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Roleplaying Tips Weekly E-Zine Issue #142
Challenge And Response: Designing Cultures For Your Game World Using Toynbee's Principles
Contents:
This Week's Tips Summarized
Challenge And Response: Designing Cultures For Your Game World Using Toynbee'S Principles
- Cultures
- Step 1: Challenges
- Step 2: Response
- Obsolete Responses
- Putting It All Together
Readers' Tips Summarized
- 12 Ceremonial Tips
- Floorplan GM Binders
- Roleplaying Economics
- Some Interesting Gaming Related Sites
Return to
Contents
A Brief Word From Johnn
I'm pleased to publish another though-provoking article from
Dariel Quiogue this week. It describes a simple, two-step
process for creating realistic societies and cultures. I
hope you find it useful.
I also feel you'll find Reader's Tip #3: Roleplaying
Economics, from Runester a very interesting read. Thanks for
the great tips Runester.
Have a game-full week!
Johnn Four
johnn@roleplayingtips.com
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Contents
Announcing A New Book Series: GM Mastery
A Collection Of Game Master Help Books
Our first book: NPC Essentials is a collection of tips,
techniques, and aids designed to help game masters inject
detailed NPCs into any role-playing campaign. Inside,
readers will find advice on designing, role-playing, and
managing NPCs during the entire lifetime of their campaigns.
Also included are NPC archetypes, charts, and an example
NPC-centric adventure. Written by that hack writer Johnn
Four. :) Now available!
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Contents
Challenge And Response: Designing Cultures For Your Game World Using Toynbee'S Principles
A Guest Article By Dariel Quiogue
Copyright 2002
The modern historian Arnold Toynbee is best known for his
theory of "challenge and response," which sees cultures and
civilizations as dynamic things that evolve to meet the
"challenges" presented to them. Toynbee says everything
about a culture is either a response to some kind of present
challenge or the remnants of a response to a past challenge.
It's all about problems and the different solutions taken to
meet them. This principle can be of great use to one
designing their own setting for a roleplaying game by
giving a framework on which to design cultures and their
various aspects.
- Cultures
A culture is a "communal way of living." It encompasses:
- Economy – how people feed and clothe themselves.
- Religion – what people worship, which in itself is a
- reflection of the people's greatest concerns.
- Technology.
- Law and Government.
Culture also refers to groups that practice that culture. For
example, to say the word "Celtic" refers to both the Celts
and to the Celtic way of living and believing.
The first step in designing a culture is to come up with a
seed idea. Defining the culture's role in your game world is
a good start. For example, the Barracoan tribes in my
Twilight Age setting are corsairs.
Defining where a culture lives is another great starting
point. For example, the Heorothrim, from the same setting as
above, live in the eternal ice fields of the far north.
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Contents
- Step 1: Challenges
Working out what challenges face the culture is the next
step. Just as each of us faces things in life that are
difficult, so too do cultures face various challenges.
Perhaps the culture is challenged by living in an
environment of near-eternal winter and ice, or maybe the
culture is challenged by frequent barbarian invasions. What
challenges does the culture face? Where do they come from?
- Environmental Challenges
These refer to conditions caused by the constants of terrain
and climate. Where do the people live? Must they deal with
extremes of heat or cold? Do they face aridity or
frequent/seasonal storms and rain? Must they cross vast
distances to find food?
- Technological Challenges
These refer to restrictions and possibilities brought about
by the technology and material economy. This is often seen
in terms of deficiencies or scarcities of materials or
possibilities.
For example, what if there were no metals available? Would
you trade for them or do without and find alternate
materials? How about an undersea civilization who cannot
make fire where they live? How could such a civilization
make pottery and work metals?
- Adversaries
What adversaries does the culture face? Perhaps other people
or monsters regularly attack or threaten the people.
The manner in which these adversaries attack will dictate
how the people defend themselves. Historically, the main
response has been to fight fire with fire. That is, to adapt
one's tactics to be similar to those of the enemy.
For example, those kingdoms that faced horsed nomads tended
to develop their own cavalry while those menaced by pirates
learned to create and use a navy.
How might a culture that is forced to deal with dragons
develop? For example, in the Escaflowne anime, the giant
Guymelef robots were originally developed to fight dragons.
- Societal Challenges
There is no such thing as a society without friction. Where
this friction comes from and how society handles it is very
important. Maybe the farmers in your culture are discontent
because they're being forced to pay high taxes while the
nobles are exempt. Maybe the society consists of a minority
race oppressively ruling a native majority.
