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.

 

 

 

 

 

World design, block by block

By Emily K. Dresner-Thornber

I'm sitting on the floor before a big plastic tub of LEGO. The tub is about two feet high and four feet across. It's clear-ish in that way plastic tubs are universally clear-ish. It holds several thousand assorted bricks. Instructions are lost to the whims of time.

Today, although I am thirty years old, I am going to build something neat.

I have two choices, two predestined paths before I thrust my hands into the giant bin and pull out heaps and heaps of small plastic pieces.

The first path is the path of Zen. I grab several bricks and click them together in a logical way. What begins as a bit of a house with some walls becomes a house on large, ponderous wheels and pairs of small LEGO anti-aircraft machine guns on a hinged roof. Inside, tuxedoed minifigs carrying trays of hors d'oerves serve fighting pirates ready to fight all the other giant wheeled armed houses of the post-apocalyptic basement floor. It's the Mad Max of LEGO, Beyond the LEGODome, a nightmarish conflagration of pieces and parts bringing a vision to life.

The second path is the path of Meditation. I sort and shift the pieces before me into categories and parts and groups of color. I ponder the numbers of wheels and wings and parts of appropriate size and build. And then, I come up with a Grand Scheme, a super plan bringing all my LEGO dreams to fruition. I cackle. Perhaps I even model my plan on my renderer on my computer, and have it spit out step-by-step instructions. (I have software that does this precise thing.) Once I have fiddled and changed and edited and planned, I build. What I build is complicated and difficult and uses many fiddly parts. The end result is perfection: a fully motorized minifig death machine, destined for small plastic doom. Days of work, and it stands before me, great and proud.

Some say the first path is more fun, but the second path is more satisfying.

RPG building blocks

Role-playing games aren't actually LEGO blocks--there are no plastic bits to leave on the carpet for unsuspecting toes. But building games is not unlike building the grand machine of plastic death. In the universe of actual World Building, two approaches come to the fore: start at the very center and work out, or start out and work in. This is the "Bottom-Up" approach versus the "Top-Down" approach, respectively.

The most common method of constructing a world by game masters is the "bottom-up" approach. The game master (or designer or what have you) is faced with a collection of objects--characters, NPCs, villains, objects, maps, monsters, etc. Some he swipes from other game systems. Others, he makes up out of whole cloth. He starts at a small place: a village, a house, a small dungeon. The game begins with the handful of people, places and things. Everything outside this small area is grayed out--yet to be explored. Yet, it exists by consensus.

As the game progresses, and the game master adds to the world, he tacks on new parts helter-skelter. Even the best-organized game master spontaneously generates bits of inconsistency, spawning the well known "That's not quite right--didn't we meet this guy in another form last week?" effect. It is the weaving and interweaving of characters and places where some earlier details are forgotten. Some parts of the world become disjointed. Notes are lost. Bits of potato chips collect on the floor.

A town here, a dungeon there ... for most games, it's perfectly fine. Especially if the game is short, or limited in scope, or segues into a well-documented area, like published and canned material. But some games turn into a large wheeled monstrosity with anti-aircraft guns on the roof. The game lacks proper scope--not knowing the great outdoors until we all venture outside and are promptly eaten by bears.

Think big

The other approach is considerably more difficult and time consuming. It's also what we, the great unwashed gaming populace, pay for at the game store. Starting from absolute scratch, or using some ready-but-unusual resources, the game master assesses the entire world, starts from the outside and works in. He envisions an entire world, and populates it with people, items, places, things, history, and politics in smaller and smaller circles before the players even sit down to create their characters. The result is a very detailed playground.
Starting from a clean slate, a game master asks, "What do I want in my world?" And then he starts writing (or indexing or populating a database), and does a little research to fill in the areas that need a little coloring in.

The easiest way to do top-to-bottom world building approach is to ask several questions and write down the actual answers. For example:

Setting: Can I imagine a world full of countries and populate it with races of the correct genre and feeling? Can I describe my setting in a few sentences without referring to specifics? What is my world, precisely?

