Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Saturday, October 19, 2024

The Cold War of The Gods (A Fantasy RPG Setup)

If you've been playing TTRPGs for long enough, there is a question you've no doubt come across several times in your career; why us? Whether it's a group of no-account drunks and thugs being asked to save a kingdom from the depradations of a lich lord, or some relative nobodies being given the task to close a hell rift, it can often feel disporportionate. After all, there are real heroes in the setting who have powers and abilities far beyond our simple level 3 party... why aren't you asking them to do it?

Or, the one that gets a lot of us in trouble, why aren't the gods handling these problems? Whether it's demons leaking through a breach in the abyss, or malignant forces belched forth from the darkness between the stars, where are the gods in this whole setup? Why do mortals have to fight these battles?

And that is where the idea of the Cold War of The Gods comes in. I found this on TikTok from Nobody Important, link to the original video is here.

Take this, and do what needs to be done.

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Proxy Wars in Your Setting


For those whose history books didn't cover the topic, I'm going to lay out a few generalities of the Cold War.

So, during the heights of the twin superpowers of the USSR and the USA, tensions were running very high. These two nations both had massive nuclear arsenals, huge armies, and they weren't shy about using them... however, both sides understood that open war with everything they had was a losing proposal. This would lead to Mutually Assured Destruction, or MAD for short. And what was the point of fighting a war that would literally destroy everything and everyone?

Not much, since you ask.

The result of this was that both nations (and to some extent their allies) entered into proxy wars. They would offer arms, training, funding, and backing to a force they didn't directly control, and which was going to take actions they approved of. One of the most famous, of course, was the U.S. training the mujahideen fighters who would act as guerrilla forces against Soviet-held targets and interests. This would, of course, bite the U.S. when the very forces they trained turned on them because their interests no longer aligned (this will become important later). However, the point was that while both sides of the Cold War were engaged in spycraft, building up proxies and influence, etc., they could not take direct, overt action against one another without setting off the powder keg.

You can take this same setup, and apply it to the worldbuilding for your game.

Perhaps, in the long ago, the gods warred on the world. This incident may have been an apocalyptic event, nearly destroying everything. This would, naturally, have led to the sides who wanted to rule (not just destroy) the world to withdrawing, each menacing the other to keep them off the material plane as much as possible. They would build influence through religions, through selecting personal agents in the form of clerics, paladins, oracles, witches, and warlocks. They may even influence others, sending their lesser servants to act as guides and backers, ensuring that those who may not really be invested in one side or the other can still act in service to one of the great powers who is jockeying for position on the board.

How You Can Use This Setup


If you choose to put this setup in place, it provides you a great deal of interesting leeway when it comes to your plot, and the position of your party in the Great Game. If you need a convenient way to give out loot, divine intervention could literally lead your party to find items that are far greater than they should normally have (as in the TikTok example above with the holy avenger), which might lead to them asking what they need such items to do? It might lead your party, no matter how small they are in level, being used to fight in a series of proxy actions that seem unconnected, but when viewed from a divine perspective are all parts of a great whole. You could even use this setup to create antagonists, such as proxies who once fought for a given divine power, but who have now turned their backs to fight against that same divine power, once their initial enemies were overcome (told you to remember the mujahideen).

As the Game Master, you can choose to make this the blatant setup of your campaign, with the PCs playing a role in the ongoing divine power struggle for dominance and influence. Or you can choose to leave that running in the background, only occasionally cropping up to intersect with the adventures your PCs are currently on. Which one you choose is up to you!

However, if you're looking for some extra inspiration, consider checking out some of the following:

- Keeping Gods Mysterious Maintains Their Mystique In Your Game: A simple collection of advice for making sure the divine stay beyond the common experience of mortals.

- Gods of Sundara (Pathfinder and DND 5E): The unique setup for gods in my Sundara: Dawn of a New Age setting may be of interest for folks who are looking for a Cold War style setup.

- 100 Random Oracular Pronouncements: The gods often speak through oracles, but if you need unique pronouncements to drive the PCs in a particular direction, this may be of some assistance.

Also, if you need a little advice for keeping the cloak and dagger in the divine, check out the video I made about this very topic below!



Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 30, 2021

"Species of Sundara" Takes Aim at Monolithic Fantasy Races

If you've played most mainstream fantasy RPGs for any length of time then you've likely noticed the issue where all the non-human creatures become monolithic. Flip through most books out there, and you'll find that humans get half a dozen different ethnicities and cultures, each varying wildly across the setting. Then you look at halflings, and find they're all basic copy/pastes of the Shire. You look at orcs, and they have a nearly universal culture of violence and 'might makes right.' You flip to goblins and find they're just this big, discordant wad of gnashing teeth and chaos no matter where you go. And so on, and so forth.

Some settings will change things up and give you a few different varieties of a particular creature. You see this in elves and dwarves in DND 5E, where they have sub-races for players to choose from at character creation. Even in games where there's some variety, though, we tend to fall back into tropes and stereotypes where elves are all aloof ancients of the forest, dwarves are all brash, heavy-drinking Scotsmen from the mountains, etc.

And I wanted to do something to break players and game masters alike out of that mindset. Which is why I've been working on the latest series of releases for my setting titled Species of Sundara!

Get your copy today!

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Cultures, Customs, Languages, and More!


As a designer I understand the purposes these monolithic cultures serve as a tool. It takes a lot of time, effort, and energy to develop parts of a world, and giving every single species its own set of involved customs and culture, its own history and languages, and its own unique religious beliefs can be exhausting when taken along with all the other aspects of designing a game. And that's before you come up with dozens of different languages and dialects, and try to envision what physical differences (both cosmetic and more-than-cosmetic) that exist between different iterations of the same species. Every new addition is one more thing that needs to add value to the game, and provide useful tools for players and GMs alike, and that's a tall order.

But I'm trying to do that anyway.

There's more to us than meets the eye.

That's the goal of my Species of Sundara project, which debuted recently with Elves of Sundara (which is currently available for Pathfinder Classic, as well as Dungeons and Dragons 5E). Each of these books takes a look at a player species, discuss the various languages they use and how they developed, discuss at least 5 different variations of the species, and provide broad discussions of their environments, their cultures, and their customs.

As an example, elves in Sundara are still recognizable in many ways. They have an extremely long lifespan, they are often thought of as keepers of ancient wisdom, and many times they keep themselves apart from even their proximate neighbors. However, the central theme of elves in this setting is that they are able to adapt themselves to their environments and purposes. This is often done on a deeply physical level, which means that elves you find living in the old growth forests are quite different from those who live atop the mountains, or those who have honed themselves to the singular purpose of war. This adaptability also means that elves are capable of having children with any sentient species, which leads to its own unique permutations that will be covered in a later book.

But while there are defined physical changes between different broad groups (the Rashar, for example, have developed fast-clotting blood that makes them nearly immune to bleed effects, whereas the Malisus have developed light sensitivity due to their primary adaptation being in the Underworld), a point I make clearly is that not every culture is made up solely of certain heritages and bloodlines. Cultures are fluid, and elves who may boast features and abilities inherited from one family may be adopted by, or simply raised in, a different elven culture. Some may have extended family, political alliances, or simply be neighbors with, those who are different than themselves. Additionally, intermarrying may result in traits broadly associated with one group of elves showing up in someone born to a different group. So while there are different sections in the book, there's quite a lot of bleed over that creates gray areas for players and GMs to get creative with.

Also, for those who didn't catch it, go check out my 5 Tips For Playing Better Elves over on my 5 Tips page!

Thinking Outside Defined Boxes


The goal with this series is to break down the ideas of species-based monoliths, not just by providing a larger number of more defined cultures and physical heritages, but to also make it clear that these things are fluid. There are no firm lines drawn that keep someone in a box, and players and GMs are encouraged to get creative with the specifics regarding backgrounds in their games. Because language, culture, family, religion, and experience should all come together to form a unique individual who will have influences from all these different aspects, but who should still be more than just the sum of their parts.

Mostly what I said recently in Remember That Characters Are Still Individuals.

Lastly, though I am trying to fill these splats with as much useful information as I can, there is another important point made in them; that these options are far from the only ones available in the setting. So if players or GMs want to create unique settlements and cultures with their own rules and traditions, that's to be encouraged in Sundara! Because while I can provide a sample to get one's creativity started, I don't want players to feel like they have to color within certain lines when it comes to the cultures their characters can be from, or the influences that shaped them into who and what they are.