Cultures often have some kind of "safety valve" that takes
troublemakers or potential troublemakers away from the
mainstream, or causes them to cease being troublemakers.
For example, intellectuals have always been a threat to
authoritarian regimes. One way to "valve off" intellectuals
is to get them to bury themselves in academe or in
monasteries where learning is preserved. But what happens
when the safety valve fails?
- Historical Trauma
Sometimes, a disaster overtakes a culture. Perhaps the river
they relied on for irrigation and transport dries up or
changes course. Maybe climate change makes raising staple
crops impossible. Maybe a foreign invasion succeeds and they
find themselves under foreign rule. Such a disaster will not
only have a material impact but a psychological and
spiritual one as well.
For example, you could see the early history of Christianity
as a response to the successive disasters that befell the
Hebrews--from the Babylonian captivity to the Seleucid
attempts at forced conversion to the Roman occupation of
Palestine. These disasters primed the Hebrews for a
messianic leader.
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Contents
- Step 2: Response
Once you have identified the challenges facing a culture
you can start designing the responses.
Cultures are shaped by the way they respond to challenges
and by whether their responses were successful or not.
Successful responses get worked into the culture and become
part of it; unsuccessful responses will eventually be
dropped.
Moreover, ways will be found to reinforce a successful
response even to the point that succeeding generations
continue the response even if they are no longer aware of or
are faced by the original challenge that brought it on.
One of the best fictional examples of challenge-response
world building is the Fremen culture of Dune, from the novel
by Frank Herbert. Fremen culture is shaped by two main
forces:
- The harsh environment of planet Arrakis (Dune).
- A history of oppression, most specially by the
Harkonnens.
These were the challenges facing the Fremen people. Their
response was to create the Fremen culture that is described
in the novel. Because water was so valuable, the Fremen
developed highly innovative ways to reclaim and conserve
water, like the stillsuits that they wear and reclaiming
water from the bodies of the dead. Because they were
continually threatened by the great sandworms, they learned
techniques to avoid them and distract them. Later, they even
learned how to capture and ride them. Because they lived
under the shadow of oppressive forces that they could never
defeat directly, the Fremen organized and trained themselves
to become formidable guerilla fighters.
To ensure their perpetuation, these responses were worked
into the fabric of Fremen religion. Rites were created
around the use and distribution of water, the sandworms
became venerated as holy, and religious tradition was used
to keep alive the flames of hatred vs. the oppressors.
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Contents
- Obsolete Responses
Sometimes, a culture will retain some practice or
traditional belief that was a valid response to a challenge
in the past but no longer exists. These can help make a
culture more interesting and peculiar, and can be a means to
introduce plot hooks and complications to your story.
To use a familiar example, long, long ago an elven king asked
some dwarves to make him a magical necklace, but would not
pay them afterward. The angry dwarves then raised an army
and sacked the elves' kingdom, to the great grief and anger
of the elves. Now the elves and the dwarves cannot trust
each other, even when faced by a common enemy. Yep, this is
taken from Tolkien's history of Middle Earth, and it was
used to enrich the plot of Lord of the Rings.
An obsolete response need not be so extreme though:
- Prayers to a forgotten god in a language no one
understands any more.
- Refusal to pass by a certain part of the woods that used
to be haunted.
- Insistence on wearing traditional clothing even where it
is no longer comfortable or practical.
- Refusal to use iron because of an ancient superstition.
All these could be obsolete responses to challenges that no
longer exist.
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Contents
- Putting It All Together
When designing a culture for your world:
- Come up with a "seed" idea.
- Work out the challenges that face this culture.
- Design the responses.
- Design the reinforcing mechanisms. i.e.
- Ceremonies
- Holidays and celebrations
- Military units
- Religious institutions
- Academic institutions
- Peasant rituals, obligations, training
- Curses, praises, special sayings
- Fashion, arts, symbolism
For example, I'll go over the process that led to the
creation of the Barracoan Corsairs in my Twilight Age
campaign. I began with a seed idea: a nation of corsairs.
Then I started working out the implications of this seed
idea. Each time I came across a challenge, I designed a
response around it.
Challenge: Corsairs need a secure base.
Response: The Barracoans live in the Stormholds, tall
basalt cliffs overlooking the sea.
Challenge: Corsairs need to be able to catch merchantmen;
and Barracoan ships must be able to survive the
rough waters of the Stormholds.
Response: The Barracoans have a warship design that is
light and fast and with a shallow draft so it
doesn't get cut to pieces on the rocks. The
Barracoans have also developed a system of
winches and cables to lift their ships from the
sea into secure boathouses cut into the cliffs.