Geography: How do my countries look? Do they bump against each other? Do they have giant mountain ranges as boundaries, or immense rivers of blood? Cartography software or fractal generator software is useful for generating a country, a continent or a world. It generates random, natural looking land with rivers and other physical features to lay out boundaries.

History: Now that I can see my world visually before me and infer some political boundaries. Which groups have been at war? Which are allied? Which shares resources? How has the lay of the land contributed to the history? Imagine the history of the world in chunks: 10,000 years ago, 1000 years ago, 100 years ago, last year, last month. Imagine the phases of change over time. Have they always hated each other? Who populated these lands when, and why?

Religion: What do the people believe? Is there one god? Many? Do they believe in the ultimate coming of some evil or an uncaring God from beyond understanding? Is existentialism the reigning philosophy? Who believes what, and why do they believe it? Religion can tie very neatly into history--defining changing political boundaries, the backing of holy wars, and millennia-old racial tensions.

Politics: With the political boundaries of countries and their religions, what kind of governments do these countries have? Are they theocracies? Are they ruled by iron-fisted kings who repress their people and push forward the dogs of war? Are they constitutional monarchies with the state held in careful political balance of secret infighting and collusions across borders? Is the entire world descending into post-apocalyptic anarchy?

Dramatis Personae: With a setting, countries, a history, religions, and the political landscape, the world needs important people--movers and shakers the players might or might not care about. Build convincing non-player characters, give them histories and motivations of their own, and let them go.

The above points collude to an Earth-like fantasy world, although it works with some modifications with everything from Steampunk to the Ancient World to Space Opera. And to show how this works, here is a small, mostly incomplete example.

This old house

Instead of starting from a more difficult point--designing a universe, or a world, or a country--let's start with something simple.
Imagine a house.

I start with the setting. Then I add the political dynamics, and flesh out some of the history. Now, with three simple steps I have where, who, and why for any game I wish to set. The world is bounded by the house. While theoretically there is a road and it leads to a town and the town has people, it's not interesting to the story, and therefore does not exist.

Setting: A House out in the woods, slightly smaller than a rambling Victorian mansion, yet too large to be a generic split-level ranch. It's one of those big, named houses crumbling off some forgotten lane, a heaping relic of a forgotten time. Behind the house are some untended, overgrown rose gardens and a small creek. Down the lane a ways is civilization.

Geography: The House is a large, multi-level affair built in a much earlier time with large banisters and dark corners. It's complete with a basement, a large formal dining room, several bedrooms upstairs, and an attic. Who knows what's in the attic? Old, forgotten servant and slave chambers are off the large kitchen.

Everything in the House smacks of age, growth, and mold. It's old. Old as the gnarled trees outside the windows. Old as the day and the night.

Outside are a small creek and a giant rose garden. Down by the creek is a small family graveyard. All is overgrown with ivy and time.

That which is beyond the house does not matter. While there is a road and some people come in and some people leave as needed, there is never any reason to follow the road to some other world--or at least not desired. Why would you ever leave the protection of the House?

Politics: The House is run by the Grand Matron of the House, old Theodosia. She holds the household in an iron grip, supported by her sister, Henrietta. After this come the aunts and uncles and children populating the House like rats--and acting much the same. Sometimes new people are brought into the House through marriage--met in some mysterious way, arranged by old Theodosia and married into the Family. Sometimes people just disappear.

All the rest--the uncles, the aunts, and the cousins--jockey for Theodosia's attentions and desires through their own internal politics. Whoever has the favor has the most attention, and can lord over the others their control. Whoever is out of favor may be dismissed from the protection of the House, never to return.
History: The history of the family itself is a story of inbreeding and murder and bloody secret ritual.

History: The history of the House goes back far beyond Theodosia, to her grandfather, Thaddaus, an evil old man who built the House on the time of a great confluence of powers between the Heavens and the forgotten God Iadalath, oft referenced in forgotten alchemical texts of the Middle Ages. He sanctified the cornerstone of the basement with blood of those relatives who refuse worship Iadalath in a ritual of murder and suffering, holding up the Trimethius as his guide. After building the House, he only allowed those who truly believed in the cult to survive. Forthwith, it brought the family great Wealth and Power in times of yore.

