Tuesday, January 18, 2022

A Worldbuilding Aside

There's a Florida proverb that goes, "When you're up to your neck in alligators, it's hard to remember that your initial objective was to drain the swamp."

That's what rants are.  In trying to improve a reader's DMing skills, or the game setting they offer the players, or how best to run a role-playing game, it's easy to get caught up in subpoints like, "What's logic got to to with a fantasy world?  It's just make believe!"

I like the proverb very much ... especially since when people explain the proverb, as Wiktionary does, it's totally ignored that draining a swamp produces alligators.  And if you don't fight them off, well ... they eat you.  The proverb doesn't just say that it's easy to lose sight of one's objective.  It ALSO says that the fallout of one's objective creates unforseen, disastrous consequences that MAKE is easy to lose one's objective.  The losing of an objective ISN'T our fault.  It's baked into the objective.

The question of logic and fantasy worlds has to be answered.  We're not going to drain a swamp with our leg in an alligator.  In the long run, if we're going to take up a position, it's not enough to "express" our position.

We have to defend it.

So.  Logic vs. fantasy.   For nine posts I've expressed the position that for the world to have any real depth, it has to be founded in sufficient logic to make the world believable for the players.  If the players let go a hammer in the game world, it's reasonable for them to expect the hammer to fall.  Likewise, because the players are passionately experienced with a gravity force equal to Earth, and with no other example long-standing gravitational force, it stands to reason that whatever fantasy world we invent, that gravity thing's GOT to be familiar.  Otherwise, it's just problems, problems, problems.

Now, a swamp full of alligators can come rush at me with hundreds of examples of things that haven't got to be as exact to the real world as gravity ... and they're right.  Many things don't have to be "logical."  I have beetles the size of houses in my game world.  This is definitely not logical.  Physics just don't work that way.  I could rattle off about a thousand things in my world that fit equally into the "not-logical" category.  I don't hide it, it's right out there, I've systematically organized it into a blog.  But conveniently, when the alligators come at me for, "But Alexis, the game world isn't about logic!" ... these thousand illogical things in my game world are never addressed.  No, what's addressed, are the logical things.

Readers.  Some things have to be logical.  Our players expect it, our players make plans depending on it — and when that's not what they get, the respect our game world gets goes down.

Now.  We can all think of "silly" game worlds, and how much fucking fun they were.  Oh fuck, did we laugh our fucking guts out.  Even I, dear readers, spent hundreds of hours in jack-off game worlds, laughing so hard, I fell on the floor.  Human beings are funny.  Creativity can be fantastically funny.  And D&D, with all it's absurdity, is THE straight-man of games.

Where are those games now?  Gone, of course.  All the people I played those games with?  Quit D&D.  They became insurance salesmen, they became engineers, they got families, they learned to play golf and bring their work home and forget about "childish" things like laughing really hard about ... well ... shit like this:


If ever they thought it was funny ... well, that was fleeting.  Because however funny something is, it's shallow.  It doesn't last.  Three or four years from now, that really funny, funny game world ... it'll be gone.  Or dragging itself over the same ground with different asses in the chairs.

And there are DMs who can do that.  There are people who never get tired of NASCAR.  They never get tired of catcalling women on the street.  They never get tired of laughing at a waiter dropping a tray.  They still watch the Simpsons.  The only thing they get tired of is jokes they don't get.

I'm assuming the people here, reading this blog, aren't those people.  After all, I'm not pouring water into the swamp, making the alligators happy ... I'm draining the swamp.  I'm making arguments that say, if your world's going to better, then — while it can keep a whole lot of illogical stuff — it really needs to increase it's logic.  It needs more logic.  Not total logic.  Just more.

See, logic isn't a black-and-white thing.  We can set the measure.  I'm arguing that climate-plus-flora is something the players expect.  That nations have behaviours.  That available food dictates culture.  That complexity creates rewards that may not seem to matter in the beginning, but will later on.

But I'm doing a little more than that, and I haven't talked about this yet.  It's coming up in bits and pieces from commenters on the worldbuilding posts.

The one person the game world must feel real for is the creator.  If our game worlds don't feel substantive and positively exciting for us, then we'll never get far enough in the construction phase to present anything to our players.  Most of the time, when someone argues that we should have less detail in our game world, this springs from a past experience where they added too much ... so much, in fact, that they began to HATE those details.  The advice to have less detail is desperate to circumvent this, hoping this will make the game flexible and lively ... but less detail just makes something shallow and horrid for different reasons.

On the whole, this is like the person who gets out of a deep, complicated relationship with plenty of responsibilities and expectations ... and argues that "next time," they'll keep it simple and easy — only to invest so little into their relationship that they're quickly looking to upgrade into another relationship where they actually give a shit about something.

There are no easy answers.  An overly complex game can be garbage.  A simple game can be garbage.  The difference between "good" and "garbage" is not complexity.  It's how well a thing is made.  It's the care and consideration taken by the maker.  It's the willingness of sacrificing time and pain to make something right; and then becoming addicted to that sacrifice.

I counsel the readers to make worlds with density and depth because, in the end, YOU will need it to have those things if you expect the world to sustain your interest five or ten years from now.  I'm not saying, "If you don't care about climate, your players won't."

I'm saying, "If you don't care about climate, you won't care at all."

You don't have to believe this.

I'll end with a story from Niels Bohr, as told by Slavoj Zizek:

A friend visited Niels Bohr in a countryside house, and noticed above the entrance door, a horseshoe ... the friend was shocked and addressed Niels Bohr, "My god, I thought you were a scientist; do you believe in this kind of superstitious crap?"

Niels Bohr answered, "No, I"m not crazy."

Then the other guy says, "But why is it there?"

Here, Niels Bohr gave the correct answer ... "I have it there because I was told that it works, even if you don't believe in it."

 

Saturday, January 15, 2022

Launching the Contest

Hello.  My name is Alexis Smolensk, owner of Tao of D&D.  I have been a player of D&D and other table top role-playing games for 42 years.  I have published books teaching DMs how to role-play and I have been publishing material on TTRPGs on this blog for nearly 14 years.

I am launching a CONTEST today.  I'm asking any creator who like to try to create a video teaching people how to create their own role-playing adventure, specifically for "fantasy role-playing games."   I have put together a collection of prizes amounting to $1,050 USD.

The contest is called the AUTHENTIC ADVENTURES TEACHING CONTEST, or AATC for short.



I won't be a judge of this contest, or have any official say about the winner.  I'm putting up the money as the sponsor of the contest, and that's all.

There are five judges and they have given their permission for me to reveal their names.  I list them here in alphabetical order.


Together, they have well over 80 years experience as Dungeon Masters, writers, designers, creators and as table-top gaming experts.  They won't be easy to impress.

Questions?


Contest Rules for the AATC

The Authentic Adventures Teaching Contest (AATC) seeks to award the best TEACHER who creates a video helping others to design their own game adventures, specifically for “Fantasy Role-playing Games,” defined as games that incorporate the traditional medieval/magical setting familiar from King Arthur, Lord of the Rings, Conan, Newhon, Narnia and like literary references.

The contest begins on the day of announcement, January 15, 2022, and comes to an end on May 31st, 2022. Entries must be posted on YouTube or Nebula (of Curiousity Stream) by that day, by 12 midnight, before June 1st, with an appropriate email (see below) informing Alexis Smolensk, SPONSOR of the contest. See Entry Criteria and Requirements, below.


ENTERING

No entries may be made by a group or organisation. Each Creator may enter one video, which may be posted and updated at any time prior to the contest deadline. Updated entries must be confirmed with the Alexis and the judges. Once submitted, all entries remain the property of the creator, with permission for Alexis Smolensk to make use of on his blog and as an example for possible future contests.

