Worldbuilding 101 - Part 4: People to Meet
To me, worldbuilding is about creating hooks for characters
to latch onto. If I’m developing ideas that can’t be immediately used to
generate new stories, complicate existing stories, or add depth to stories,
then I’m probably wasting my time on stuff that players might never interact
with through their characters. You’ll note that I haven’t specified ideas that
can be used to end stories. I should have made it abundantly clear that I’m not
a big fan of deus-ex-machina, stories can be created by the environment (or
created when the characters interact with an environment), but they should only
ever be resolved by characters.
Places become locations for elements of the story to unfold;
but if characters never go there, why bother detailing them? People become
useful allies and antagonists on the path of the story; but again, if
characters don’t interact with them, how much use are they?
It’s always useful having a few extra locations and a few
more people detailed as a part of the world, just in case players take their
characters in unexpected directions. This way a GM can divert the characters to
these story elements, and they will seem like they belonged to the story all
the way along. But there’s a fine line between being prepared and being an over-enthusiastic
control freak. I like keeping things open so that players can help the
development of the world, and that means leaving gaps each of which has a set
of hooks to attach player ideas onto. Doing all the worldbuilding on your own
can lead to very insular and one-track environments, creating collaborative
worlds may not lead to the exact world you originally envisioned, but everyone
involved becomes a bit more invested in the outcome.
Still, don’t go designing a world by committee, that’s a
pathway to madness, and the dissatisfaction of everyone concerned. A single
person needs to be the creative visionary who drives the world and keeps
everything within a certain degree of focus. In a tabletop game this would
probably be the domain of the GM/Storyteller/Oracle, in a live game it would be
the organiser who coordinates the GMs, when designing an RPG with a group of
collaborators there might be a line editor.
In our world design so far, there are ten locations in the
main town, and two extra vaguely described towns, all on a generally mapped
island. We’ve got seven cultural groups vaguely described, and three distinct
languages. I could run a short game with that, maybe a session or two with lots
of ad libbing. But that’s not really world-building, there are probably a few
to many gaps, and a few too many details that are missing for long term play.
Once you throw in a few ad lib elements or player generated ideas to fill in
those gaps, you start to lose control of the setting. If the game is about to
wrap up with a conclusion, this isn’t too important. Players will be satisfied
that they’ve contributed to the setting, everyone will talk about how good it
was, but you’ll have to do a bit of extra work to pull things back in line if
you plan to revisit the world at a later date.
Personally, I’d rather throw in a few more details now,
before the world gets touched. That way there are more elements to hook stories
into without disrupting the overall structure of the setting.
Onward…
What else do we need?
Plenty of things, but for the moment we’ll develop a few people.
In a top down design methodology, you’d detail the overall
scope, the grand background stories, vast regions, and then slowly gradually
work your way down to the specific places and people, knowing full well how
they fit into the grand scheme of things. In a bottom up design methodology,
the people get designed early, and then when you need to work out why they act
in a certain way, this reveals some of the larger forces at work in the
setting.
In a live action game, most of our interesting people are
the player characters. But that doesn’t mean everyone interesting has to be one
of them. The player characters often need some kind of social lubricant in the
form of Non-player characters, these NPCs may work as allies, antagonists or
simply useful people who can do things (and who need things done in exchange).
Because we’re expecting players to belong to every culture, we’ll need NPCs
from every faction.
Here is where you can really start to develop the nuances of
the setting, in many ways including the way characters act, how they interact
with one another, their goals and agendas, but also in fundamental things such
as how many there are, where they are located, and relative power levels.
Remember that you don’t need to create NPCs according to the same criteria as
player characters, balance doesn’t matter, and imbalance is actually a better
impetus for story generation. The live game (which we’ll call “Cogs and
Crossbones” as a placeholder title) has a fairly specific mechanism for
spreading out the races and cultures of the cultures but it will need a little
tweaking because it’s inherently linked to the world being designed.
I toyed with the idea of modifying costs for different
race/culture combinations, but that was just getting fiddly and confusing.
Instead perhaps it might be easier to look at the options presented in a game
like D&D, not the earliest incarnations, but later ones like 3.0 onward. In
this way, we might apply some kind of bonus to characters where the culture and
race are commonly associated with one another, and some kind of penalty where
they’re not commonly found together.
Nullans are found
in every culture. They gain no bonuses or penalties wherever they may be found.
Dhampyrs are fond
of ritual and like positions of power, thus they’d be more likely to be found
among the Empire or the Church, and less likely to be found among the Settlers
or Natives.
Faeblood are dreamers
and travellers, but typically work alone, thus they’d be more likely to be found
among the Settlers or the Cult, and less likely to be found among the Empire or
Pirates.
Wyldkin border on
the bestial, sometimes violent and usually pack oriented, they’d be more likely
to be found among the Pirates and Natives, and less likely to be found among
the Church or Cult.
Avatars often
claim descent from angels and saints and are more likely to be found among the
Church or the Cult, they’re less likely to be found among the Natives or
Settlers.
Incarnates are
more natural in their spiritual origins, they’re more likely to be found among the
Natives or Settlers, and less likely to be found among the Empire or Church.