Challenge: The Stormholds are high and steep.
Response: Barracoans learn to be good climbers. Children
practice by going out to steal seabird eggs from
cliffside nests.
The seed idea itself could be broken down in terms of
challenge and response. Fact: the Barracoans are corsairs.
Why must they be corsairs? What is the challenge that made
them respond by becoming corsairs? I came up with two
answers to that one. First, the Stormholds are poor for
farming or fishery. Second, trade in the Barracoan's world
is highly restricted and monopolized by another people. In
other words, the Barracoans have no other means of making a
living unless they give up their homes, which they won't.
Finally, I had to design the reinforcing mechanisms that
kept these elements of Barracoan culture in continuation.
That wasn't too difficult--the conditions which the
Barracoans are responding to are perennial, so they mostly
reinforce themselves. It was also easy to see that this
society would become organized around the ship captains and
that a means for young men to join the crews had to exist.
Also, there would need to be a means for advancement. So I
decided to create a social system wherein boys apprenticed
first to senior sailors to learn the rudiments of seamanship
and fighting, then got the opportunity to enlist under a
corsair captain.
Advancement through this society would be by performing
exploits and winning challenges. Inept captains get replaced
quickly, as inevitably they get deposed or fall to the sword
of a challenger.
And voila! I have my nation of sea-roving wolves.
Best of all, the method for coming up with them was really
easy and can be applied to the creation of any culture. You
can go into as much or as little detail as you think you'll
need for your campaign (the longer the campaign, the more
detail that is usually necessary). The important thing is
that since you're working from a cause-and-effect framework,
the cultures you design will make sense to your players, and
so feel all the more real.
Hope this helps,
Dariel
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Attention RPG & eBook Publishers:
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Do you have a gaming-relating product that you'd like to
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learning more about your products, especially if they're
useful to roleplayers. Contact me for rate information or if
you have any questions.
johnn@roleplayingtips.com
Readers' Tips Of The Week:
- 12 Ceremonial Tips
From: Neil Faulkner
[Comment from Johnn: a reader sent in a question about
ceremony suggestions and ideas that could apply to various
character races and deities. I forwarded the request to
frequent Tips contributor Neil Faulkner, and I thought you
all might be interested in his comprehensive response as
well. (Thanks again Neil.)]
Eeek! This is a big field, and one that deserves more
coverage than it usually gets. It also requires a bit more
comparative anthropology than I can lay claim to. :)
This is all off the top of my head:
- How important is the role of the priesthood in governing
the arrival, initiation, union and departure of members of
the community? Do such things have to be authorised by the
priesthood, or are they the province of the community or
just the family? Is the approval of god/the gods important?
- Are ceremonies for birth, marriage, etc., private or
public? Does this hold true for every ceremony? (i.e.
public weddings but private funerals, or vice versa).
- What is symbolically enacted in a particular ceremony,
and how? You can get quite inventive on this one.
- Is the individual marked in any particular way by the
ceremony (incisions, tattoos, mutilations like circumcision,
etc.)?
- Does the individual acquire any particular token
representing the ceremony (like a ring, brooch, or pendant)?
- Are any colours associated with a ceremony (like we have
black for funerals, though other cultures have different
colours for mourning)?
- Is there any stigma attached to failure to undergo the
proper rites? (Improper burial, for example, or social
ostracism for not passing through the prescribed rites of
initiation.)
- Do members of the individual's family (or nominated
stand-ins) have a particular role to play in the ceremony
(like best man/bridesmaid at a wedding)?
- Must the individual meet some necessary precondition
before undergoing the ceremony? i.e. should brides be
virginal or pregnant? (Apparently this has been a
precondition for marriage in some cultures, the woman having
to prove her fertility before she can marry. I don't have
any details on this, though.)
- Are particular seasons or dates associated with a
particular ceremony? People can die or be born at any time
of year, but marriage and/or initiation might be restricted
to a particular time of year.
- How might cosmological outlook affect such ceremonies?
A culture that believes in reincarnation might have a very
different perspective on births and deaths than a culture
that does not. If reincarnation is assumed, then a birth
could be a call for a 'welcome back' ceremony, whilst a
funeral might have a 'see you again' mood and could be quite
celebratory.
- How do ceremonies differ among the various strata of
society? The richer classes could obviously enjoy something
more lavish, to the point where their ceremonies are
fundamentally different to those of the poor. Are particular
professions/vocations more or less favoured? A warrior's
funeral might be very different to that of a priest.
Different classes/professions might have their own unique
ceremonies.