The AATC is in no way affiliated with official Dungeons & Dragons, or Wizards of the Coast, nor with YouTube, Nebula or Curiosity Stream. The AATC is sponsored SOLELY by Alexis D. Smolensk. The Sponsor is acting as a passive conduit between the Creative Teacher and the Judges. The Sponsor is responsible for holding and dispensing awards for the contest, in accordance with the JUDGES’ FINAL DECISION, the contest rules and the Entry Criteria.


VOTING

First Round: upon viewing the Creators’ material, each of FIVE JUDGES will choose their personal best three videos. These will be assigned by each judge as 1st, 2nd or 3rd place. A Judge’s first place pick will be counted at 3 pts.; a 2nd place pick, 2 pts.; and a 3rd place pick, 1 pt.

Second Round & Beyond: the totals for each video will be calculated, with those four videos having the most combined points being named as the FOUR FINALISTS after the first round of voting. A second ballot will then be cast, determining the three winners and the video receiving honourable mention. If necessary, ties will be settled by additional ballots.


REWARD

The 1st Place Winner will receive the grand prize of $800 USD. 2nd Place will be awarded $200 USD. 3rd Place will be awarded $50. There is no monetary award for Honourable Mention.


ELIGIBILITY

The contest is open to all persons who are 18 years of age. There is no cost to enter. The video must be posted on YouTube or Nebula, and must be active on the final date of the contest.

Once a video is posted, the Entrant officially enters the contest by sending the Sponsor (alexiss1@telus.net) an email with the following information: url of the posted video, first name, last name, city, country, daytime telephone number, email address and date of birth, along with an optional personal photo. Once an email address entry has been submitted by an entrant, that personal information cannot be used by any person except for the purposes of validation, if the entrant wins. Entrants are asked to state in the email that it is okay to use his or her first and last names, city and country, and photo, and no other information, when the Sponsor awards his or her prize publically on the Internet. Entrants failing to include this approval risks rejection from the contest on those grounds.

By submitting the entry information, each teacher confirms the accuracy and veracity of the statements and information contained therein.


ENTRY MATERIAL & REQUIREMENTS.

  • The video content must be presented in English.
  • The content must be at least 20 minutes and must not exceed 80 minutes.
  • The content cannot include VISUAL hashtags, trademarks, logos, artwork, products or brand names belonging to or copyrighted by the Wizards of the Coast or any other third parties representing a group or organisation. Referencing D&D or other games and game products is acceptable, so long as these do not physically appear in the content.
  • The content must be practical and useful when applied to ALL editions of D&D and other fantasy role-playing games.
  • The content must be CLEARLY intended to TEACH how to create an adventure, and must not be used as a showcase for the creator’s own adventure. It’s recommended that familiar iconographic game modules and adventures should be referenced, but not displayed, when giving examples of a particular kind of feature or technique, rather than the creator’s own unknown module.
  • The video cannot have been entered in any other contest.
  • The video must not disparage the goodwill or reputation of any other Creator, nor the Sponsor.
  • The video must not contain any advertising or promotional materials, or solicitation for any form of product.
  • The video must not contain any references or depictions to alcohol, tobacco, drug paraphernalia, firearms, or any description or representation thereof.
  • The statement or photo must not include obscenities or other objectional material that defames or invades the publicity or privacy rights of any person, living or deceased, or that otherwise infringes upon any third party’s personal or proprietary rights, as determined by the sponsor in his sole and absolute discretion.


GENERAL CONDITIONS

By participating, each creator agrees to:

(a) be bound by these Official Rules and the decisions of the Sponsor or Judges, which are final and binding in all respects;

(b) waive any rights to claim ambiguity with these Official Rules;

(c) indemnify and hold harmless the Contest Entities from any and all liability resulting or arising from the use of any submitted Entry; and

(d) release all right to bring any claim, action, or proceeding against the Contest Entities.


If, for any reason, the Contest is not capable of running as originally planned, the Sponsor, at his sole discretion, reserves the right to cancel, suspend or modify the Contest or any portion(s) thereof and judge the Entries and award the applicable prize from all salvageable eligible Entries received prior to and/or after (as appropriate) the action taken by the Sponsor, or award the applicable prize in a manner that is fair and equitable and notice of such action will be posted on the Sponsor’s Websites. The Sponsor reserves the right, at his sole discretion, to disqualify any individual found to be tampering with or defrauding the entry process or the operation of the Contest; to be acting in violation of these Official Rules; or to be acting in an unsportsmanlike or disruptive manner, or with intent to annoy, abuse, threaten or harass any other person.

Any person attempting to defraud or in any way tamper with this Contest will be ineligible for a prize and may be prosecuted to the full extent of the law. In case of a dispute over the identity of the Creator who submitted a winning Entry, the authorized account holder of the email address associated with that Entry will be deemed the Creator. Said person must comply with these Official Rules, be the person who completed the act of entering, and, in Sponsor's sole discretion, may be required to provide proof of ownership of the email account.

By entering the contest, each creator agrees and acknowledges that the sponsor and the judges shall have no responsibility or liability (including, but not limited to, liability for any property loss, damage, personal injury, or death) in connection with participation in this Contest; human error; incorrect or inaccurate transcription of Entry Information; disputes over who is the Creator of any entry.


See also,

Judging Criteria for the AATC

The following is a guide for entrants into the Authentic Adventures Teaching Contest, telling how their work will be judged or scored. In making decisions, the Judges will rate the teaching videos using the following set of criteria, organized according to their teaching value, completeness and production, our of 100 total pts.



TEACHING VALUE – 50 pts.
  • Describes a re-usable design process, so that viewers can potentially make multiple game adventures using the process included.
  • Process is presented in clear terms and logical order, making duplication easy.
  • Process is demonstrated with illustrative examples, where they add to the explanation.
  • Efficiently conveys in succinct terms, without extraneous discussion, what adds value and does not to the viewer's practical use of the information given.

COMPLETENESS – 35 pts.
  • All necessary steps are included, so that the whole adventure-making process is explained, including, but not limited to:
    • Scenario design
    • Creation of thematic elements
    • Placement of challenges and rewards
PRODUCTION VALUE – 15 pts.
  • Sound quality and clarity do not detract from the presentation.
  • Video quality and clarity do not detract from the presentation.
  • The submission provides a pleasant viewing experience.

As a general but ALL IMPORTANT note: the Judges are concerned that providing tools for the making of adventures be the fundamental purpose of the teaching videos being made for the contest.  Emphasis must be on "enabling the student" rather than "how the teacher does it."  

Entrants are, therefore, encouraged not to suggest shortcuts such as "make it up as you go" and "count on being able to fudge the dice" or "handwave inconsistences" when they arise.  A practical, thorough, self-driving process, that preferably pushes people to be better when working on their own designs is sure to get the best possible recognition from the Judges.

Wednesday, January 12, 2022

Worldbuilding 3b: Flora

This post is part of a series on worldbuilding; links for the whole series can be found on this page.


From our discussion, we have a firm grasp of the lay of the land.  Oceans and seas delimit the edges of the continents or wide areas of habitation.  Rivers form troughs and are divided by high plateaus, hills, ridges and mountains.  By defining the headwaters of the rivers, we can see how these troughs split and cut the mountains into "ranges," lines of peaks that form barriers against travel and trade ... this last being the all-important motivation for the presence of ports, towns, cities and roads.  It's just a short hop from there to understand that gaps in mountains and hills, where roads would go, also create towns that straddle borders between two peoples.

