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We have now entered the "Winter Phase" of the first in-game year of the Eastmark campaign. There are a couple of final afterthoughts I have about that, which only clarified after my post had gone up.
One is the challenge of scheduling; as it was, timeslots I posted were simply first-come, first-serve. That's great for someone as lazy as me, because I toss the meatscrap out and the dogs fight it out for themselves. I merely wait to see who emerges from the scrum, bloody and triumphant.
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| "Let them schedule sessions" |
Unfortunately the outcome is that sessions tended to get snapped up by the people who happened to be online when timeslots were posted, and at least one player who submitted a character never managed to get a session in. That's not ideal. I'd prefer more players get a chance to play than having players routinely max out their adventures-per-year.
There's not a quick and easy solution to that, but what I'm running with is that:
- A session may only be scheduled with up to four 'attendee' slots
- A single fifth slot is always set aside for a player on the waiting list for that session
- Priority in filling this slot is given to the player with fewest sessions that year
I'm sure there are still ways for it to run aground, but it feels like I'm hauling the ship in the right direction.
Now it's not as though I'm slow to pat myself on the back and inflate my own ego. I do that shit at the drop of a hat. I don't even have to drop a hat to do it! I look amazing in hats, why would I drop a hat? Doesn't make any goddamn sense.
But! One of the points of feedback I've gotten is that the players are really digging the lore. That's really good because I am not actually super fluent in the Worlds Without Number system and I've felt that any content I've generated wholesale (rather than pilfered from Trilemma Adventures or an old OD&D module) has been a thin meal. In particular, I've got two points of pride to which players have responded.
Go Epoch Yourself
I've often keenly felt a kind of 'single immediate history' in a lot of RPGs with dungeon-delving themes. There is Now and there is Then, and one often draws a pretty straight line between the two. There once was an Empire, but it fell. There was a King, and he died. There was a Necromancer, and he was defeated. You see it a lot in older modules, where the past represents a very static kind of resistance-- sometimes you're the first adventurers to run face first into it, sometimes others have gone before you, but it's just there and waiting.
That's not really how history works, though.
Marc Bloch was a historian who pushed forward the idea that it was not just a series of events, of important people in sequence to one another. Watersheds events are useful lenses (like the slide of a microscope) but they are not in and of themselves the history.
With that in mind, one of the things I wanted to do was give players a pretty good handle on the distinct areas of history because they would be overlapping and influencing one another.
I set out three areas of pre-contemporary history:
The Age of Flowers - More than a thousand years ago. The 'Eternity Elf' empire was a thing, as was its end. Big god-scale mythic stories, exalted highs and demonic lows.
The Age of Metal - Scuffles in the Eastmark between Dulandir Human, Dunirr Dwarf, and Caelish Elf. This is the equivalent of Arthurian stuff. It is a history of larger-than-life personalities, cultural icons and emblems.
The Age of Ash - The arrival, rule, and withdrawal of the Empire in the Eastmark. This is a history of loss, often just outside of living memory. Often brutally banal. Stories of what happened to someone's grandparents and immediate ancestors, fresh marks of trauma on communities.
With those in mind I could create adventure locations that bore the thumbprint of their creation and evolution. Not just when a place was plunked down, but also how it interacted with several rotations of the wheel of time. History as a series of layers, through which someone can intelligibly parse.
Hey, I'm Tolkien Here!
Drilling down into how I presented these layers of history is as simple as remembering that I'm a soft-brained hack with no shame or originality. I just did what Tolkien did and used language.
I've often seen this glossed over in most games with some 'Common' tongue that conveniently everyone speaks. I get why that's often the preference and in fact agree that nine times out of ten you can just handwave what everyone is jibberjabbering. This game, I hoped, would be the one time out of ten it was interesting and actionable.
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| behold, a satan! |
In the above picture, you can see that I've grouped languages by, roughly, when they developed as a distinct tongue. Blue boxes are those languages which are currently spoken in the Eastmark. Languages in black boxes are relegated to academic/ritual contexts. Dotted boxes are 'dead' languages which no one speaks and few know with any fluency; the stuff of obtuse academia and archeological relic.
A line indicates more or less direct lineage, while dotted lines represent influence; Trow comes from Caelish, but it has been influenced by both the Arago and Dulandir tongues.
Conventionally, Arago is 'Common'. It's what the Empire enforced on the Eastmark, so every culture has some history using that language. And Dulandir is probably the native 'Common' in that it's likely everyone knows enough of it to converse with one another.
I've been very careful to craft adventure locations which don't break these languages far out of their eras; when players see Caelish and Old Dunirr I want them to think Age of Flowers. And so far they have! It's not always realistic but I'm not a philologist like Jolkien Rolkien Rolkien Tolkien. Language is a metaphor more than a language, in this game.
It's also allowed me to play with other themes-- in addition to Arago being a shorthand for oppressive imperialism, Trow is emblematic of diasporic loss. Note how both Caelish and Quendarian are dead, and Trow is itself influenced by two other cultural languages. I've made it clear that not even all Elves in the Eastmark speak Trow! Their survival in the face of repeated and extended tragedy has had a very real cost to it. Players' actions can help them reclaim some of that, though! Ideally.
The intention to this language stuff isn't to gate information from players or their characters-- I'm very liberal with what PCs probably know/speak. Instead, I want to make it obvious the lens through which information is being passed; the cultural values and biases implied by the language something is written in. If someone is writing about Elvish history in Arago? That Imperial lens absolutely colors what they have written.
Does this give me a little more work to do when populating adventure locations and introducing NPCs? Probably, but it also gives me a reliable lever I can pull to help direct and focus player expectation. And the feedback I've gotten has been overwhelmingly positive.