Showing posts with label Fallow. Show all posts
Showing posts with label Fallow. Show all posts

Sunday, July 21, 2019

Done, Not Finished

Breathe.

I am completed the principle writing of my book Fallow, formerly called the Fifth Man.

This doesn't mean I'm done.  But it does give me a tremendous certainty that it will be done, and soon, so much so that I'm putting together cover proposals.  I expect changes in the layout and text, but the image works just fine for me and I believe I'll go with that.  Only ... the image is 5000x1650 pixels, so the precise part of the image that will be used is still up in the air.

I have slightly more than 120,000 words to edit and pull together, to correct for continuity errors and to artistically enhance sections that don't meet the best possible criteria.  I have been doing this part of the task piecemeal for a year ... but now the book has to be melded into a unit.  For the first time, I feel I'm in a headspace to do that.

There have been great changes in my thinking in these last three weeks, since I last posted here ~ and these will affect my readers.  I'm going to considerably reduce the amount of posting that I will be doing on this blog, Tao of D&D, going forward from this time.  I have written more than 2,600 posts over 11 years, covering virtually every subject within role-playing games and D&D in particular.  I have not quite posted once per day, but I know from my stats that most readers do come here everyday, particularly weekday mornings ... so I know this will mean there isn't a thousand words waiting for you when you load up your work computer and want to put off starting your day.

It is only that I feel that much of the effort I have applied here has been in vain.  We talk about throwing things out into the void but ~ and this is the crux of it ~ I am throwing ideas and vision into this void that isn't to be found anywhere else on the internet.  I am not another DM preening on my amazing running ability.  I'm not another shill writing derivative reviews of company products.  I'm bored and done with flame wars and with pushing off those who are determined to treat the best game in the world as an ongoing exercise in Saturday night redundancy.  I'm not interested in being open to the same old dictates and the same old memes about what the game is "about" or why enough rules that empower players to predict results from strategies is "bad."  I cannot make any more headway with these people that I have already made.  If the arguments I've proposed thus far aren't enough to register a message, then ... so be it.

I will be continuing to write on this blog, and much the same material as I always have.  I'll just write less on the ol' Tao.  About the same as a typical D&D blogger.

But I am a writer.  I can't stop writing; it is my extraordinary pleasure.  So there's no reason why, just because I don't write here, that I should stop writing at the pace I enjoy.  And if the reader is interested in seeing that other writing, I won't deny the reader the pleasure of it.  Writing should be done for others and not only for oneself.

If the readers are interested in knowing where else I'll be writing, they should check out my patreon page.  The answers can be found there.

Later, gators.

Monday, June 22, 2015

Fallow IV

Having some understanding of names, let’s invent some for the arc of our view from Argus Tower stretching from five to eight o’clock. The reader will remember that this encompasses the shoreline of the Widden Main, the ocean, from where it meets the Krankenwander to the furthest extent of the Fallow Peninsula. Peninsulas always end in capes, so let’s give that extent an appropriate name. Since the land of Fallow changes direction from veering west to veering north, let’s call the bit of land at eight o’clock ‘Direction Point.’

At this point I will ask the reader to visualize the shape of the land inside the triangle formed by the edge of the Krankenwander at five o’clock, Direction Point and us, here on the Tower. Furthest away is the ocean. Nearer is the shore, which I’ll define as a narrow band of flat land, four and five miles wide, just above sea level and at the mercy of storms and perpetual bad weather.

Above this coastal plain let’s have a cliff-face running along the whole of southern Fallow – three to five hundred feet high ought to be sufficient. We can imagine places where there are higher cliffs or gaps, places where the cliffs are crumbling and where they are formed of hardened rock. Presumably the Krankenwander meets the Widden Main as a series of cliffs six hundred feet high.

Between the cliffs and the tower, the land is flat, forested, filled with a number of small rivers that arise in low hills spattered through central Fallow, along the line separating the forest land of in front of us from the open plains behind us (remember, we’re more or less facing in the direction of six o’clock). These short rivers make deep cuts in the rock, so that the forested plateau is filled with canyons that have plunging rapids and waterfalls.

All except for one river, that is. We’ll call it the Assuage. It rises on the edge of the Krankenwander at about four o’clock and flows gently along a deep, stony bank until it reaches Blue Lake. This last fills a twenty-mile long cut in the tableland, surrounded by forest and narrow beaches. It is a deep blue in color. We’ll place it at six o’clock. It is about thirty miles from the city of Augustus, which we can imagine is much closer and located about six-thirty.