We can talk more about towns and their purpose later on.  First, we have to discuss the relationship between climate and continents, and that's vegetation.

At the beginning of this series, I decided not to skim over bits and pieces but to get to the root of things, letting the reader understand how each part of the setting relates and feeds other parts.  And why understanding things like climate, hydrography, people and even the shape of the planet builds the world into a cohesive, rich fabric.

Much of the problem comes from know-nothings rushing to get into print ludicrous "game worlds," purely from uninformed, uneducated imaginations, before there was a chance of someone doing so competently.  Thus we're stuck with crap examples that have become dogma, encouraging other ignorant worldbuilders to steal and copy the mistakes, without knowing they are mistakes.  Tolkein was very good at a great many things; and his artwork of Middle Earth is oh-so-fanciful and compelling, but one thing Tolkein was NOT is a geographer.  Nor did he give a damn about becoming one.  That's obvious from every page of every description of every physical feature he presents in his writings.

Thus, when Greyhawk stole it's fantasy template from Middle Earth, once again no geographer was consulted.  Hell, it's a map.  What do we want a geographer for?  The image showing is what we got: a geography and vegetation that corresponds to no place on Earth — an illogic we're supposed to ignore because, "Fantasy!"

Skipping the details for the moment, the worst part is that its so boring.  What am I, a DM, to do with these cookie-cutter stretches of empty green hexes, where the towns don't sit on roads and the rivers are all neatly spaced equidistant apart, like rows in a garden?  It's painfully obvious the map was made to impose days of travel upon players through empty countryside, where some of these hexes are hundreds of miles from the nearest place where a farmer might sell grain, so the players can get to the next dungeon.  And that is the point.  The world isn't made to be a "world."  It's made as a measuring tool between dungeons.  So it doesn't matter what anyone does here, or how any of it fits together politically, or any other element of sociology, anthropology, meteorology or geography.  It's not "real."  And every line, every bit of detail, every dot and even the colour scheme, is meant to emphasise that it's NOT REAL.

That's fine for some people.  But like the doctor who can't watch doctor shows on television, I'm too familiar with geography and these other subjects to swallow my bile when told this atrocity above is "fantasy."  It's not.  It's crud.  "Fantasy" is meant to be compelling and fascinating; it's meant to push the boundaries of human imagination to the limits of possibility; it's NOT meant to reflect the work of a 3rd-grade science fair contestant. 

Forests form when the atmosphere transports warm, wet air over a cool, elevated continent — such as the northern trade winds gathering air from the Pacific as they move east so they can dump rain on the east side of the Nanling highlands all over southern China.  Or the way those same winds gather air from the Atlantic and dump it up and down the Appalachians, especially from the Carolinas south.

In China, those winds eventually strike the Qinling Mountains, 22,000 feet or so, losing all of their water in the form of snow, so they have very little left to drop on the arid Tibetan Plateau; whatever moisture might remain in the atmosphere is left on the Kunlun Mountains, on the north edge of Tibet, and so there's none at all for the bone dry Takla Makan.

In Georgia and Carolina, the Appalachians aren't very high; and the trade winds rolling through the Gulf of Mexico skirt around the mountains and into the Mississippi basin.  There the warm wet air meets cold dry air coming down from Canada — and where the two air masses meet, they create spectacular amounts of energy in the form of thunder storms and tornados.  "Tornado Alley" forms a NE-SW line that lies just behind the Appalachians.  The overall result is a wavering front rolling north and south, dropping inconsistent but sufficient rain for farming from north of Edmonton down into Texas.  We rarely get tornados in Alberta, but they happen; caused by the same phenomenon that causes tornados in Kentucky.

This is why southern China is thick with jungle like mixed broadleaf and deciduous forests, while the north of China is dry.  These are not diddly patches of forest, either; they are a thousand miles in diameter, north to south, east to west, all along the coast and up into the highlands of Yunnan.  In America, the thick forests make jungles in Florida and mixed pines and deciduous forests on the Appalachians, and a huge deciduous forest that reaches from Alabama to Wisconsin.

And lest one imagine that some immense forest in Greyhawk was "cut down," leaving only these patches left, let me remind the reader that we've been cutting forests with heavy equipment for two centuries and there's still a lot of forest in Eastern America.  Forests grow; they replace trees that are cut down, unless you cut them down fast enough ... and there aren't enough people in Greyhawk to cut those forests down.

Name any place in the world where winds blow from the sea onto the land that isn't drenched in forests.  The northern westerlies hit the Cascades and Coast Mountains in the 'States and Canada and produce a cold, wet forest.  The same westerlies push over Greenland, full of water from Canada's northern seas, and make it an ice cap.  They push over Scandinavia and Scotland and create another wet forest.  They pick up moisture from the northern seas of Russia and spread it over the Taiga ... which also gets swirling, cold polar winds which cover all of Siberia in a thick blanket of snow for six months of the year.  Moisture from the Okhotsk Sea makes trees in Kamchatka.  Moisture from the Chukchi and Barent's seas are blown eastward to make trees in Alaska.  That's going right around the globe.

For Greyhawk's eastern shore to be mostly empty of trees, the wind would have to blow from the west ... and since there's mountains on the west of the map, and a great deal of continent, this would make the east side of Greyhawk very, very dry indeed.  Sahara dry. 

 Consider: the Sahara desert has two thousand miles of coastline upon the Atlantic Ocean.  Yet it's so dry, the shore of the Sahara is as destitute as any other part.  Why?  Because at the Sahara's latitude, the trade winds blow west, not east.  Those trade winds have to cross the whole African continent before reaching the Sahara on the eastern boundary; and before they can do that, they have to climb over the very high Ethiopian plateau — a geologic extrusion of the earth's crust associated with the African Rift Valley, where tectonic plates are moving apart.  Which is a whole other subject.

By the time those winds pass Ethiopia, they enter Sudan and Chad — the latter having another plateau for those winds to climb over.  By the time they reach Lake Chad, in the middle of the continent, there's no moisture left ... and much of the wind force is diminished.  Dry winds drift from the north, where they come from the Mediterranean after crossing over the European continent, or from the south, influenced by the southern trades in the Bight of Biafra and the South Atlantic ... but the prevalent winds blow dust and sand westward, into the Atlantic.  This ensures the coastline is always dry.

If the winds in temperate Greyhawk came from the west, the map above would be a complete desert.  If they blew in from the east, the map would be a single monstrous forest, like China and America.  BOTH of which would be more interesting than the huge replication of parkland Wisconsin that's represented on a grand scale.

Woodlands, steppe, jungles, savanna, deserts and so on aren't topographical features, though fantasy maps treat them as though they are.  Forests aren't a kind of mountain; a grassland isn't a kind of sea.  These are vegetations that have taken advantage of physical formations and the climate, which dictate how much water they will have upon which to thrive.  No water and we get a desert.  Very little water and we get an arid highland, like the American Chapparal, or a semi-desert basin, like eastern Oregon.  A little more water and we get a breadbasket like Kansas or the Ukraine.  A little more water and we get pine trees and aspens; a little more and we get oaks and elms.  WATER dictates vegetation, not "where a forest would look good" on a map.  Forests cram themselves against the water shed that makes them, climbing up mountain slopes until the altitude creates too much frost.  Forests don't grow in non-sensical copses in the middle of a plain, surrounded by hundreds of miles of open plain.  Why is it raining enough to make a forest here, but not enough to make a forest there?

What the hell?

Dry country forms in the lee of mountains; on the other side, after the winds are denuded of rain.  Not in random patches around the bases of mountains or with some ad hoc line separating them from green farmland.  Rivers don't form on dry, flat country.  They form where rain falls, where there's a catch basin for the rain and where the amount of water is so much, it has to run off where its fallen and go somewhere else.

