My last post touched on still more details about the game
world and how the PCs can approach the Big Bang Theory, playing along with the
premise of the world. But what
premise? While I clearly have work to do
on the character options, I feel that the premise needs the most work to
clarify and make it stick. So that’s
today’s post.
Most of the gaming worlds for D20 start from a concept and
use it to inform the world’s features. I
have such a concept – Geek. As stated
before, this necessitates a world where the majority culture is safe and
specialized enough that not every family needs to hunt its own mammoth or
starve, just as a for instance. Geeks
are outsiders; they co-exist with cliques, social orders and complex
fraternities, but typically stay outside of them.
There is perhaps another concept that needs to be
addressed. There have always been Geeks,
but Geeks have always had another social class (ex. Isaac Newton was of the
landholder class in England) or was put in some pressure to conform. Geek culture, therefore, needs something
else. It needs individual liberty or it
couldn’t work. This tends to bias in
favour, not of the European empires of the seventeenth century, and certainly
nothing like the world empires of Rome or China, but towards America,
specifically a loose America where personal opinion matters. This can be achieved by a straight republic,
a constitutional monarchy, or whatever hidden oligarchy design informs the
United States.
Brain Flash! Why not
all three? There can be more brutal,
primitive forms of government in practice at the frontiers (one can see Eberron
in my thinking, I’m sure), but the core of the civilization is a competition
between three awkwardly balanced, periodically at war nations, each calling
themselves the True Land of the Free. I
love it, especially as it permits Good, Evil, Law and Chaos to operate in equal
measure in all three nations. There’s so
much room for unintended consequences, the Player Characters could easily set
off all kinds of trouble.
To engage these nations in “enlightened” debate (evil people
don’t enlighten, they obscure), complex media are needed. Copiers/printers with the Copy spell, a
troupe of Magewrights and an artificer for applying the spell to a magic item
can make thousands of copies in a day.
Newsies can distribute them, typically on the cheap, maybe a silver
piece a day, maybe half. A professional postal
service can also serve to tie nations together, with very little magic and more
than a few spells for improving on the base.
There are pieces to the “geek” condition that are particular
to 20th century America that I want to incorporate, including
professional, low cost (ideally free) libraries and ultra cheap Dime
stores. Both would serve as the centers
of literacy in the communities that they are found in. The European version can also stand – the coffee
house. It would be in places like this
that stories circulate, that whispers carry names and exaggerate deeds. But something is still missing, something
that makes heroes more important than nations, and more approachable than
gods. Something that levels the world,
makes everyone kin, equal, and needed for survival.
What is needed, is an apocalypse to strike this world.
The apocalypse that levels Eberron is the Day of Mourning,
the capstone to a terrible war that almost never ended. There are yet other ways to end
civilizations, though. The slightly
overdone follower of war is zombies, especially if the means used to control
the zombies cease working, or even threaten to stop working. It would set off panic in the streets around
the war-ravaged world.
Eh, too much. It
creates pandemonium, but the panicking masses will be eaten and those left will
cling all the more tightly to governments to save them. And it doesn’t lead folks to seeking heroes
to save them.
Another often overlooked apocalypse is disease, on a Black
Death plague scale. Such diseases come
with two effects; it violently breaks the illusions we have of wholeness,
showing our bodies to be complex machines that can be ruined with in horribly
disturbed ways. It also causes an
upsurge in the live young, die young life’s mission. After all, how long do you really have? Can liver poisoning from this alcohol really
be so bad? I still don’t see it leading
to heroes though.
I can think of one more: climate shift. Caution, I do not offer that this world is
anthropogenically shifting its climate, or offer any opinions on anthropogenic
climate change or its scarecrow counterpart, global warming. I mean to say that for reasons the
civilization in question cannot comprehend, the climate, long temperate warm
and feeding an abundance of food, suddenly shifted dramatically towards colder
or warmer, or perhaps merely dryer. The
effect can half the food supply, drive governments to clear new land for the
plow in a hurry, and set off running agriculture wars. What might work even better: this is only one
continent. All three nations are now
pushing out onto the other continents, setting up new convents and farming
settlements, and otherwise provoking global changes in settlement patterns.
I get the idea that colonization is sailing right into
territory Eberron’s Keith Baker feared to tread. Nevertheless, I like it. New settlements come with conflicts,
conflicts create heroes, and those heroes have their stories magnified, in the
form of Daniel Boon or Johnny Appleseed.
Roving starvations in the Old World can create their own heroes and
villains, variants of Robin Hood and Batman for both good and ill. All and all, though, it mixes in a strong
sense of the tragic into the villains’ stories.
This can make for some much stronger storytelling, and harder
adventuring for good heroes.
But I must return to a point made above – in order to be
geeky, the world has to be more or less safe.
While I think making the fields prone to drought and starvation would be
very unsafe, the cities traditionally become very dangerous when the majority
can’t get their day’s bread. So where is
safe? Fallout’s Vaults? Let me ponder that question for a while.
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