Yesterday, I was watching
an episode of Star Trek: The Next Generation. In it, the Enterprise
crew had to learn to communicate with an alien species who was
“unintelligible”. The problem was, rather than communicating with
the standard “subject, verb, object” language, they communicated
solely through reference to historical and mythological events.
Without understanding the context of their culture, the Enterprise
crew had no way of understanding their attempts at communication.
Ignoring the absurdity of
this method of communication, the episode raised an interesting
point: without at least some shared context, communication is
impossible. This is a topic that is just as applicable to game
masters as it is to galactic explorers.
Adrift in a Sea of Imagination
It
is all-too tempting for a worldbuilder to make something new and
wholly unique. A world that is actually a moon to a gas giant,
sentient life being vegetable rather than animal, with cities built
at the bottom of lakes, and a culture focused on aggressive humility.
We strive to make something completely different from everything
we've ever seen before, equating different with interesting.
This
can be a fun thought exercise, but it will rarely equate to a fun
game or a good story. The audience will struggle to find something,
anything,
to grab onto in an attempt to relate to the setting and characters,
but with every aspect being alien, there is nothing familiar to serve
as a foundation.
In
many fantasy and science fiction stories the author includes a
character who is unfamiliar with the setting, in order to serve as
the audience surrogate. Harry Potter was raised by muggles; Philip J.
Fry is from the year 1999; Frodo Baggins lived a life isolated from
the wider world. By injecting a character who is as confused by
everything around him as we are, we as an audience can latch onto
that character and grow familiar with the setting alongside him.
This
is much more difficult to accomplish an a tabletop RPG. In a novel or
movie, only one of the characters need be a surrogate, with the
others filling the role of teaching him about their world; at the
game table, every main character belongs to a player, and thus will
have as much (or as little) knowledge of the world as she does. With
every character disconnected from the setting, it becomes much more
difficult to bring them into the fold.
Compounding
this problem, there is already plenty for the players to keep track
of. While reading a book or watching a movie, the audience need only
keep track of the events occurring in the story, passively absorbing
information about the setting, characters, and plot. At the game
table, players also have to track the game rules. They need to keep
in mind their character's backstory, motivations, and personality in
order to properly portray her. Players in a game are not only the
audience, but also the actors portraying the roles in the story, and
people playing a game besides.
The
wider the gap between the game setting and the tropes with which the
players have familiarity, the harder their job becomes.
Finding Solid Ground
It
is important, therefore, to make the game setting feel familiar to
everyone at the table. The world as close to our own as possible,
with day-night cycle roughly 12 hours each in length, and relatively
normal environments.
Where
departing from reality, we employ the well-worn tropes of our chosen
genre. Most everyone is familiar with elves and dwarves, so they
become the standard for fantasy races. Magic is new and exciting, but
its impact on the world is limited in comfortably familiar ways.
Alien worlds in space operas are “desert world” and “arctic
world”, with alien monocultures. We have seen these in countless
stories, and it is easy to sink in and immerse ourselves.
This
may all sound cliché, but things become clichés for a reason.
Repetition breeds familiarity, familiarity creates comfort, and
comfort fosters immersion.
Another
option is to set your game in an established setting. Whether this be
a setting created for games (such as Greyhawk, Eberron, or the Sixth
World) or a setting from your favorite novel, video game, or
television show, the important thing is that it is accessible to
everyone at the table. Ideally, a majority of the players are aware
of the setting so that they can play mentors to the “stranger in a
strange land” players who are learning the setting as they play.
This
is not to say that you should never mix things up a little.
One Big Change
Many
game masters find joy in creating their own settings. This might be
because they haven't yet found a world that does everything they want
to do, or simply for the thrill of creating something all their own;
whatever the reason, we all feel the itch to create, eventually.
The
easiest way is to work with an existing setting. We begin with
Greyhawk, and create our own city and surrounding area, populated
with unique characters. This is fairly easy to do, while still
providing an outlet for creativity and a means of control that
worldbuilding brings.
Other
times, we start from scratch. Maybe we want to create a mash-up of
two genres (space opera western), or have an interesting idea for a
magic system. Maybe we pose a question (what if the dark lord
defeated the hero?) or maybe we are interested in exploring a
different culture. Whatever reason guides us, we begin to create.
When
all you're doing is tweaking an existing setting, you don't have to
worry too much about losing shared context. The players can still
learn most of what they need to know by studying the original
setting. Unless you change things up too much, your setting remains
relatable.
When
building from scratch, you have to keep context in mind. It is often
best to pick only one or two major changes from the standard for your
genre. If you want your world to portray what impact resurrection
magic would have on a society, maybe you should stick to the standard
fantasy races. If you wish to explore the impact of life on the moon
of a gas giant, perhaps keep the technology level relatively modern.
This
not only ensures that the audience – your players – can relate to
the setting on some level, it also keeps the focus on whatever you
find most exciting about your setting. While too many changes can
lead to confusion, one big change will cause people to gravitate
towards it out of curiosity.
My World is a Unique Snowflake
As
a creative individual, you may find it difficult to conform to the
norm. Being told to color inside the lines, to follow the established
tropes of your favored genre, just strengthens your resolve to create
something utterly new. Yet, when we completely ignore the lines,
often our pictures become unrecognizable; rather than an expression
of our individual creativity, it becomes a mess. By using the lines
as guidelines, those times we stray from the ordinary path become
much more noticeable.
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