Okay.  I'm going in circles now.  Let's shelve this.

Tuesday, January 11, 2022

Worldbuilding 3a: Frontiers

This post is part of a series on worldbuilding; links for the whole series can be found on this page.


Following on the last post about rivers, let's look at a river basin map of the Mississippi River.


The above is the largest river basin in the world that (a) has most of its area in a temperature zone, and (b) flows from a land mass that sees snow in the winter.  The Amazon, the Congo and the Nile are all larger in area ... but they're predominantly jungle rivers, so most of their basins are impractical for high yield agricultural crops.  The Rio de la Plata basin is almost as big, but it also rises in the tropics; much of it's potential arable capacity is also lost.

The Mississippi-Missouri basin is nearly all owned by one country; and before 200 years ago, was virtually unexploited by any industrial society.  When people talk about America being the greatest country in the world because of "freedom" or the constitution, they're full of shit.  They have the biggest garden on the block, stuffed between two big mineral treasure troves — also utterly unexploited before two centuries ago.  A fantastic quirk of fate has enabled one political entity to gain hold of the richest, untapped 5% of the world, so it can lord over everyone else that it "deserved" it for "reasons."

This works as a template if the game setting features a "transplanted people."  If, on the other hand, there'd been easy access to North America 12,000 years ago, allowing transplanted crops brought from the Fertile Crescent and China, along with pre-historic farming-culture settlers, the basin above would have become the same balkanised arrangement of inter-warring states that dominated the European, Asian and African land masses.  Prior to European occupation, America was balkanised — by hundreds of individualistic, competitive native tribal groups, competing for territory and hunting privileges.  The entity that ousted them and occupied the land was also a composite of dozens of European cultures ... who had agreed to act in concert because, as Bill Murray put it, "... our forefathers were kicked out of every decent country in the world.  We are the wretched refuse.  We're the underdog.  We're mutts!"

This cooperation was an 18th century phenomenon, rising out of the Enlightenment, which itself was motivated by the brutal carnage of the 30 Years War ... when two sides decided to have a free-for-all drag out slaughterfest — one based not on territory, or personal power, or a Malthusian lack of resources.  Nope, these people decided to kill each other over ideology ... with both sides having been slowly fed for 150 years by a new communication medium, the printing press, which told Catholics to kill Protestants and Protestants to kill Catholics.  For reasons.  Eight million or so died, possibly as many as 25 million.

Today, we're watching people being quickly fed by a new communication medium, telling conservatives to hate liberals and liberals to hate conservatives.

But I digress.

Turning our attention to the map again: see how the river basin's perimeter creates a boundary of its own, made by the headwaters of hundreds of rivers and thousands of streams.  We recognize from our childhood educations that mountain ranges create natural boundaries — and we have two mountain ranges embracing the river basin on the east and west sides.  The Continental Divide of the Rockies delimits the rivers that flow east from it, and the Appalachian mountains feed all the rivers that turn west.

Note, however, how little of the Old Confederacy falls into the Mississippi Basin — and how the Achilles Heel of the South in the Civil War was the Mississippi itself, which the North occupied, and the basin of the Tennessee, which served as a highway to Atlanta and eventually the destruction of Georgia and South Carolina.  One of the reasons that Atlanta is there has to do with its access to the commercial and agricultural resources of the Tennessee and Ohio valleys.  Once the Confederacy was split in three, it crumbled.

In another example, remember that Texas began as a part of Mexico; and then existed for a brief time as an independent state ... and still tends to act like one.  It, too, mostly exists outside the Mississippi basin.

Finally, look at the map's top.  There it is, Canada.  There's no mountains separating Canada from the United States ... and yet the border between the two countries tends to follow the northern edge of the Upper Mississippi and Missouri watershed.  In fact, there was quite a bit of discussion of where exactly to draw the border before settling on the 49th parallel.  For a time, much of that territory north of the basin was claimed by the British Crown.

This helps suggest frontiers along a basin's rim, though I'm simplifying quite a lot.  What about inside the basin?

There's a famous quote from Alexis de Tocqueville, describing the two banks of the Ohio River prior to the Civil War:

"On the left bank of the river the population is sparse; from time to time one sees a troop of slaves loitering through half-deserted fields; the primeval forest is constantly reappearing; one might say that society had gone to sleep ... but on the right bank, a confused hum proclaims from afar that men are busily at work; fine crops cover the fields ... on all sides there is evidence of comfort; man appears rich and contented; he works.

"On the left bank of the Ohio work is connected with the idea of slavery; but on the right with well-being and progress; on one side it is degrading but on the other honourable."


Never mind which side is which; it doesn't matter.  Consider instead the possibilities for two cultures to be a mere 200 meters apart and yet starkly, culturally different.  De Tocqueville describes such a situation in a world where there's a railroad, a telegraph, photography, newspapers.  Take all that away and imagine the situation in a medieval world where no such communication or transportation devices exist.  For many game worlds, not even a printing press, so that a witness to the difference can publish a description for even hundreds of other people to read.

A distance of 20 miles, as much as a person could walk in a day, might thus be on the other side of the world, for all the news coming from that place.  Is it any wonder, then, that the much smaller basins of the Rhine and the Danube were filled with hundreds of micro-cultures, with individual languages, clothing traditions, means of picking their leaders, eating habits and artistry?

Just as the whole Mississippi-Missouri basin has a natural boundary that surrounds the whole, each part of the basin also has a natural boundary made by the main river and the headwaters of all its tributaries.  The Ohio is separated from the Tennessee, the Red is separated from the Canadian, the Platte is separated from the Smoky Hill and the Kansas.  Even if these places all produce the same goods, all possess the same dearth, all have the same homogenous DNA ... the way each group tries to solve the problems of survival, tribal cooperation, threats to their hunting grounds and so on changes how this group is from that group in a real, permanent way that lasts dozens of generations.

So in designing the frontiers of our game world, we don't want to just think of separating them by mountains and river banks ... but ALSO by the individual strategies that each culture has hit upon as it's moved forward in time.  This one has become more intensely religious, that one has hit upon commercial success, this enclave is xenophobic, that one is militaristic, this one is run by a king, that one is run by a Matriarchy, and so on.  The characteristics of the land bound by its natural frontiers matter deeply in this!

A commercial culture can only arise in places where movement and trade are easily accomplished, where lots of customers must travel through the town, such as is true of Antwerp and Constantinople, or on a smaller scale, in Arhus or Cadiz.  A militaristic culture requires much staple food, to produce many babies, who will be expended in war ... so cultures like this arise out of Sparta, Aragon, Rajasthan.  Places that are also naturally harsh and unpleasant, serving as an encouragement for soldiers to be fine with leaving home and plundering the "haves," as they see themselves as the "have-nots."

This means getting out the designer's paint brush and adding iron deposits to one hillside, where the people living there will make weapons and armour.  We add sheep to another plateau, so the residents will get rich supplying textiles and fine clothing, while making paper and contributing to the spread of learning and perhaps magic use.  We add a fishing ground to another place and encourage boatbuilding, seafaring and exploration.  This place has fine, unusual groves of rosewood and hornbeam, encouraging the creation of musical instruments, furniture and other fine crafts, with artistic traditions and the spread of pacifism.  This place is blessed with kaolin, from which they make porcelain and again, another artistic tradition rules over the place.  That place has deposits of tin and copper, encouraging metallurgy, fine instruments, scientific studies, universities.

