I revived my
old Fantasy Heartbreaker world to play a Burning Wheel game. Ironically, BW
does a lot of what I was trying to do in that design, just a lot better. When I
break out BW, I go back to this world a lot. I figure why not keep developing
this old fantasy world for my own interest.
The world
was created for my game The Legend of Yore back in the mid-eighties to
nineties, when I was just getting started on this whole game design business,
and it’s a pretty derivative fantasy world. It’s got elves and dwarves and
wizards, and has great big nation-states that are not particularly Medieval.
It’s also super racist and I’m way more aware these days so that’s pretty
unacceptable to current me. One of my goals when revisiting the game is to clean
this up and be more respectful in the treatment of the non-white nations.
One of the
things I’m doing as I dig back into this world is to try to make it more real.
How do these magical things interact with culture? In a world where gods are
real and manifest, how does worship work and what does that do to society? What
about multiple species of sentient beings? How does that adjust and distort the
ways people relate to each other? I’m taking a close and practical view of all of
this stuff that is normally pretty epic and not deeply thought about,
especially in knock-off fantasy game settings.
I’m doing
this because it’s fun and entertaining to me to think about. Take a major
premise that is sort of standard in fantasy worlds and then figure out what the
actual implications of that situation are and how it distorts social order from
the ways we do things in the real world, or at least apply real world examples
to this big world-changing facts and try to sort out how that would play out in
this fantasy world.
When the
game hits the table in actual play, all of these details are not dumped on
players. Instead, they touch on various things and a deeper history and society
are hinted at. That adds depth and richness to a world. You don’t need to
explain everything every step of the way, but you do need to let players get a
little window into that depth and richness. That’s what all the best story
settings do.
There’s a
lot to cover on this topic, I’m planning to write a few more of these as time
goes on, both to share the stuff I’m coming up with but also as an archive for
myself. The details I’ll be hitting are those I’m working on for my Burning
Wheel campaign, but also for the game I’m developing that will use a small part
of this world, the Art of Power. I did a lot of work on the fantasy gods for
the world, so that’s what I’ll talk about next.
No comments:
Post a Comment