By putting this lake here we help break up the monotony of forest, forest, forest. The lake is beautiful, pleasant and easy to access from Fallow’s capital. We can easily see a well-worked trade route along the Assuage that leads into Blue Lake; from there, boats ferry across the lake to unload their cargo at a small town on the lake’s west end, nearest to Augustus. Let’s call the town after a person – a hero of Fallow. I’ve always liked the name ‘Wilhelm.’ Let’s call the town that. We can suppose that it moves timber cut along the course of the river, pitch and gum made from tree sap, articles made of wood, tree nuts, fish caught in Blue Lake and whatever else catches our fancy – the people in Wilhelm must do something for a living.

The road between Wilhelm and Augustus, used to ship these things, would not have sprung into existence overnight. The route would have grown organically. Likely, it would have first been a trail, probably before either the town of Wilhelm or the city of Augustus existed. We might even suppose it was a trail used by animals before humans even dwelt in the land, afterwards discovered by humans as the best, most practical passage between the natural forest growth, between outcroppings of rocks and those low hills I mentioned. Humans only need to invent or build things when a demand rises for improvement. The first humans dwelling in Fallow, concerned more with hunting than with building, would have found the trail as convenient as the animals did.

That would only change once a permanent habitation was established. Here we should understand that a settlement at either Augustus or Wilhelm would have been founded principally for those basest of human needs – food, shelter and water. I began by proposing the peoples here began with hunting. We know that both centers are surrounded by woods, providing plenty of lodging. And we know that Wilhelm is adjacent to a source of fresh water; we must assume that Augustus, too, is located on a lake, stream or easily accessible aquifer. With these three things, either place could have come into existence first.

Real growth begins when a luxury turns up near a subsistence-initiated village. Timber cut and made ready for shipment elsewhere is a luxury. Pitch and gum, furs, nuts, fish that is dried out in the sun, all things that could help Wilhelm grow, these are luxuries too. Many of these could be as easily found in Augustus. However, since Augustus is a city while Wilhelm is only a town, there must have been something truly special to be found in the woods around Augustus that was not found in the woods around Wilhelm. What might that be?

As ever, it is up to us – remembering, always, that whatever we choose will help define the sort of city that Augustus is, as well as what its people do throughout the toil of their day. It is one thing to supply a ball and bat; it is another entirely to formulate an activity with both that will intoxicate and addict the participants.

That is what we want, however: to immerse the player’s in a game that will seize them by their imaginations and hold them hostage until doomsday. Of course I can arrange an activity where I throw a ball and someone else attempts to hit it . . . whereupon we both go search for the ball before doing it again. There’s no question that this will fill up our time and perhaps even supply some satisfaction. However, we all know it is the sorry thing we all do when we haven’t enough players or enough resources to organize a real game.

In role-playing, the resources are there in our heads; the organization in how intrinsically unified or elaborate we make the world in which the players run. We can make up two places and call them names, but this offers little in the way of possibility. On the other hand, we can envision something special about two places that make them and their culture distinct due to where they exist physically in a physical world. This lets us build supposition upon supposition endlessly, making more and more room for all the elements of the game that provide great potential for a rich and exciting evening of play.

Wednesday, June 17, 2015

Fallow III

Consider the mountains that we’ve put between noon and five on our horizon. We must make these palatable before we can expect the players to digest any description we might give. With every effort of this kind, we must follow the gaze of the player. Picture yourself standing upon the tower and looking east. You may see the mountains first, but then you would automatically measure the distance between yourself and them. Your eye would follow upwards along the fields and the river Sorrow, into the thinly treed foothills. At the foot of those mountains the trees would thicken, turning from prairie trees like ash and aspen to highland trees like cedars and pine. This is how we want to describe the mountains to the party – like a camera panning upwards through the individual elements, the same as we would actually cover that distance on foot.

Then we want to differentiate the mountains – the same way we do with people and things, we want to assign characteristics to split the mountains into parts. Then, each part can be understood separately and given substance. We might say the street was full of houses, but this means more when we tell the viewer there were large houses, gabled houses, box houses or tenement houses. Thus, we divide the mountains into three parts: those on the left, at noon and one o’clock; those on the right, at four and five o’clock; and those in the middle.

Those on the left are the highest; those on the right, the lowest. The highest form a mountain ‘knot’ – a place where mountains collect in a jumble of interwoven ridges rather than as a ‘range.’ These high mountains have valleys choked with snow; their tops are surrounded by mist and crowned with glaciers. There is no human culture in their heights; every way into them is rocky and dangerous and full of hideous creatures.