And on the flip side, the "have-nots."  Regions that have nothing of note, except lots of babies and bitterness; or sub-groups who are refused the privilege of participating, who must instead re-invent themselves as traders and wanderers.  Mercenaries who work for hire.  Foreigners who come in and will take the lowest jobs, because they're the only ones who will do that work.  Familiar themes that reflect the real world ... but not everyone is born atop a gold mine.  Not everyone's home is adjacent to rich bottomland.  Not everyone has something to trade.  But everyone, everyone, has dearth ... and if they are to survive, they will do whatever they must.

So in setting up our frontiers, and our "nations" within the boundaries created by mountains, rivers and whatever other topographic boundaries there are, stratification matters as well.  Most societies, particularly those in the pathways of trade, aren't homogenous.

We have a lot of directions we can go from here ... and we will talk about stratification more, later on.  For the time being, we still have a physical world to make, so let's keep on with that for now.

 

Monday, January 10, 2022

The Contest Approaches

In the 1850s, two decades of explosive growth had produced a crisis for New York city residents, who had no place to go on their one day off.  The dearth was at its worst for poor people, who couldn't afford a street car or a carriage to go anywhere, who would pile up on the streetcorners, on curbs, on dockyards leaning against railings looking at the water.  New York had virtually no park space for its 800,000 residents ... and the city was at a loss what to do.

They purchased tracts of land north of the city and issued eviction notices to the farmers and residents there, clearing an area of 341 hectares, or 843 acres, give or take.  In desperation, New York City Mayor Wood announced a "design contest," for what would be called "Central Park."  The winners, Vaux and Olmstead, had never designed a park before; Olmstead had never designed anything.  Yet the two of them succeeded in creating what must be described as one of the most architecturally significant parklands in the world — one that continues to thrive and find new imagination among New Yorkers.

The lesson here is New York's willingness to admit that it didn't have a plan; and to believe that by creating a contest, it could inspire others to create something new and innovative.

This is MY intent with the contest I'm running, which will be announced in full on January 15th.  It's asking others do to something I cannot.  Something I don't know how to do.  And in compensation for the efforts and attempts that others would make, I'm ready to pay real money, just as New York gave to Vaux and Olmstead.

There will be three prizes: 1st, 2nd & 3rd, and an honourable mention will also be named.  1st prize will be $800 USD.  2nd Prize, $200.  And 3rd Prize, $50.  This is happening.  The money is ready.  The general rules are written and last minute negotiations on those rules are being discussed with the judges.

Five days from now, creators will learn what to do.

Sunday, January 9, 2022

Campaign Forge Index

Now is a good time to create an index for the "campaign forge" series I've been working on.

1a: Design: a project requires that everything be done in an practical, effective method; we cannot simply willy nilly approach worldbuilding by deciding to do "what's fun."  Before we can design, we need to now the order in which it's done.

1b: Systems: first, decide if the world is a sphere or a flat plane — recognizing that as humans we live on a sphere; we know how the mechanics of a sphere work.  Making the world flat may seem easy, but in the long run, it's sure to create more work than its worth, while it throws away stores of knowledge that might have proved useful.

1c: Climate: the way that air moves over the surface of the world is much more important than we realize; climate defines what we can grow and eat, what we wear, what shelters we live in and the rhyme and reason that makes culture.

2a: People: where do people come from; how did they get here?  How did this culture progress technologically compared to that culture — and what sort of culture do we want to exist in our game world?  One that evolved for the place they live, or one that's transplanted?  Or a bit of each?

2b: Land & Sea: what sort of physical world do we want the players to experience?  The post reflects on four fundamental structures for continents and oceans, discussing in overview what each type provides and directions that might be taken in designing those types.

2c: Continent: thinking about the cultural personalities we want to emplace in the world, even though we haven't made any sort of map yet.  What motivates and drives a region's foreign policy with regards to other nations; what do regions want, and how do we depict that?  Starting to create a physical continental ideal.

2d: Rivers: starting with a discussion of why the relationship of trade to the movement of people is most important when deciding what rivers to include in our continent — and, in turn, how rivers create cities and towns, while defining other topographic features which rivers must obey.

3a: Frontiers: discussing how the headwaters of rivers form boundaries along mountains and open plains, creating natural divides between peoples and nations ... with some comment on how very large river basins are a source for great wealth and balkanisation.

3b: Flora: drawing together numerous elements discussed thus far, to explain further the manner in which climate affects the spread of vegetation and thus biomes, depending on how air masses create spaces of moisture and dryness.

3c: Control: time to start assigning political control to the various parts of our first continent.  Set out major states, buffer states, tertiary states ... and recognize the violent dynamic that underlies the desire for each state to overpower and seize wealth from its neighbour.


I'll be adding to this as I write posts.

Friday, January 7, 2022

Worldbuilding 2d: Rivers

This post is part of a series on worldbuilding; links for the whole series can be found on this page.


As I said, we're going to talk about topography, but strangely we have to talk about trade first.  You can see from the post title I'll come around to talking about rivers eventually.

A few things we have to understand about trade.  As regards everything that exists in the world, things fall into two important categories where trade's concerned: (a) things we've got; and (b) things we haven't got.  When we haven't got something, that's called a "dearth," a shortfall or a scarcity.  There are always so many things we haven't got, it's always safe to say we've always got a dearth of some kind.  That's important.

When we have just enough of something, where everyone gets their share and there's no more, then there's nothing to trade.  Of course, we can clobber our neighbour, steal his stuff and go trade it ... but let's not be dicks.  In fact, let's be clear as we're talking, we're in some obscure village somewhere in the game world, counting what we have and what we don't ... and as it happens, the village has just enough donkeys.  So there'll be no donkey trading today.

On the other hand, if we have more of something than we need, that's a "surplus."  A surplus can be loaded up and taken somewhere, to exchange it for those things we haven't got.

The process of "exchange" bumps into a few issues.  For one, the ideal of exchange supposes that our neighbours have things we don't have, while we have things they don't have.  We trade our surplus and they trade theirs, and everybody's happy.

But if we happen to live next to neighbours on all sides who live in the exact same kind of village we do, growing exactly the same crops, with the same number of donkeys — and, to make it worse, the same dearth we have AND the same surplus — well, then, trading pretty much sucks.  What's worse is that because we probably DO live near each other, in the same climate, on the soil, where the same things grow, in an area that goes on for dozens of miles, that bumps us into issue number two: trade often requires a lot of travel.

Obviously it's nice if there's a big city a few miles away, as we can haul our surplus to the big city and use it to ease some of our dearth — which explains why so many people live within a few miles of a city, even if they don't count among the city's immediate population.  We don't, however.  We didn't have the money for land in the big city, so we're out here in the boonies.  And, too, our ancestors who lived a thousand years ago didn't have a big city either, because it hadn't been founded yet; all they had was a few farms by this cruddy river, hundreds of miles from an even older big city that was founded way earlier.

What I'm saying is this: hauling stuff long distances has always been a problem for someone.  At any rate, all that nice stuff we'd like from the city also had to be carried a long way.

That's why when we pick boonies to live in, we check carefully for a "river."  A river is a highway — even when it's not deep enough for a great big ship, a river can still support a flat bottomed boat, one that's light enough it can be dragged over shoals or portaged around waterfalls.  This isn't fun, but it's still BETTER than walking our surplus the whole long way.

But ... sorry, no, we're not going to talk about rivers yet.  Getting there.

