Worldbuilding 101: Part 5 - No Man is an Island (or woman for that matter).
Now we’ve got places to visit, and people to meet, but how
do they all tie together, and how do we use those components to tell stories?
The other question that might be asked at this point is “Why
do we need them to?” That’s an easy one, because it’s been stated in our
intended story types that we want “courtly intrigue” and “mysterious
exploration”. This s a world where things looks stiff and proper on the surface
(at least from the Empire’s official documentation), but there is a boiling,
churning underbelly of corruption. Too often I see in computer RPGs independent
NPCs who have no real connection to one another except for the purposes of
sending characters on quests where a message might need to be sent from one NPC
to another (typically in a completely different part of the world). You get an
idea that there is a larger social network at play, but it doesn’t really
immerse the players. That’s fine for those games (which are typically about
combat and not social intrigue anyway), but this is a setting specifically
designed for players to interact socially as well as physically. We need to
know who knows whom, how well they know one another and how threads of narrative
might spread across the ‘ecosystem of narrative’.
There are a few ways to set up an immediate ecosystem of
narrative, one of the more popular options in recent years has been through
relationship maps. We’ve already got a few basic frameworks to hang a
relationship map from.
Relationships link people, but how do those relationships
form?
We could say that characters from the same race
automatically know each other, but if there are roughly 50,000 people in El
Puerto de Isabella, and if we assume that the spread of NPCs roughly matches the
spread of citizens in the city then there would be 20-25,000 nullans. That’s a
lot of people to develop relationships for, but if we’re just focusing on
“prominent figures” it’s a bit more likely. Personally, it seems a bit trite
that all elves seem to know all other eves in Middle Earth, so we won’t be
following that route (even if it is just for the prominent figures).
We could do the same thing for cultures, since there seems
to be more of an even spread among the NPCs. We could also do the same for locations,
if Josephine the Cat and Mary Flynn both spend time at the docks, there’s a
chance they’d run into each other.
I actually prefer the idea that a stronger relationship
develops when two different people share more things in common. It’s unlikely
that a relationship would develop between people just because they share the
same race, the same culture or if they frequent the same places. There might be
a chance of a relationship, but I’d only do it if there was a distinct
storyline where I needed both the characters present. If two characters shared
two out of three (race, culture, a location), I link them with a basic
relationship and possibly make it more significant depending on story ideas
I’ve got. If two characters share three aspects (race, culture and a location,
or both locations and either race or culture), they gain the strongest
relationship. If two characters had the same race, same culture, and both
locations they’d basically just be duplicates of one another for the purposes
of narrative…I try to avoid this, but when it happens there must be a damn good
reason.
Relationships aren’t inherently determined as good or bad
using this system, it’s just a guideline to the intensity of the relationship.
We can often determine the way the relationship might go based on the way
different cultures tend to think of one another, a strong relationship between
a pirate and a member of the empire would be stereotypically bad, a hatred
between them. Playing to all the stereotypes doesn’t tell a good story, this is
the bit where you throw curve balls…a member of the Cult who is good friends
with a member of the Church, a settler who has an absolute hatred of a certain
member of the Empire.
Trying to develop a single relationship map between all
characters can be a nightmare, so I’d develop a range of relationship maps,
basing each one around a specific location. For example…here are the people who
can be regularly found at the markets, and here’s how they inter-relate. Since
a game will typically involve the player characters visiting specific locations,
then it makes sense to see how different people’s social relations unfold in
different settings. This has the added advantage that some people might react
in different ways to one another depending on where they are. If two NPCs share
two the locations of “The Keep” and “The Arena”, they might act distant or
present an air of dislike to one another when at royal court in the keep, but
they might be thick as thieves when watching the bloodsports at the Arena. This
says a lot more about their relationship, and gives further hints at deeper
levels of storyline behind the scenes.
Here’s a list of locations, indicating who is likely to be
found where.
Keep – Federico,
Jacinta, Lisandro, Mary F.
Docks – Federico,
Oliver, Marina, Half-pint, Harriet, Josephine, Xavier, Mary F.
Markets – Orlando,
Mary J., Marina, Albertine, Charlie, Moana, Jack
Cathedral – Jacinta,
Taurino, Lisandro, Albertine, Salvatora
Borderslums – Half-pint,
Adalita, Harriet, Tama, Moana
Village – Taurino,
Erihapeti, Tama, Salvatora, Anahera
Temple – Adalita,
Anahera
Arena – Mary J.,
Nell, Josephine, Xavier
Withered Hag – Oliver,
Nell, Charlie
Sentrypost –
Orlando, Erihapeti, Jack
Using each of these we can make an interconnected series of
relationship maps (we’ll do that in the next instalment).
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