We want to emphasize that last, for that is an adventure hook that will catch the party’s attention. Whenever possible we want to toss out some small phrase that suggests a possibility for mystery, gain or daring-do.

Let’s give these mountains a name. I’m going to call them the ‘Spitzenbarb’ – because it sounds Alpen and the letter ‘z’ helps suggest the sharpness of the rocks; the word ‘barb’ contributes to sharpness, the threat and the general sense of forbiddance. Though it’s a long word, spoken several times it won’t be mistaken for something else.

Turning to the mountains on the opposite end of the chain, ending at five o’clock, those on the south side of Fallow, the side covered in forest. We might see the forest spreading upwards and through these mountains of less elevation. If so, we want the forests to be ‘deep’ so we can fill the space between the low mountains with chasms and fill those chasms with fog. Then we can add that the foggy chasms ‘lead nowhere’ – another adventure hook. We can add that there are no clear roads, that many have gotten lost in the twisting valleys and died. Finally, we can describe the mountains as gaunt, lifeless towers of stone that thrust like teeth from green gums, made wet by winds from the Widden Main (remembering that this ocean begins at six o’clock and can be supposed to extend behind the mountains).

It’s a bit heavy handed but there’s no question those mountains scream for adventure. We should give them a name that reflects their nature. I find a hard ‘k’ will produce a disrupting sound, making it good for mountain names; here we will mix it with a word for lost and call these wild, lower mountains the Krankenwander. This distinctive name is also easy to remember.

Finally, we have the middle range, between three and four o’clock. This is a single range joining the other two. It is high, but not as high as the Spitzenbarb. The peaks are high enough for snow but as it is a narrow range there are no glaciers present. Viewed from the plain below, the peaks will rise across the sky like the points of an iron rake. With winds that blow either from the northwest across the Fleet Sea or the southwest from the Widden Main, the slopes are heavily forested, with much snow. Still, a single pass breaks through the range, allowing passage into the unseen domain of Tertium.

These are the friendliest mountains of the three, so let’s give them a friendly name. These are still mountains so I want a hard sounding consonant to begin with; a ‘g’ I think. Keeping with a policy of describing things – mountains, at least – with three syllables, I’ll call these the Geschlost.

Now the party sees three different adventures in the same mountains, each with its own characteristics – but rather than continuing to describe those places, let’s instead concentrate on the names we’ve used. Spitzenbarb. Krankenwander. Geschlost. I’ve stolen each from a German word. ‘Spitz’ translates as pointed. ‘Kranken’ is to suffer. Geschlost is a corruption of the German ‘geschlossen,’ meaning closed (in case the reader felt I was merely teasing the word out of ‘get lost’ – though there is an etymological relationship).

I’ve meshed each word with English in order to produce a unique compound word. Many really enjoy this sort of word-play but I only employ it for fictional geography. In this there are plenty of opportunities.

We might, for instance, randomly choose a collection of consonants and vowels to create an entirely personal designation. The highest peak in the Spitzenbarb range might be called ‘Pluken’ or ‘Fforst.’ The deepest canyon in the Krankenwander might be called ‘Sowslun’ or perhaps ‘Owlunder.’ The combination of sounds is produced deep in the throat and therefore suggests depth. Since we are making up words for things, we can take time to consider how the metre or pronunciation of the word reflects the thing described. ‘Sinkling’ sounds more appropriate for a waterfall than to call it ‘Crulkler.’ The latter is difficult to say, at any rate. ‘Puttlespoot’ seems a friendlier and less threatening name for a pond than ‘Gregurt.’ How we name it – even when we use made-up words – will convey a certain emotion.

Each part of the land we’re describing will require an uncounted number of names for all sorts of entities: peoples, groups, tools, articles of clothing, beliefs, holidays, heroes, songs and so on. Each must be as distinctive as possible. These names comprise more than a list of labels by which each thing is addressed. Combined, they form a sort of ‘consciousness’ for the land, a personality, binding together the elements of geography, resources, culture, present events and even the future. To make this land believable, we want the players to approach its residents and the various elements of their lives thoughtfully, within the context of what has been named already. Even the first name we have given to the first thing the party has encountered in Fallow (technically, the name of the domain, since it is on the book cover) includes the context of something unfinished, undeveloped, dormant and virginal. It is a land begging for a plough.

We name things as a means of creating relationships with those things. Initially and most often, this relationship will be at a distance. Very often, through the media or hearsay, we hear the name of a thing long before we actually encounter that thing. In the course of things we hear we develop an emotional perspective first, even a physical perspective, when it is something that frightens us and makes our blood cold. When we actually meet with that thing, in the flesh, we have already helped define its identity independently.