In the same way that it's ideal for folks in the next region over to have things we don't have, and vice versa, it's also ideal when we have access to more than one neighbour.  A river helps with that.  Using an American example, Louisville can trade with Pittsburgh, Cincinnati, Evansville, St. Louis or Memphis, plus a host of other places up and down the Ohio-Mississippi river.  If we take a European example, Strasbourg can trade with Basel, Mainz, Koblenz, Cologne or Rotterdam, up and down the Rhine.  This greatly increases the possibility of our finding the exact things we want to allay our dearth, while finding options for where we want to trade our surplus.

A sea is even better than a river, especially a small sea.  Big oceans provide vast numbers of customers, but also great distances, terrible storms and advanced equipment and scientific knowledge ... whereas a small sea gives us scores of possible trading partners and distances that can be managed inside a month, home and back again.

The continent of Europe is blessed with many, many small seas.  Each of these juts up into the core of the European continent, so that no part of Europe is excessively far from water.  Even better, Europe is filled with multiple navigable rivers — the Rhine, the Rhone, the Danube, the Vistula, the Elbe, the Guadalquivir, the Loire — that flow out of the interior in every direction, so there's always some easy highway from the darkest corner of Europe that will get products out to the sea and into the hands of paying customers.

Unlike, for example, China ... where much of the broad lowland produces the same limited crops, meaning we must travel hundreds of miles to find people growing something else.  The coast bulges outwards and is filled with tiny islands that make navigation along the coast dangerous ... while the coast is directly adjacent to the Pacific ocean, with its terrible storms that roll in and drown China's vulnerable shoreline.  The large navigable rivers, the Yangtze, the Huang Ho, the Han, the Pearl — all flow in the same direction, providing no easy travel from north to south, only east to west.  And they're far apart from each other, unlike the Danube and the Rhine, whose navigable headwaters come close together and encourage trade straight through the middle of Europe.  While geographically homogeneous, enabling China to consistently form itself into a large entity with periods of strife, as a matter of trade, China had serious problems.  This pushed the giant state to undertake giant solutions, such as the construction of the Grand Canal, more than a thousand years before Europe commenced its own canal building.

It probably doesn't occur to the reader to consider TRADE when laying out rivers, coasts, mountains and so on, but as I've pedantically explained, trade is the reason people leave home.  They don't wander into the dangerous and trackless world as a lark, for vacation or out of yearning to know what's out there.  The 13th century world isn't Disneyland.  People undertake the risk of travel because they must ... they need things they haven't go, sometimes things they must have to survive.  A tiny class of people make a living from this trade, but historically that takes time to happen.  The Hanseatic League arises more than seven centuries after the fall of Rome; and itself doesn't experience serious competition until another 250 years pass after its formation.  Global trade doesn't happen until long after the time frame of a fantasy medieval game world ... which means most likely that your world won't have any serious form of organised trade, anywhere.  Most trade in 8th century Europe is painfully local.  By the 11th century, journeys of hundreds of miles are rare; Marco Polo makes his journey to China in the 13th century ... when merchants have just begun to make trips of that length.

Arguably, long trips were being made across the Sahara from the Guinea Coast to the Mediterranean as early as the 10th century; Mansa Musa doesn't make his historic journey from Mali to Mecca until the 14th.  Guinea suffered from the same problems as China.  Most of what they had was homogenous; gold only had value outside of Guinea, which meant a tremendous trip across the largest desert in the world to get things like iron, salt and cloth.

Trade should be on your mind as you lay out the details of your first continent.

Okay.  Let's talk about rivers.

Make a sheet on a drafting program or drag out a sheet of paper.  Maps can be all sorts of goofy crazy-fun things, but let's keep this fairly simple.  Create a body of water that takes up about a quarter of your sheet.  It can run off the page in any direction or be completely enclosed inside the sheet, it's up to you, but it shouldn't take up more than one quarter of the actual page.  Because this water is going to have a river running into it, and because it's pretty big, it's a salt water body.  Later, we can talk about lakes, but just now we're going to imagine a river scrubbing salt-like materials from the land and pouring it into our body of water over a million years, where those chemicals are going to stay.

Now, get out your blue pencil or make a blue line that starts at the body of water and runs in a squiggly line, making the line as long as you can.  Make the line do "river-like" turns and bends, meaning you shouldn't make it too squiggly.  Imagine the water rolling between banks, turning left when it reaches a group of hills, and left when it meets a mountain range, and then back and forth when it settles onto a flat plain.  Don't draw in the hills and mountains, just imagine that they're there.

Good.  Now pick a place along the length of the river, anywhere from its "mouth" — where it reaches the sea — to three quarters of it's total length.  Make sure the place you pick is at least one quarter below where the river starts.  Make a small circle on the spot.

Everything between the circle and the body of water is navigable.  Different lengths of the river have different depths, as the river gets larger as it goes along, but all of the river up to your circle allows at least some kind of barge or towboat.  The circle you've placed is a TOWN.  The head of a river's "waterway" is always the best place for a town, or a city, because this is where the river highway "ends."  The Mississippi's headwaters reach Minneapolis, which is why Minneapolis is such a big damn place.  Ocean-going vessels can move up the Mississippi as far as Baton Rouge — which is why that place exists.  The Dneiper river in Russia is navigable as far as Smolensk.  Small craft can navigate the Danube as far as Ulm in south central Germany.  The medieval Rhine was navigable to Basel in Switzerland (though there were issues above Strasbourg).  Relating to my earlier point, the distance between Ulm and Strasbourg is 167 km, or 104 miles.  That's all.

[There are navigational issues along the Danube, at the Iron Gates for instance, but we don't need to worry about happy-fun details like that for now; like I said, let's keep this simple]

Your circle on your river is a very important place.  Everything on that part of the map spends all its time figuring out how to get it's stuff to THAT town ... so give the town a name you're going to have in your mouth constantly.

All right.  I want you to draw another blue line, make another river, or tributary, that starts somewhere along the length of the first river anywhere between the river's mouth and the town we just invented.  We can make it start at the town, or we can make it start at the mouth, or anywhere between.  Make this second line as long as you like, but have it flow generally in the same direction as the first line.  Sort of the way the Ohio or the Missouri flows toward the Mississippi, or the way the Snake River flows toward the Columbia, or the Guyandotte River flows toward the Ohio, or the Tisza flows toward the Danube, or the Marne toward the Seine ... I could do this all day.

Now, decide if this second river is navigable.  It needn't be.  Depending on our climate, it could dry out half the year or it might roll through a canyon to debouch into our first river.  Obviously, if we made the second stream enter where we placed our first town, it's not navigable at all.  

Let's say we started the tributary about halfway along the navigable part.  And that we've made the second river navigable for about half as far up river as the first.  We can put a little circle at the top of the second river's navigability ... and a circle where the two rivers meet.  That's also a great spot for a town.  Boats can navigate up from the sea, meet with boats coming down the two rivers, so that no one has to travel the length of the river to get the most out of what's available for trade.  This is how St. Louis became so important, and Lyons at the confluence of the Rhone and the Saone.  Nizhny Novgorod, at the confluence of the Oka and the Volga, is another great example.

We've drawn two blue lines and three circles and already we've got a solid foundation for where the money's flowing; this gives us insight into political interests as well, as politics always "follows the money."  We can talk about that another day.

Where the reader sees a blue line, I see a trough.  Rivers always flow down, and as they flow they wear away the land and make it lower.  If we look at the space between the two rivers, we should recognize this is higher than both of them.  It may be only a little higher; as little as 50 or a hundred feet, just enough that when it rains on the land between the rivers, the water flows this way or that.  If we want a plateau, then all the land between the two rivers will be littered with additional tributaries, like Nebraska or Poland.  Land like this is called "well watered," because the ground water sits below the plain and residents can easily drop a well and get some.

