Worldbuilding 101 - Part 22: New Directions
What I’ve defined so far would be
more than adequate worldbuilding if the setting was being used to tell stores
of intrigue and the relationships of people in a land on the brink of
revolution, but it doesn’t really describe the potential eldritch horror, mythic
exploration, and arcane mystery that I also saw inherent in the narrative. What
else do we need? Let’s break it down.
Horror – I’ve never seen a
set of rules that really functions to add a sense of horror in the minds of the
players. Palladium Books toyed with the idea of “Horror Factor” as a mechanism
to determine whether characters are scared in a given situation, but for
players it’s simply a case of 1) Roll a die 2) If higher than Horror Factor,
character is fine; if lower, character is stunned and can’t act. It’s more of a
mechanisms to see if the players get frustrated by an encounter more than anything
else. There’s a game called “Dread” which uses a Jenga Tower, this is probably
the closest I’ve seen to a true sense of fear and horror manifest through a
game mechanism, it induces tension in a game…not really horror, but a certain
palpable tension that something is going to go wrong soon…if not now, soon. I’ve
also never seen good horror happen in a communal GM environment, I’m not saying
it can’t happen and I’d love to engage in a game where everyone is trying to
out-psyche each other, I’m saying that I’ve never seen it. Even one of my all-time
favourite games, Chill (2nd Ed by Mayfair Games) doesn’t do well in
the mechanisms to convey horror, but it has an awesome GM Guide explaining the
nuances of different forms of horror and what make them tick. I’ve always seen
horror as something that is driven by the narrative of the GM, picked up on by
the players. If there is going to be horror in this game, I foresee it as the
existential horror of the Cthulhu mythos combined with an internalised body
horror. There are monstrous entities lingering in the background of the
setting, and every time a player opens up a new avenue of exploration they
might end up walking into something so horrific that they are either
obliterated or return to the civilised world changed in some dark way…players
lose their characters, regardless of how much they have invested, they see
their hard work used against them. The characters themselves become the most confronting
monsters of the setting.
Exploration
– I really haven’t touched on game mechanisms at all, but the notion of
exploration seems to beg the idea of random encounter tables. Things may seem
decadent and dangerous in the city, but there are certain rules and orders that
keep things generally running smoothly (preventing them from devolving into
anarchy and violent revolution). Once you get away from the structure and
routine of the civilised world, things get less predictable…well that’s not
entirely true. Once you get away from the civilised world, there are less
buffers, less checks and measures. In small towns there are a few people to
help you out when things go awry, and when you go into the wilderness there is
no-one at all to help keep the dangers at bay. Random encounter tables aren’t
something you’d normally use in a LARP, but in a tabletop setting (and running
small groups of players) they’d be a bit more appropriate. Since we’re already
using cards to determine random personality traits where a character deviates
from their cultural stereotypes, we could use cards to randomly determine
events during exploration. You could also use whatever random tables already
exist in a favoured game system, but for the moment bear with me.
I like cards because they can be
read a few different ways, quickly and conveniently without needing to
reference too many tables. You can also do some fun tricks with them like
counting doubles, triples, straights, matching suits, etc.
The basic system I’m thinking of has
the GM drawing a minimum of two cards (in safer areas you’d draw extra cards
and discard the higher results, in more dangerous areas you’d draw extra cards
and discard the lower results), the highest card drawn determines whether an
incident occurs. The next highest card determines the type of incident, severity
of the incident. Each type of location has its own chart (El Puerto de
Isabella, Trader’s Port (or large town), Kāinga
Kākāriki (or native town),
Outpost (or small village), Ruins, Farmlands, Forest, Swampland, Beach,
Underground-Mines, Underground-Caves, etc.) Exploring these tables would be a
post on its own.
Mystery – Mystery is
another of those things that I’ve seen done very poorly in many games. It’s certainly
something to explore from a game mechanisms perspective and not from a
world-building perspective. We’ve generally got mystery covered when we look at
the way short term goals feed into medium term goals and medium term goals feed
into long term goals. The whole story is never known by all of the players,
especially during the course of play. Only once the story has been concluded
should certain ideas be revealed, this is basically a tenet of Australian
Freeform play.
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