The naming of things thus provides identity. If I climb a ridge for the first time in a place where no one has been, seeing a nameless mountain twenty miles in the distance, it will occur to me to give the mountain a name even if I do not approach any closer. The name is descriptive. As others come to this same place, they will use the same name because this is tradition. Steadily, the land around the mountain will be occupied and the people there will make it their home. In so doing they will transform the name from something identifying to something possessive – from the mountain to our mountain.

As time passes, the identity and possession of the object becomes sacred. We can then consider a second culture moving into the area, climbing the same ridge and seeing the same mountain, without any understanding or appreciation for the residents there. This second culture, in turn, establishes its own name for the mountain – and that name, too, becomes first identifying and later possessive. Even when the cultures meet, both will stubbornly cling to the name they have chosen. As time passes, the name that survives will depend upon the relative dominance of the two cultures as well as their distance from the mountain. So long as members of the old culture remain around the base of the mountain, they will use the original name – but if members of that old culture move away and become part of the new culture, they will come to think of the mountain by both of its names, the old and the new.

Imagine that the new culture conquers the old, takes residence around the mountain and fixes a policy that the mountain shall be called by the new name. Members of the old culture, still living there, will steadfastly cling to the old name, even when they are forced to call it something else. Naturally, their children will develop a relationship with the new name – and slowly, steadily, the old name will vanish. All that will remain will be some old records, some tombs, and an inscription here or there, to remind us that once upon a time this place was called this other name.

We experience this all the time without pause; yet these old names, too, carry with them a feeling of time, place, nostalgia, even adoration. The island of Great Britain is fondly called ‘Albion,’ even though no actual kingdom of Albion may ever have existed. We are not even certain that the name derived from the white cliffs in the south or even from ‘white.’ Yet the name persists throughout British culture.

As we consider how to name the various parts of Fallow, we should keep in mind that a variety of places will have a multitude of names, each name representing an historical or cultural conquest. Names are changed to celebrate moments in time or to esteem great persons. Sometimes names arise from a need to add description or in appreciation for a work of art. New York is also known as The Big Apple. Both are ‘names’ – the fact that one is considered correct does not make the other confusing. I call the largest city in Fallow both Augustus and ‘Grandfather of Gifts.’ I might also call it the ‘Grandfather of Fallow.’ The residents may cheerfully use one name affectionately, another in business – and perhaps another, not included here, in anger or despair. All of these are acceptable. I may even add another name: ‘The Servant of Argus.’ This produces a wholly different perspective, eliminating randomness from the city’s placement in relation to the tower . . . once again, creating an adventure hook. “It is an ancient name, recorded from before the Shattered Hill became shattered.”

And what name did the Shattered Hill have originally? That is up to us.

As Fallow accumulates names it accumulates dimension. Each name gives depth and value to the place described, making it meaningful and giving the player’s mind (and ours too!) the power to manage that location where decision making is needed. Once I firmly connect a name to a place, I am able to use that name more easily in my gaming, transferring the entity’s personality from my mind to the players’. Together, as we discuss the various elements of the Krankenwander mountains (remember, that is the name where there are many places for the players to wander), our minds articulate the lost, forested landscape, mentally filling it with the canyons and fog that were first added in our description. Soon, we need no longer think consciously to remember which mountains we mean; the identity becomes inherent as soon as we hear the name.

We have been naming things for more than ten thousand years, so we have a wide resource for how to name things readily available for us as dungeon masters. We do best when we use this template to create names of our own.

Names may be physically descriptive. ‘Mont Blanc’ simply means white mountain. ‘Springfield’ is a well-watered plain. ‘Bei Jing’ translates as northern capital. Within the culture of their origin, these names seem less exotic – but often the simplest names are the most common. Kentucky, for instance, has the ‘Pine Mountains,’ the ‘Laurel River’ and the town of ‘Magnolia.’ Similar names are found everywhere in the world, differentiated only by language. Endless examples can be proposed to describe a location’s colour, fauna, flora, physical shape, hydrography, geology or even climate.

Names may reflect or describe persons. Often the first founder is honoured, but occasionally the person the name describes is completely forgotten. Names may be duplicates of original places back home. My birth city, ‘Calgary,’ was founded by Scotsmen and named after the fort commander’s Scottish home. Names are also given prefixes that describe the time of naming or its relationship to other places. There are various towns called ‘Neustadt’ in Germany (new city) or the whole region of Australia called ‘New South Wales.’ Names may also describe random objects and things that are done or found in that place (‘Moose Jaw’), manufactured (‘Hammersmith’) or mined there (‘Eisenerz’ in Austria translates as iron ore).