Purebloods are
nomads who like to blend into a mixed crowd, they’re likely to be found among
the Pirates and the Privateers, and less likely to be found among the Empire or
Natives.
To keep things simple we’ll create a Nullan character from
each culture (two each from the common cultures), then two characters from each
other race (one from each of their favoured cultures).
That gives us:
Nullan – Empire (x2)
Nullan – Settler (x2)
Nullan – Privateer (x2)
Nullan – Pirate (x2)
Nullan – Church
Nullan – Native
Nullan – Cult
Dhampyr – Empire
Dhampyr – Church
Faeblood – Settlers
Faeblood – Cult
Wyldkin – Pirate
Wyldkin – Native
Avatar – Church
Avatar – Cult
Incarnate – Native
Incarnate – Settler
Pureblood – Pirate
Pureblood – Privateer
So that gives us 4 Settler characters, 4 Pirate characters, 3
Empire characters, 3 Privateer characters, 3 Church characters, 3 Native
Characters, and 3 Cult characters. That’s 23 characters, surprisingly well
balanced across the cultures, and as I was writing this I didn’t expect it to
work out this way at all. When I’m writing up a campaign, I’d usually try to
aim for twice as many NPCs as there are players, but a live game fills out the
population with unpredictable player characters, so there usually isn’t as much
need to introduce plot twists through NPCs. 23 characters are plenty to start
with when setting the intrigues for the main city.
Now we’ll detail these characters a bit. We’ll do this by
giving them each a name, a gender, a rough power level (novice, veteran,
master), an attitude, a job/place in the local economy, and a pair of locations
where they might likely be found. If we were playing D&D we might put an
alignment as well.
Federico Rodriguez y
Carillo (Nullan – Empire, Male, Veteran,
Surly, Sergeant of the Town Guard, The Keep or The Docks)
Jacinta Moreno y
Silva (Nullan – Empire, Female, Master,
Manipulative, High Courtesan, The Keep or The Cathedral)
Orlando Cortez (Nullan – Settler, Male, Master, Gracious,
Burgermeister, The Markets or The Sentrypost)
Mary Jones (Nullan – Settler, Female, Veteran, Down-to-Earth,
Apothecary, The Markets or The Arena)
Oliver Rackham (Nullan – Privateer, Male, Veteran, Flamboyant,
Ship’s Captain, The Docks or The Withered Hag)
Marina DuBois (Nullan – Privateer, Female, Novice, Shy,
Artificer Apprentice, The Markets or The Docks)
Half-pint Henry (Nullan – Pirate, Male, Novice,
Eager-to-Please, Cabin Boy, The Borderslums or The Docks)
Nell Smith (Nullan – Pirate, Female, Master, Disciplined,
Quartermaster, The Arena or The Withered Hag)
Father Taurino (Nullan – Church, Male, Veteran, Fatherly,
Abbot, The Cathedral or The Village)
Erihapeti (Nullan – Native, Female, Veteran, Inquisitive,
Herbalist, The Village or The Sentrypost)
Adalita Batista (Nullan – Cult, Female, Novice, Friendly, Street
Urchin, The Temple or The Borderslums)
Lisandro De La Rosa y
Cortez (Dhampyr – Empire, Male,
Master, Strict, Governor, The Keep or The Catherdal)
Mother Albertine (Dhampyr – Church, Female, Master, Gracious,
High Priestess, The Cathedral or The Markets)
Charlie Thatcher (Faeblood – Settlers, Male, Novice, Friendly,
Newssheet Vendor, The Markets or The Withered Hag)
Harriet Black (Faeblood – Cult, Female, Novice, Secretive,
Gaslighter, The Borderslums or The Docks)
Josephine The Cat
(Wyldkin – Pirate, Female, Novice, Careful, Cabin-“Boy”, The Docks or The Arena)
Tama (Wyldkin – Native, Male, Veteran, Brave,
Mercenary-for-Hire, The Village or The Borderslums)
Sister Salvatora (Avatar
– Church, Female, Veteran, Hyperactive, Legate, The Cathedral or The Village)
Moana (Avatar – Cult, Male, Novice, Thuggish,
Bodyguard, The Borderslums or The Markets)
Anahera (Incarnate – Native, Female, Veteran, Motherly,
Shaman, The Village or The Temple)
Jack Teller (Incarnate – Settler, Male, Novice, Diligent,
Blacksmith’s Apprentice, The Markets or The Sentrypost)
Xavier “Lobo” Perez
(Pureblood – Pirate, Male, Veteran, Flamboyant,
Pirate Captain, The Docks or The Arena)
Mary Flynn (Pureblood – Privateer, Female, Master, Sinister,
Fleet Commodore, The Docks or The Keep)
An interesting point that I discovered doing research for
these names was the traditional Spanish naming convention of using two
surnames, one derived from the paternal side, and one from the maternal. I
think I’ll keep this for members of the empire, it makes names sound more regal
and convoluted. This leads me to another thing I love about worldbuilding, and
that’s doing research into other cultures.
Comments