On the other hand, we can put some hills there, not high ones, just enough to annoy residents trying to get from one river valley to the other, pushing more of their local trade towards the easy rivers.  Hills divide peoples, as fewer people live in the hills and communication is reduced.  On the other hand, hills provide new items of trade, fulfilling the dearth greatly desired from the people who all grow the same crops and raise the same animals in the lowlands.  Hills have minerals, clay, gravel, forests and so on (depending on climate), causing the peoples of both river valleys to push roads up into the hills to get at those things.  Then those things are rolled down hill to the river and "trans-shipped," which means unloaded from wagons and loaded onto boats.  One big important mine creates a road down to the nearest point on the river ... and lo and behold, we have another town that makes all its business loading and unloading things.

We can put mountains between the two rivers, increasing the isolation between the two cultures and providing the potential for even more interesting trade goods: gems, building stone, metal ores, larger timber, furs and so on.

We can pick a place along either river, where it isn't navigable, and call it a "ford" ... a place where the river becomes shallow enough to cross with a wagon.  That makes a good place for a village.  We can pick another place on the river where the current slows and the water gets deep, where it's easy to row a boat from one shore to the other; this makes a good crossing point, and thus another good place for a town.

If the river has a "gate," where the water falls and is pressed between two steep banks, that small section of the river isn't navigable.  This creates another need for one or two towns; so the goods can be unloaded from ships, rolled downstream by wagon, and put back on another ship.  This is the "Iron Gates" (there are two) on the Danube I mentioned earlier.  Only one has to be circumvented, creating the important cities of Orsova (above) and Turnu-Severin (below) in Romania.

This seems a good place to pause.  Take a moment and put in another tributary.  Make a whole new river on your map and give IT a tributary.  Now make a rough guess at the land between each watercourse, making them nearly flat, hilly or mountainous, as desired.  I'll start with "headwaters" next post.


Thursday, January 6, 2022

Worldbuilding 2c: Continent

This post is part of a series on worldbuilding; links for the whole series can be found on this page.


The time has come to start laying out a first continent — or a large enclave surrounded by inhabitable territory, if we prefer.  For this, I'm not going to draw out maps for examples.  Personally, I don't need the practice and the reader should develop skills in adapting real world materials.

Our first problem is to sort the people into "Groups," so we can decide what topographic features separate the groups from one another.  I recognize this is usually done the other way: make the mountains, rivers and lakes, and then stuff the empty places with people.  I encourage the reader to do the reverse — if for no other reason, to give the countries a "personality."  Like this, a depiction of "The Concert of Nations," as imagined in the 19th century:



This mightn't not be to your taste; you may see it as racist or colonial or what have you.  The picture depicts that "characters" of Europe, with size indicating importance and deportment as aggressiveness.  The smaller, "subordinate" regions might depicted as children or layabouts; Britain is sulking and Russia, though with a sword, is show laying on its belly (the Crimean War ended 5 years before).   Denmark is also lying on its belly, but it's laughing.  Florence and its partners ineffectually try to stab Austria in the boot; Turin is a little larger, slashing at Austria's shin with a sword while hanging onto France's leg.  Prussia watches France and Austria go at it, seated on its ass while holding a rifle on its lap and a sword behind its back.

These little details provide a template for how a group of large entities might interact in our game world, against each other and with regards to their satellite states.  Which brings forward an important point.  Normally, when we have a fantasy world map, it looks like this:


Each kingdom in its little niche, most of them almost exactly the same size, each a little round bubble — and inexplicably, no borders.  Fantasy maps often think, for reasons I can't guess at, that "borders" are a modern phenomenon ... when in fact, every acre of every bovate was bitterly disputed throughout human history from the early Roman Empire, with laws going back 2,000 years on how to settle disputes between two neighbours who cannot agree over the location of a tree.  Just like today.

Even if the kingdoms aren't quite the same size, the differences are minor.  The Duchy, County and Principality of Ulek are each about the same size, about half the size of the Kingdom of Keoland, and that's about the total range in size of all the states in the section of Greyhawk I've given.  Now look at a map of Europe from the 14th century:


There's no logic at all, no consistency in sizes, or names of states.  It's all a profound mess, built over centuries of endless disputes and wars and power politics ... and in one form or another, this is consistent all over the world.  I'll resist the urge to post a map of pre-European native tribes in North America.  Huge powers sit right next to tiny ones, which they don't gobble up for a variety of reasons we don't need to discuss now.  Political divisions can be the size of a large town, ending practically at the town walls; or they can be hundreds of thousands of square miles.  They can be contained by geography, like Portugal; or they can spill out over their geographical boundaries in every direction, like the Byzantine Empire.

So needing to sort our peoples into Groups, we don't want neat, simple blobs here and there.  We should have an idea for different SIZES of entities, with personalities based on their size, their aggressiveness, their defiance, their religion, their dilapidation and so on.  A great big France next to a tiny but wealthy Holland, with a nearby belligerent Hannover, an impossible to defeat Switzerland, an aging yet impossibly pious Rome, an ambitious Bavaria and a benign, tollkeeper of a state like Denmark.  We have lots of templates to choose from, and we can mix and match as we like, since we're not bound by Earth's history.  We're making our own.

Let's reverse time on the Europe map above, using a simpler image:


Suppose for this example we shelve the actual history, ignoring what came before and what comes after.  Imagine the above arrangement is relatively stable, and that the "western" and "eastern" empires are in fact merely a coalition of nations based on race, politics, religion or whatever floats our boat.  White areas are untapped wildernesses occupied by non-humans, the yellow areas are neutral or client states, or perhaps outlying technological entities, and the big brown "Huns" are interlopers who have arrived in the last century and have since established themselves as an enduring empire.

Remember, this is OUR continent, so we can shift it anywhere on the planet we like ... including into the southern hemisphere, so that the top of the map is nearer the equator than the bottom.  We can plunk in deserts as we like, make the Hunnic empire a large forest and the white areas an empty steppe.  We can put a 15,000 ft. mountain range between the purple and yellow parts of "Spain" and get rid of the Alps.  We can change the flow of the rivers, fill in the Baltic, Aegean, Adriatic or Black Seas, double the size of islands — whatever we want.

What matters is that we can offer the players numerous political entities that fit into four larger Groups:  scattered tribespeople, isolated developing states, militaristic empire, benign wealthy traditionalists.  These can be shifted around, split up, separated or shoved together ... the exact shape of the cultural groups doesn't matter.  What matters is how they interact; and we can use tropes from history or our imaginations as we please.

Say that the Huns are the "developing" people.  They've arrived here from outside, encountered these relatively backward states, set themselves up as an enlightened empire and are now setting about spreading ideas like literacy, materialism and natural discovery.  Meanwhile, the purple states are militaristic but backward, resenting new ideas but helpless against the superior equipped armies of the Huns.  The yellow states are traditionalists; they practice excessive religion, possess an intensely powerful theocratic class are use their magic to manipulate the purple states.  Finally, the scattered tribespeople in white areas are rapidly learning from the Huns, embracing the new ways and forming new yellow states in Scandinavia based on magic and illusion.

The players can start anywhere on the map that touches on three Groups: white, yellow and purple; or white, purple and brown; or, if we extend the Hunnic empire in plots along the Baltic Coast, where brown, white and yellow meet.  The players can get a taste of all three, move in the direction they most prefer and as they advance through their activities, the steady movements of the four Groups against each other creates a backdrop of current events.

Naturally, these are not the only personalities we can create.  Following the suggestion of the first image in the post, individual groups, or entities within the groups, can be isolationist, primitive, culturally hateful and racist, dangerously violent, delusional about their importance, cosmopolitan, lazy, paternal ... and even "chosen."  It's up to us, really, to create a gathering that will best interest the needs of the players, who should have favourites and places they disdain.