Take out an atlas and look closely at the names there; consider their origin and how that may have changed for the inhabitants, not only in terms of the name itself but for the inhabitants (why do the people of ‘Cairo’ Illinois pronounce it kay-roe?) There are dozens of reasons why a particular place develops a particular name; before setting to the task of making names, take time to consider how others have done it since the beginning of history.

I would be amiss if I did not take the time, now, to identify what there is to be named. Most of us know to name the obvious natural features, but let’s be certain about this. For the role-player, we can divide the natural features into three areas:
  • orographic – the physical topography and shape of the land surface
  • hydrographic – water features
  • phytographic – vegetation

Some names will combine these elements, describing a dry desert, a mountain forest or an underwater ridge. Each contains many more potential features than just the obvious. We do not merely describe rivers but also their bends, their rapids, their sources and their mouths.

Beyond the natural features we are left with the prospect of giving names to every part of the culture, also: to tribes, nations, political divisions, settlements, roads, gardens, buildings, plazas, religions, habits, occupations, ideologies . . . the list is endless. It is far more than we should expect from a single DM. As such, many are averse to taking the matter farther than naming the most obvious features. This is understandable. Even a slim gazetteer of Fallow’s relative place names would include hundreds, even thousands of labels. The line must be drawn somewhere – else we will find ourselves naming individual farms, meadowlands, creeks, mines or isolated cairns. Some of these we may want to name – but there certainly isn’t time or the player’s interest to justify naming everything.

We should apply ourselves to naming things that will be relevant to the campaign, as required. A mountain gap where armies have marched for centuries will have a host of names describing minutia such as battlefields, graveyards, scenic views or depots. A large city will accumulate names for its neighbourhoods, intellectual academies, satellites, defences or nearby royal estates and hunting grounds. Seaports will suggest names for dangerous capes, underwater ‘roads,’ banks, cays, riptides and many other hydrographical oddities that would affect shipping. Greater threats, diversity or population movements produce a greater density of names.

Where you choose to give a place more than one name, make clear what the ‘official’ name is. If the variation is important enough, include the other name in parentheses. Consciously ascribe a reason for the chosen name or be prepared to invent one in the future if that becomes useful. Establish a linguistic consistency for names (such as Fallow being principally Germanic with a hint of Anglo-Saxon). Be aware of inconsistencies that will stand out for the players as ‘strange’ and ‘compelling.’

If your collection of names rises into the realm of four-digits, keeping a record of what names you’ve used can be helpful. Take note, however, that there are many Springfields and Neustadts in the world. Place names are freely repeated by inhabitants of every country in every region, without concern.


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Tuesday, June 16, 2015

Fallow II

As strange as a landscape for a role-playing game might be, I don’t feel this is best for opening a campaign. Players need to ease into their surroundings. Selecting a theme that is sedate, familiar and traditional helps to promote a comfortable, unthreatening atmosphere that will enable the players to settle, find their bearings and adapt, getting their feet wet before diving in.

The contrary point of view, where the game begins amidst intimidation and menace, can work for a one-off running where the players have no expectation of ever investing in characters they will have to discard at the end of the adventure regardless. This is not our intent here. We expect that Fallow will be a lot more work than what might be required to sketch the layout of a dungeon or series of mounted plot-moments. Fallow might become the established setting for dozens of adventures, intertwined and similarly based upon recognizable, features that the party could come to know as well as their back yards.

Therefore, we want a land the players can relate to yet is nonetheless vital, active and optimistic with regards to the party’s future. Ultimately, it should be by no means ‘safe.’ Risk is a necessity for a good campaign. Our goal is merely to make Fallow comprehensible.

We want to provide the party a set of broad brush strokes about Fallow. This is knowledge we give to the party in order to arm them, to engender ideas and to give them images that will capture their imaginations. We want them to visualize – not to rely upon a map, but to see the setting we provide inwardly. For that, we must imagine that we are describing our neighbourhoods to someone blindfolded (or, in fact, blind), concentrating on distance and direction in ways that the party can instinctively relate.

Remembering that we are atop Argus Tower, what does the party see? Shake off what the party could actually discern or identify with detail. At these distances, it is probably that a real person would barely make out that the sea was blue or the mountains white and grey. We must be their DM; the party must see everything through our eyes. Thus we are free to describe the land as precisely as we wish, presupposing that the party has hearsay they have collected in the time they’ve had to wander about the land before ascending this tower and starting the campaign.