Because if I had to choose, I'd much rather have enthusiasm to be creative and unique than to have other players or GMs arguing that because a particular species or culture tends to be one way, then a player has to fall in line with those elements.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, November 19, 2017

De-Coupling The Idea of Race And Nation in RPGs

There is a particular trope in science fiction and fantasy that shows up a lot at our gaming tables. Chances are you've seen it, especially if you're a fan of a Tolkien-style setup. The way this trope works is that a particular culture (typically a non-human one, but human neighbors are not immune from this trope) is set up as having a particular thing that's noteworthy about them. You know, like how all Klingons (space orcs) are heavy metal tribal warriors, and how Vulcans (space elves) are aloof, logical, and tend to be generally better than humans at everything.

You know, like how ALL noblemen are inherently better than commoners.
Whatever the thing this race/culture/etc. is good at is referred to as their hat. It is immediately recognizable, completely unique, and every member of that population has it. And it's just fine for a generalized shorthand... but it sort of falls apart once you start interacting with people on an individual basis.

Things Get Better Once You Take Off The Hats


Fantasy games, especially games like Pathfinder, are loaded with hats. Having elven and orc as languages is a primary example. While we can largely blame Tolkien for it, the idea that all members of a given race inherently speak one language (except humans, of course, because humans are all different) is kind of ridiculous. Ditto the racial proficiency benefits that allow gnomes or dwarves to just naturally be good with certain weapons. Even if they come from parts of the world where those weapons would be improbable, unwieldy, or just not as useful. The biggest offenders, though, are when characters treat their race as the equivalent of a nation. Like there is only ever one culture, and one norm, and every member of that race you encounter will be aware of that culture, and those norms.

Here, I'll let Trope Talks explain the ins and outs of this one.


Got it? Lovely!

So how do you take off your character's hat? Or the NPCs' hats, if you're the DM? Well, the easiest way is to de-couple the idea of race from the idea of nation, and to introduce nuance and variety.

Adding Depth Always Helps


I hit on some of this a while back over on The Literary Mercenary with my post Tear Down The Monoliths, but that was meant more for writing than for gaming. So how do you introduce more depth and nuance into an RPG setting in order to avoid the idea that (except for PCs and the occasional important NPC) all members of a race, culture, etc. are more or less the same?

Well, the first thing you should do is de-couple the idea of race (the people) with the idea of nation (a physical location with specific borders). If you ever have an entire country that's made up strictly of only one kind of creature (the reclusive elven kingdom, the swarming orc horde, etc.) ask why? Because a small group of creatures, say a mostly nomadic tribe or even a small town, could easily remain homogeneous. Especially if they're self-sufficient, and have minimal interaction with outsiders. But in order to grow, they'll require a lot of resources. That typically means there will be trade, diplomatic relations with their neighbors (including war), and it means that people will want to come to be a part of what's being created. So the bigger a nation is, and the more land it brings together, the smaller the chances are of it being completely (or even mostly) homogeneous.

That is not to say that creatures from a given area don't share a culture. They absolutely do, even if as individuals they don't share all the same values, desires, goals, etc. But that area should influence who a character is in order to avoid playing into the excuse of the hat. For instance, you're playing a elf from Hardhome, so of course you're good with a longbow. So are many other folks there; archery is the nation's official national past time. So you're a dwarf who favors a hammer, eh? Well, yeah. When you were part of the Hilltop Guardians, you were a breacher. It was your job to batter down the door so your teammates could rush into the gap and capture criminals.

In short, make what you do about how you were raised, and where you're from, instead of using the excuse, "Well, I'm an X, so I'm just naturally good with a Y."

Another good step to take is to come up with alternatives to racial languages. It's more work on the DM's behalf, but try breaking them up into different dialects across the world. Yes, the Granite Kings popularized the characters and style of the Horrang language (snidely referred to by some as high-dwarven), but as the empire branched out, and citizens went to other parts of the world, it broke off and changed. Used mainly among scholars, and certain isolated pockets of the region, the language isn't dead, but it is rarely used in the everyday anymore. Make it clear that languages for other races are the same as for humans; they grow, they change, and they spread, becoming more or less common depending on trade, prominence of the home nation, the spread of its people, etc., etc.

This has the side benefit that skills like Linguistics, and magic like Comprehend Languages, become even more useful for those who invest in them.

Lastly, take the time to show players that given races and cultures aren't monoliths in your setting. Show NPCs as individuals, who may adhere to some of these sweeping generalizations, but not to others. Have a gnome who is calm, and difficult to excite, but who can fixate on objects of curiosity with an intensity that marks him as a genius in any field he chooses to enter. Give us a half-orc who uses his inherited strength and toughness to become a champion athlete, and who speaks out about non-violent solutions to the problems the world faces. Give us an elf who's damaged and volatile, who's seen hundreds of companions die of wounds and age, and whose unsurpassed skill on the battlefield is just as much a curse as a blessing as he forgets there is a way to live without a sword in his hand.

