

-Which system to use/base this setting off of?
-What fantasy races to include, what unconventional fantasy races to use?
-Whether to incorporate interaction between the fantasy races, or should xenophobia prevail?
-How to incorporate migration, agriculture, etc.
-Whether to include civilizations that are (somewhat) more advanced than those of the player characters.
-Ideas for the types of quests players would embark upon.

Hopefully I'll return to these concepts later.

For now, I'm out.