Let us start with what is immediately below, five miles to the south, surrounded by the forest that fills the south side of Fallow. This is the city of Augustus, capital of the domain and sometimes called ‘Grandfather of Gifts.’ Augustus is a highly educated city, with four universities, a gathering of some of the wisest and most able people in the world. It is where the King of Fallow dwells and where the Electors of Fallow meet – but for now we will minimize our description to saying that it is large, walled, strong and to our eyes isolated by the forest. There are fields inside the city walls that we can see, but outside the walls there are only trees. After a time we will come down from the tower and walk the streets of Augustus – but for now we will turn our gaze outwards.

To establish a sense of direction, let us envision a timepiece, laid flat upon the land, with the numbers at the horizon. The tower is the center; twelve noon is straight north. The edge of the southern forest bisects the clock from approximately three-thirty to nine o’clock. This will absolve any need to think of direction in terms of left and right, east or west. When I refer to direction, I will use the clock face.

Fallow is a stumpy peninsula shaped like a fat thumb, extending outwards from mountains that form a circle from noon to five o’clock. The furthest extent of the peninsula is at eight o’clock, reaching into a deep path of water about forty miles wide, crossing the clock from eight to ten-thirty. This is Loaving Strait, earlier mentioned as separating Fallow from another domain, Dawdling, Fallow’s dearly hated enemy.

At eleven o’clock there is a small, deep bay into which empties the two rivers also mentioned earlier. The Sorrow, wide and shallow, useless for navigation, swings furthest to the south, beginning in the mountains at two o’clock and emptying into the south edge of the bay. The Ruth is faster and deeper, commercially useful, rising in the mountains near twelve-thirty and flowing first south, then west. The two rivers are typically one or two day’s walk from each other, but at one point, fifty miles from the sea, they venture to a distance of merely five miles between banks. The land between the rivers and on either side is intensely cultivated in field crops.

Loaving Strait connects the Fleet Sea, between ten-thirty and noon, with the largest and deepest body of water adjacent to Fallow, the Widden Main. Also called the ‘Great Bounding Ocean,’ this body of water stretches outwards from the south shore of Fallow to the furthest horizon. It is as wide and deep as the south Atlantic. There are some notable land masses to the south, but they are more than a month’s journey by ship. The people of Fallow call them the Reeklands, for the coastline that has been explored consists of quagmires and sinks, where fetid air lingers. These are not of much interest to us now, so we will let them fester unelaborated in the midst of their tropical vapour.

We will deal with each of these in depth, both now and in the future. There is really no limit to the amount of detail we can add, so long as we apply our attention to it. Each broad stroke, as I have called it, lends itself to the applications of little strokes of the brush, as needed – so long as we keep the details of each entity, or element, of the general scheme in order. That is the trick; seeing things in the big picture is easy, particularly if we never need to magnify our gaze upon any part. Once we do begin, there, the number of details multiplies quickly, challenging our ability to manage them all.

Yet the devil in the details is the devil that interests the party – so details we will add, however often we will stumble and fall keeping them in line.

Monday, June 15, 2015

Fallow

Here we stop.  We have reached the top of Argus Tower.  It is a needle pointing at the sky, narrowing as it climbs, built upon an isolated stone summit.  Here we rest, weary and footsore from our morning journey to the base of the mount; from toiling our way to the foot of the Tower; and finally from climbing one thousand marble stairs to reach this place.

Each marble step has been fitted together without mortar, leading around in a spiral outside the tower, never more than three feet wide.  We have climbed slower and slower, further and further from the outer edge where no railing intervenes against the dizzying drop to the rocks a thousand feet below.  Yet here we are, on top, where the Tower's stairs end in a circular platform barely fifteen feet wide.  Here, thankfully, is a two-foot parapet - but here we are exposed to the wind and the sky.

It is late spring.  The sun is high, there isn't the least bit of haze in the sky.  We have a clear, unrestricted view towards every point of the compass.  Here we can see all of Fallow, every part of the country - from the wild ocean in the south to the calm sea in the north; from the mountains in the east to the strait that separates Fallow from distant Dawdling in the west.  Half the land, rising in low hills towards the high escarpment running along the ocean's coast, is covered in forest.  Half the land, following two wide, parallel rivers towards the northern sea, is cultivated and covered with fields.  We are in between everything, in the center of the country.

We have the party in tow and now they rest on this high floor, bags and equipment strewn about their tired forms.  But this is a good place to rest and look.