Tiny enclaves scattered about make entities small enough for the players to meddle in the local politics ... and in the next continent over, some other set of events that can be heard like thunder at a great distance.  "Somewhere, two thousand miles away, the Ikhnat are gobbling up kingdom after kingdom."  That sort of thing.

Draw up some personalities and we move onto laying out some topography.

Tuesday, January 4, 2022

A Chance to Win, with More than $1,000 USD in Prizes

The intention on the 15th of January is to initiate a contest, with prizes for the three winners amounting to more than $1,000 USD.  No, I'm not kidding.  With work and the benefits of 2021's successful kickstarter, which managed the financial backing behind the Jousting Pig Menus, I'm in a position to give something back to the community that has supported me for so long.

The contest is to be judged by five members of the online D&D community.  All five have agreed.  I will have no part in the judging whatsoever.  It's my responsibility to establish the rules of the contest, to promote the contest, to take legal responsibility for the contest and to hand out the money.

The winners will be chosen by others, whose names will be announced on the 15th.

More later.

Sunday, January 2, 2022

Worldbuilding 2b: Land & Sea

This post is part of a series on worldbuilding; links for the whole series can be found on this page.


Before settling on our first continent, take some time and envision the whole game world.  This doesn't mean we need to start drawing shapes on a map, assigning names and gawd forbid, official monarchies and empires.  For 15,000 years, the Old World had no idea the New World existed ... and we can make the same assumption with the wholistic map of our world.  Starting with a single slab of land, we can suppose that other slabs are out there, to be one day investigated and discovered, without our needing to draw anything.

As an example, suppose the game world is an "archipelago;" say, fifty continents in various areas ranging from Formosa to the size of Greenland.  We can pick any of them as our starting place, simply proposing that other lands are out there, but the characters don't have access to ships, or perhaps the nearest of these other continents is at war with the character's present location.

Such a world would have a great emphasis on ships and shipbuilding, on the players eventually owning their own ship to allow free passage to other places.  Continents that came close to touching one another would make important trading points, with strategic elements that demanded heavy tolls for ships moving through navigable straits between islands as narrow as 800 yards.  Likewise, all the most important cities would be harbours, since sea trade would be vastly more important than land trade.  All internal transport of goods would be directed towards getting things to port; just as it's always been with Britain, where no part of the island is more than 72 miles from the sea.  An archipelago worldbuild would include 50 Britains, all vying to produce the greatest fleet; but the party need never leave one island, and we need never build more than one, perhaps two, in the first ten years of our worldbuilding.  Yet, as the theme for this series argues, while we needn't do the work today, we'd know what work needed to be done in the future.  And we'd have plenty of opportunities for creating unique islands that are unimagined to us now, but which we could realise later.

The tendency is to opt for a more "continental" world, which despite having differently shaped continents, would still be familiar to our sensibilities.  In such cases, we need not start with an entire continent; a mere corner of one, or a peninsula, is sufficient, with the rest of the continent being "out there" for when we need to make sense of it ... while other continents are likewise on the other side of small seas or large oceans.

Like the archipelago, two giant continents separated from each other by a straight as narrow as the Bosporus of Constantinople, or even the English Channel, produces a fascinating political and wide-scale strategic component to a setting that's just wedges of land.  Internal bays and large lakes help separate monarchies and promote opportunities for one part of the continent to trade with another.  A purely rounded continent is somewhat boring politically.  Consider how the Baltic Sea or the Gulf of Mexico complicates interrelationships between regions, political divisions, peoples and trade.  Consider what effects a large internal sea like the Caspian causes with regards to climate, access, the movement of armies or subdivisions made by mountain ranges along its edges.  Naturally, we desire large open plains like the Germanic, or vast low hill areas like Russia, or a giant land basin like the Mississippian ... but continents allow for the creation of nooks and crannies too, like twenty tiny valleys in Switzerland or the chaotic terrain of Afghanistan.

A continental map can be made cramped by imposing an "Ice Age," expanding the frozen poles so that only a narrow band of the world is forested with something other than conifers — and there are no jungles at all.  The characters can begin in some small enclave surrounded on four sides by mountains and enormous glaciers ... yet able to thrive through the presence of open water, a warm current and the quirk of westerly winds.  The players are encouraged to gather sufficient supplies and wealth before daring to venture into the desolate empty heaths beyond their homeland ... because it takes a journey of a thousand miles through barrens and bare rock to reach the coastline far to the south, where decent civilisation starts.  This lets us imagine a whole giant game world, yet build only one small part of it for now, knowing as ever that the main world is out there.

An ice world of this kind would have dangerous sea voyages, as even the open sea would be fraught with bergs and treacherous seamounts.  With so much of the world's water bound up in ice, the seas will have lowered fifteen or twenty meters world-wide; islands that were once at sea level are now plateaus surrounded by low cliffs.  Trade in food is hypercritical, even with a dwindling population — once numbering a billion and now, after a thousand years of ice age, barely a hundred million.  The game world can imagine that the ice age began in the time of the Romans; or in the age of Charlemagne; or even after the Black Death ... with crops failing and populations on the move, seeking new places to plant their seeds.  This need not be dystopian; despite mass world migrations, innovation and invention might have continued; the world may even be more intra-cooperative and civilised, because scarcity and weather have smashed all pretense of self-reliance.

Why not lower the sea level further and suppose a world composed of contiguous land with scattered fresh and salt lakes?  Now we can go anywhere overland, with isthmuses between lakes being strategic political and trade centres ... but so much of the land suffers from desertification that we can easily produce an "island" of green and blue surrounded by ice caps and barren Gobi-like deserts all around.  As ever, we can eventually plan to allow the players to take the necessary journey to find some other part of the setting, but for the time being it's enough that they manage themselves amidst the four or five large monarchies — or even small city states, if we want to suppose a very small arable region.  We might even argue for a chain of these regions, following a string of fresh water lakes between high rocky mountains and highlands, like Inverness in Scotland, Northumbria or British Columbia.

The largest seas have the greatest potential for convection, producing rainfall that feeds the largest political empires; the trade winds would sweep these moist air flows against mountains; which would have extensive deserts on the other side.  Trade in water, actually carrying it from place to place in giant water wagons, might be an important lifeline for some parts of the world.  Merely locating a spring could be an adventure; in fact, the players might begin their first session having discovered an aquifer that only they know about ... setting them to argue what they could do with it.  Though granted, this wouldn't appeal to a droll, dull traditional party.

Different parts of the world could have aspects related to all four of these examples.  The East Indies have characteristics of the archipelago, and could be twice or three times as large if it stretched across the Pacific.  The Australian continent could be five times as big, stretching south to form up with Antarctica.  Siberia, detached from the rest of Asia and moved north, could serve as an "ice age" continent.  And we could merge Africa and South America together, making a larger desert with a great inland sea following the mid-Atlantic Rift.

But let me repeat: there's no need to draw the whole map out, not now, perhaps not ever.  Stress making enough of the world to keep the players busy today, and learn how to distract them should they take it into their minds to head off in a direction that hasn't been designed yet.  Put an insurmountable obstacle in their way, like an enormous desert, a mountain range with no known passes ... or an army of fifty thousand unfriendly humanoids.  Make the players understand that passage to other places in the world is for LATER.  Write "there be dragons" on the map the players have of the sea and MEAN IT.  When the players try to cross that sea, kill them with dragons and say, "I warned you."  Have no guilt.  They were warned.

'Course, you can always give them an opportunity to turn back.