Perhaps not by murder, but terminal accidents happen within the family with an uncomfortable frequency. Uncle Joseph's wife Laura drowned in the creek. Aunt Marcia tragically fell from the window of the attic. And children mysteriously died after the conjunctions of Mars and Saturn.

Although Thaddaus is dead and buried in the graveyard by the stream, Theodosia still lives on, practicing Thaddaus's rituals. Those of the family who have survived through the years have lived through currying Theodosia's favor while remembering Thaddaus's forgotten god. The power of the House is waning; only renewed ritual will bring it back into power.

To Do

Flesh out the history to have a timeline so players can dig up truth about the world as they play. Fill out the names of the assorted uncles and aunts and determine their relationships. Build a family tree full of inbreeding and murder. Draw a plan of the House and the surrounding grounds.

The Game

The setting demands a creepy conspiracy game to escape the house to the outside. Obviously, this is not a long running game, but it has a setting, a history, and people to populate the world with motivations and lives. The players would best play children--grandchildren of Theodosia. Then, the game master can relish offering up bits and pieces of their history and the plotting of their elder relatives to keep them from escaping the House.

We have a place (the House) for a Setting, some evil History to expand upon, and some surrounding Geography to give the players someplace to go and something to do. So far, no players have created characters. But everything is ready for the players should they play. If the game master completely fills out the world, finishing the exercise, the players will jump him with fewer surprises. He'll also create a richer tapestry of game for the players to game in.

Too small, too large, just right

Certainly, in the above example, there is an outside world, and in the top-down world creation process, if it was important to build outside towns, we'd start with a town (containing the House) and work in. If it was important for the characters to travel to a city, we'd start with a state, build some towns (one containing the House) and work in. But for this example, the entire world is the House--and all the evil therein. Although this may feel constraining, several books, including Stephen King's Misery and The Shining, and V.C. Andrew's Flowers in the Attic, have been set entirely inside a house to great effect.

Small is good, however. Trying to build a world over-ambitiously may mean too much work, too much scope, and not enough focus. There is too much information to assimilate and write down, and not enough time in the day. A large world can be built from the top-down approach, and it's preferable for a long-term campaign or a book. But, small is manageable. It is just enough to chew and swallow.

Most game masters won't want to put this amount of work and effort into a game, but a good game designer must if the game designer is building a convincing setting or world. If other people are to play in the big box of LEGO without the designer standing over them and holding a whip, the world must fit together in a way that is easy to understand and believable.

The Realized World

One of the stumbling blocks of putting all the pieces together in a top-down approach is to build something plausibly realistic yet still stays within the intended theme. Staying in theme is crucial. If a Space Opera is suddenly interrupted by warriors from Conan breaking through the airlock because the game designer was watching Conan The Destroyer while working on the game world, the interruption strains the suspension of belief. Unless the world plausibly demands, for whatever reason, that space barbarians be a part of the world, the barbarians shouldn't be included in the game design.

When working on a world from the top down, keep underlying themes in mind. These include the timeframe, the races, and the progress of scientific invention. Keep races and their interaction in mind. If the steam engine has yet to be invented, it should not appear in the history of the world, nor should it suddenly be included in an invading army's arsenal without good reason.

The final, secret trick to true top-down world building is keeping the project in scope. The world remains believable as long as the designer doesn't throw in everything, and then some, into the design. Simple is best. Tempation wags its little fingers at any game designer – the devil himself causes fledging game designers and neophyte game masters to see piles of neat shiny things and shove them willy-nilly into a game where they don't belong.

The End Product

The end product is, for me, a completed LEGO abstraction of plastic bricks. I will take a few digital photos, share my design, and perhaps bother to tell people for a few days. Games are much the same, although in words and concepts instead of physical: parts and pieces carefully planned to build a coherent whole.

If the designer does put in the work, he or she will be satisfied in the end. The designer will walk away from the process with a complete product in a neat package to either run a private game or share with the greater and more wonderous world. •

 

Article by Emily K. Dresner-Thornber