Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

The power of myth in role-playing games
How to make your sessions resonate with meaning

By Chris Chinn

This article is inspired by two major sources: HeroQuest and The World of the Dark Crystal. I highly recommend both books. That said, this article came from my personal observation that myth in HeroQuest play can become a background element, a history, whereas Glorantha is all about living a myth, living in a myth, and creating a myth as you play.

While thinking about the "living myth" of Glorantha, I began to think about the necessity of leaving enough "space" in myths for players to create their own legends. And along with that, I thought of the necessity of making theme happen.

Bringing myth into your game

We all know at some level what myth is, but it is not so easily translated to role-playing games. We may have all the elements of myth, such as magic, monsters and strange lands, but somewhere the mythic quality is lost. At the same time, we watch movies--Star Wars, Gladiator, or The Matrix--produce new myths before our eyes, and they do so sometimes without many of those elements. Clearly it's not the fantastic elements that define myth. Rather, it is the style of presentation. Here's how to bring that into your game.

Theme

All myths are based around themes. We may recognize memorable characters and amazing stories in mythical tales, but it is the themes that we connect to on a deeper level, themes that give the myth deeper meaning. Abstract themes are common in mythology. Many myths are filled with tales of light, darkness, good, evil, life, death, rebirth, logic, passion, redemption, corruption, innocence, and more. If you want to create myth, you must create theme.

Introducing theme

Theme in role-playing games determines "what the game is about." I recommend sitting down as a group and agree on two or three primary themes in your game. At this point, you're simply deciding what themes are active and whether any specific groups or characters are acting as representatives of those themes. You are not casting judgment on the theme. It is best if the player characters are "undecided" and not already supporting one theme for sure. Consider it simply declaring where the crux of the conflict is, thereby agreeing as a group upon the theme you will explore in play.

Using Theme

Obviously, during play, most games have no explicit rules to encourage people using theme. They players either "just do it" or they don't. This is the simplest, but also the hardest, way to make themes happen in play.

Your group might consider house rules that encourage theme. The easiest way to do this is have the game master to reward players each time they advance theme. Or, the game master might award bonuses (experience points, heropoints, karma, etc.) to any roll involving the group's chosen themes. Some games, such as The Riddle of Steel or The Questing Beast have these rules built into their systems as an integral part of the game.

The game master considers this to be an outstanding use of theme, not to mention a great twist on the story events in the game. Accordingly, he rewards the player with a good amount of extra points.

Personal Themes

Characters should be built on personal themes. As a group, you should all sit down and create characters together, speaking freely and trading ideas. Instead of starting off rolling dice and juggling points, you should start with a personal theme. This theme can be a variation on one of the primary themes, or it can be a neutral theme to interpret in the light of the primary themes.

Again, the game master can choose to mechanically reward use of personal theme. Many games make personal theme a focal point for their systems, including Sorcerer, Dust Devils, and Everway.

The Past & Future, the Chain of Destiny

In mythology, everything has a past, and everything important has a future. The past in myth is a mirror to the future, either predicting what may occur or warning against it. Within your game, make sure all of the player characters are connected to a sense of history. While not all of the characters may be aware of their history, that history should still exist. The players should be aware of it, though their character may not be.

The past points to the future. It could be a literal prophecy that must be carried out or prevented from occurring. It could be like the tale of Atlantis destroying itself with forbidden power as a forewarning to prevent its reoccurrence. It could be a hopeful tale of a messiah who returns once every 10,000 years.

Looking at this example, its pretty clear that the character will probably encounter some more powerful individuals, and be able to shape history by either letting them live or putting an end to their lives. The past foreshadows the future. . . .

Some games allow players to give input to "set up" the sorts of events that may occur within play. Sorcerer, The Riddle of Steel, and Dust Devils all achieve this by allowing players to set up focal points for conflict with their characters. It's easy for mechanics to support the idea of destiny or fate conspiring to bring a character to a moment of truth.

The Broken Link--Now

Here's where things get tricky. All of the above is set up for actual play. For myth to come forward in your play, you need to be able to utilize the aforementioned themes, but you must also leave "space" in which the group will actually play. You might say that the mythology you've developed cannot be a finished product; it must make "room" for the heroes to write their tales, from triumph to tragedy.

Protagonists Matter

In myth, the decisions of the protagonists have important effects. Success and failure each have consequences. There are no meaningless actions. Likewise, the GM needs to drop player characters into situations that matter. Player characters must make hard decisions, and the situations must put something important at stake. The effects of these choices may come back in unusual or unexpected ways, or perhaps they will have larger effects than anticipated.

A Crossroads

In all myths, we have a crossroads. While many meaningful decisions are made along the way, at some point, near the climax of the story, a "final" decision must be made. It is a final statement involving the abstract forces at work. Either one emerges dominant, or else a form of reconciliation occurs. For players to be able to create their myth, they have to be able to freely choose how that happens.

The crossroads is a tricky spot because what you consider to be a "major decision" may not, in fact, be the real crux of conflict for the character. The player may push for a decision that he considers to be the true focus of play for his character. This is why some games give mechanical reinforcement allow both players and games masters to really indicate to each other how "high up" decisions are on the "drama meter."

Here, we have Death, but with Redemption. Both the group's primary theme and the player's personal theme tie together in one final decision.

Consequences

The climactic decision must hold greater weight and importance than simply the action alone. The decision must reward the player by rippling out its effects. The player's decision must matter. Usually with the final decision, whatever was at stake enjoys or suffers consequences accordingly.

We see this final moment in popular films. In the animated film Princess Mononoke, the land is saved. In The Dark Crystal, the world is healed. In Tron, the system is made free. In all of these, we see fantastic consequences that are the result of characters that make decisions. This is what you should aim for in your game.

Example: Though the priest character in the previous example died, his death was not in vain. The villain struggles, and he still cannot find the holy artifact. He discovers the indigenous tribe only when it is too late for his aims; the tribe completes their ritual to heal the land. His henchman (who was resurrected in the earlier example) has a change of heart at the last minute. The henchman sacrifices himself to stop the villain. The player character who saved him runs up in time for the henchman's last words: "I don't know if God is watching, but your friend was right. I know between right and wrong ... Even when I try to do what is right, I still chose death."

"No, you chose right," the player character responds. "You chose right."

Tears are shed, sad music plays, but the land is saved. Death becomes rebirth becomes life. Yay! A deep game and meaningful outcome is shared by all. This is myth in action. •

 

Article by Chris Chinn