If It Ain't Broke, Don't Fix It


This is, of course, assuming that having a nation or planet of hats is an issue you've had at your table. Some games work perfectly well when they lean on this trope. Especially if it's a way to make an entire group of creatures irredeemable, so no one raises the issue of whether it's morally acceptable to slaughter the bad guys wholesale. However, if you like the idea of mixing up the formula, and jettisoning hats that, while functional, can make parts of the game world feel stilted and shallow, it's often a good idea to follow that impulse.

That's all for this week's Fluff post. If you're in the market for even more gaming content from yours truly, why not check out my Gamers archive, or head over to Dungeon Keeper Radio to check out some of the episodes I have the privilege to be part of? If you want to stay up-to-date on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support Improved Initiative, head over to The Literary Mercenary's Patreon page to become a patron. $1 a month makes a big difference, and gets you some sweet gaming swag as a thank you!

Monday, September 25, 2017

Introduce Some "Period" Technology In Your Game

Despite the fact that fantasy RPGs don't take place in the real world (or, at least, most of them don't), players and dungeon masters the world over get their knickers in a twist if you introduce elements that aren't period into their games. Period, in this case, referring to a very wide definition of medieval to mid-Renaissance, depending on how fine the hairs you want to split are. Now, on the one hand, I am the first to point out that as soon as we agree that this game does not take place on Earth, then any argument using Earth history as its foundation is pretty well invalidated. On the other hand, I do think that it's a good idea for us to take fun ideas and inspiration from our actual history, and ask what would happen if we introduced it into our game worlds.

You know, like what if an alchemist guild invented soda? Or the kingdom ran a Dragon's Lottery as a way to make money without raising tax revenue? Or if there were huge billboards advertising the upcoming title fight in this year's Sand and Blood tournament?

The Iron Stallion takes on the Crimson Cad! A battle for the ages!
While that might sound sort of facetious, there is a nugget of honesty in these ideas. Because while we might think of all the comforts and technology that we enjoy today as being thoroughly modern, our ancestors were rocking a lot of the same conveniences we have, and they didn't have electricity or magic!

Cool Ancient Technologies To Make Your Game Unique


If you've never read 7 Modern Conveniences That Are Way Older Than You Think, or 30 Modern Things That Are Way Older Than You Think, you owe it to your creativity to go take a look. Because while we might be used to how we do it these days, our ancestors were no slouches when it came to luxury, convenience, or making money.

Out of these two articles, I have a few favorites.

My first favorite is the ancient Persian air conditioning system. Using the simple science of air flow, underground water, and strategic digging, the empire that went to war with Sparta could build comfortable, temperature-controlled mansions, taverns, or public buildings in the middle of the desert. The same technology was also used to create chill houses where, even in the hottest summers, the empire could store ice and food.

The places even looked like upside-down ice cream cones.
In addition to giving us continent-spanning roads, and bridges that still hold up to this day, Rome also had shopping malls as far back as 113 A.D., and they came complete with fast food joints, clothing stores, jewelry, and all the other vendor trash we're used to seeing when we go to the mall. There were probably stores that sold pipes right alongside swords that were meant more for decoration than for use in the field, too. Not only that, but about 2000 years ago, Hero of Alexandria invented a primitive version of the vending machine to dispense holy water at shrines. Add in the wishing wells that were all over most Roman cities, and you have a place that really doesn't look that different from some of our modern small towns.

Of course, there is nothing that says a DM has to do anything with this knowledge. It's just fun, and interesting, to see the looks on people's faces when they realize that it's perfectly possible to recreate modern comforts using ancient technology, if one is determined to do so. And if you live in a country where magic (even low-level magic) is commonly available... well, there's no limit to the directions you could go, if you were of a mind to do so.

That's all for this week's Moon Pope Monday post. Hopefully it gets the wheels turning, and leads to some interesting additions to your future games. If you'd like to see more of my gaming content, take a few minutes to check out my Gamers archive. To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter, and if you want to support Improved Initiative, head over to The Literary Mercenary's Patreon page! All it takes is $1 a month to make a difference, so please, consider tossing a little change in my cup so I can keep the content flowing.