Why here, of all places?  Why bring the party here to start?  We have because this place has resonance.  Wherever the party goes afterwards, it members will remember this place.  They will turn again and again towards it - for just as we can now see every part of the country, every part of the country can see this tower.  It offers a sense of place in a fantasy world, where everything depends on our imagination.  We must make the best use of that imagination as we can - creating elements that are recognizeable and familiar, that can be found and used as signposts, that can be described easily by parties who lack skill in remembering the names of things.  We tell them it is the Argus Tower, but the party only remembers that it is high and white and scary to climb.

This lets them describe it back to us.

When we add features to the world, by some measures we must get by with mundane, commonly found things - little burgs, hillocks, ordinary streams, roads without direction and so on - but we must see that anything that does not stand out will in every likelihood be forgotten within minutes of its description to the party.  All the description in the world cannot distinguish one field from another adequately to the player's imagination.  There is nothing, however, wrong with forgetting fields; we must use something to fill space between great things impressive and celebrated.

Too, this Tower at the beginning of our campaign offers something more.  It is a fine place to talk.  It is an excellent place from which to gaze about, take notes, debate the wither go and wherewith of the party's initial intentions, whatever they might be.  We might have started them in at the bottom of the tower, but then we could not guarantee their interest in climbing.  We might have started in the wood, when the canopy of trees hid the tower rising above, but they might have gone the other way.  Starting here, at the top, forces the party to face what we wish them to consider.  We will not have this opportunity again, not without railroading the party.  This one time, at the beginning, we should make the best of our single opportunity.

We can always describe the day's journey in retrospect.  We can explain that the party awoke by the roadside, that they walked a mile through the trees along a beaten clay road, the sleep not yet stretched out of their limbs.  The sun had only just risen; though the stars were gone, the full dawn was yet nigh.  A thin light casted the surrounding birch and maple trees in grey.  Their new spring leaves blotted out the sky - below, the undergrowth had withered away with the generations, so there was nothing between the trunks but the carpet of last year's leaves.

Still explaining the party's immediate past, we can tell them how they emerged into the open, seeing a great mount of blasted rock, a mile wide and a quarter mile high.  It was atop this rock that someone built the Argus Tower, an immense edifice carved of white marble.  Counting the hill and the tower together, there were a total of 2,242 stairs exactly.  What meaning we eventually apply to that number - if any - is up to us.

It is upon us to make the party listen to this or any description.  I have chosen these words above because this description is meant to be read.  A description I would speak to a new party would be less erudite, more repetitious.  We must emphasize the Tower's bigness, the fearful drop, the impossibility of its creation and the exposure to the wind and sun, not once but many times.  Parties that hear cannot go over the words like the reader of a book; they cannot consume large, descriptive words or phrases.  They need impact, the brunt reality, the jolt that will register on their imaginations.  They are high.  They are an inch from death.  A sharp wind may spin them into the air if they do not take care.  But the view steals their imagination.  They will never come up here again - and this is an opportunity to understand our setting in it's entirety - so let us not fail them in giving it.

Remember that the land is completely imaginary.  If the party is to gain any comprehension, any wonder at what they see, it is upon us to make it reality for them.  We are establishing a theme for the whole country, a starting feature - this tower - from which every other feature will progress.  Argus Tower is our land's Rabbit Hole; it's Wardrobe; it's Yellow Brick Road.

This is the party's beginning and they want to remember it fondly.  We must provide something that can be remembered fondly.  It need not be a construction.  We can invest their imagination into something common but intimate - a village where they know everyone; a cave mouth in utter isolation; an island where the party revives from a ship wreck.  Anything representive of time, space and possibility.  Whatever we choose, however, we must describe it as skillfully as we are able.  We must invest ourselves into it, else the central theme will fail.  We can do better than to make a world of cheap pasteboard and plaster.  This thing is ours; we want to show it off proudly, to give the players the Grand Tour and to smile happily as they ooh and ahh their way along.

With this in mind I have created Sentinel Mount and covered it with unnatural rock.  The shattered stone suggests that something has happened here.  Atop the mount, a tower, named after the thousand-eyed beast that Hermes slew.  I will say that the tower's location is very nearly in the middle of Fallow and not exactly so, because this offers an odd but acceptable reality, like a photographer's subject depicted off center.  Obviously, serendipity did not place the tower or the mount, I did.  But we do not emphasize this, ever, because to do so would trouble the player's suspension of disbelief.  We never speak of what we have done to create the world, to suggest that the world has come to exist of its own accord.  This lends it credibility.  An imaginary world needs all it can obtain.

I have also made the Tower beautiful.  It could be made of granite or be unpolished - but since marble is cheap for Dungeon Masters, why not marble?  True, it may be pitted by the wind, but it retains the shine and glittering sharpness given to it by a thousand builders.  An attractive object sends a message: the people who built this place, they were no slackers.  They made beautiful things.

At the beginning, we want to send as many messages as possible: the age of the untouched forest, where no axe seems to have dropped a tree in a hundred years; the wearing of the stone steps by hundreds of thousands of feet; small stages set along the tower decorated with shrines, to allow the devout to stop and rest and give thanks to various entities; and finally the very top, where we can suggest evidence in the stained rocks that two combatants have been here, locked in combat, many times.  It is enough to make the heart plunge.

It is not easy starting a campaign.  Putting the party atop Argus Tower, as I have done, implies a contract.  However dangerous this place may be ordinarily, on this singular occasion I will guarantee the party's safety.  This is all part of the show.  When they climb down, the guarantee is rescinded.

Until then, they are allowed to look freely at one small domain in a wide, unseen world: the domain I call Fallow.


If you liked this post, or you remember Fallow from the book How to Run, tweet about it!






Monday, May 25, 2015

Nothing Certain

Been pretty quiet around here lately, hm?  At least for this blog.

I finished my dividing up of markets that I wrote about a week ago.  Took me eight months - or more precisely, I'd estimate about 175-200 hours.  Not kidding.  I worked on it for the last three weeks at least six hours a day, seven days a week, in this grinding way I have of just focusing.  During that time, incidentally, I also ran through the first six seasons of Voyager - a show I never watched, but which I always felt - being a trekkie from the 70s - I ought to see.  What a wretched show.

I often find that after very large tasks I experience a bit of elation at the chance to start a new project. This is usually followed, after a few days, with ennui.  For a little while, I don't feel like doing anything.

If I don't post, I know it gives the reader the opportunity to look at my backlog - and a lot of backlog there is.  A big surprise is the recent popularity of this post from 2010, talking about the way I started mapping my world.  At present, it is the most popular post on my blog for this past month - which is funny, as it was not a very popular post at the time I wrote it.

I take note of some silly comments made by one S'mon, who felt for reasons passing all understanding to use Scotland and France as examples for occupation of land, on a post largely describing the eastern side of European Russia.  Cognitive dissonance.  Must be the reason I did not feel the need to answer.

I am suspicious of the post's sudden popularity, however.  For months now I have been wavering back and forth on a possible book project, one that has gone up on the shelf and come back down again on three different occasions.  I've suspended talking about it directly on the blog, though I've mentioned it a few times obtusely.

For those readers who have purchased and seen my book, How to Run, I landed on the very rational project of writing a book that would do what the worldbuilding section suggests.  Progressively, I began to take notes and produce a design for a book that would describe the kingdom of Fallow, from end to end, side to side, pausing continuously through the description to explain why something was being included or designed in a particular way.  Specifically, I envisioned the entire book along the lines of a series of posts I began last September.  In fact, that post and the response to those that followed were so popular that I was inspired to write 'Fallow.'

As I dug into the project, however, I began to doubt.  It felt dry.  It felt deliberate and pedantic.  It felt like a book that was going to hit the ground with a dull thud.  So I shelved it.

Then I reasoned, why not try a test?  Write something else along the same lines, see what the response is and go with it.  So in March I began this series of posts.  Posts that seemed to land with a dull thud until I learned weeks later that people actually liked them.  There was certainly very little indication at the time.  I got a few comments on the first two posts, but the more I wrote, the less comments I received.  Prediction?  It was fine for a few paragraphs, but a book would have been deadly dry.

So . . . I shelved Fallow again.

Still, it gnawed at me.  I had this kingdom organized in my head now; it has an existence that doesn't fit into the world I run.  So I thought, give it more research, see how it goes.  So I wrote three posts beginning on this theme.

The response?  Little to practically none.  My online party thought it was interesting, it applied directly to them.  With everyone else, however (in numbers and response) . . . thud.

I was going to write a fourth post but I lost interest.  No point in talking to the walls.

Then I find after two weeks of paying very little attention to the blog, what is popular?  Another post about starting a setting and ways to go about fixing it up.

I don't know.  I just don't know.  Write this book?  Don't write this book?  Market research is failing me.

Just now I'm taking notes on setting an adventure tale (with a small amount of magic) in the Fallow setting I've created.  Maybe that is a better way to go.  I've got the tale mapped out and I'm 40 pages into the writing.  But these first weeks are always the most uncertain.  It is very easy to give up a project when so little is invested.

Remember, I spend 175 hours in hammering excel numbers apart.  10-15 hours starting a book is nothing.