- Floorplan GM Binders
From: Joachim de Ravenbel
Hi Johnn, here I am again.
By the way, I just finished your eBook and my only comment
is "Whoa, when will the next be released!?"
And here is a tip for your readers:
As you recommend two binders for NPCs in your eBook,
consider using two other binders for floorplans: one for
already assigned plans and a second for random locations and
encounters. Your PCs want to explore all the rooms of the
latest inn they slept in and you don't have any map? Don't
panic. Just go for the Random Location Binder and open to
your Inn section to get a floorplan.
Where to get those floorplans? In a few days of active
Internet browsing, I got hundreds of them. Here are the top
sites I found, and they're FREE!
The huge Map a Week archive from WotC:
http://wizards.com/dnd/article.asp?x=dnd/mw/mw20020725x2000
A few interesting floorplans here:
http://www.solis-media.co.uk/relocated/rpg_archive/floorplans/
Historical plans:
http://www.b-ware.com/hive/fplans/
Three castles and tens of city houses:
http://www.geocities.com/TimesSquare/Fortress/6394/gallery.html
Some free samples from their products:
http://www.darkfuries.com/download.shtml
[Comment from Johnn: does anybody have any other links with
free maps and floorplans for RPG use?]
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Contents
- Roleplaying Economics
From: Runester
For anyone who works a job and/or pays for the things they
need like food, clothing, and shelter, economics is an
important part of their life! The same may be true in many
RPGs. Here are some tips on roleplaying economics.
- Don't just discuss the economic outcome of an action,
SHOW it to the PCs. If a ruler has been over-taxing the
peasants, then have the PCs ride through a small village
and see the abject poverty and hardship caused by people who
must work all day to survive, and give a good portion of
their earnings to tax collectors who ride through. In fact,
arrange for the PCs to witness a tax collector taking a man
away from his family in chains for not paying, or seizing
a home and driving the family out of it, etc. Include lots
of weeping children and the like. It shouldn't be too hard
to motivate the players to help when they witness the human
suffering firsthand.
- Remember the first law of economics, "Supply & Demand."
If you want an equation it would be something like, "Current
Price = Demand / Supply." If the demand for an item
increases, its price will increase. If the supply of a
commodity were to increase, its price would drop.
Note, demand is very hard to control! Most efforts are in
controlling the supply side. This could be played as a
pirate who stops grain shipments before they reach a port,
and then sells the grain at an inflated price to the
starving people who desperately need it. The local famine
has created high demand, the unscrupulous pirate is now
controlling the supply, thus the inflated prices.
- Trade is an important aspect of macro economics. If one
region were able to produce a surplus of goods, they will
seek to trade the surplus to another region. This may sound
overly simple, but trade is vital for both local and
regional economies.
Fortunes can be made in opening or controlling trade routes.
Playing opportunities abound! PCs can protect shipments that
have been threatened; they can explore and open new trade
routes through dangerous areas (mountain ranges, wilderness
regions, dangerous seas, etc.); they can negotiate for trade
between kingdoms; they can help impose a trade embargo in an
effort to win a war or sneak shipments past an embargo if
they are fighting for the other side.
- Economies are about much more than gold. Remember, some
of the most (historically) valuable shipments include grain,
rare spices, works of art, wine, olive oil, etc. The major
advantage of shipping consumables is that demand stays nice
and high! So, even though players like to hear about the
treasure of gold and gems their characters find, remember
there are other options that make for much more interesting
roleplaying.
- Don't underestimate the power of an economic fad or
craze. Holland went through a tulip craze that made many
people very wealthy and when it passed it caused many
people to lose everything. Sound familiar? We recently saw a
similar boom & bust cycle in high tech stocks (here in the
US). So, it's perfectly possible for a certain spice,
perfume, cloth die, material (like silk), or food (like a
certain nut or fruit) to be taken up by the royal family and
then become a local fad by the merchant class.
Riding the upsweep of a fad can make you very, very wealthy.
But, when interest wanes and the next fad comes along,
speculators can find themselves with a very costly warehouse
full of (now) worthless tulip bulbs or rancid oil barrels.
- Wars run on money. It's not a very patriotic sentiment,
but it's a fact of history. In order to wage war (or defend
a nation) a king must rely on professional soldiers.
Professional soldiers need to be paid. Sometimes that means
raising taxes, secretly working with "illegal" pirates,
and/or taking certain economic targets before military ones.
Of course, another method (which everyone hates!) is to
borrow the money. Sometimes that means the king loses power
to the wealthy nobles who loaned him the money he needed to
win a war. Sometimes, it means the king finds a sneaky way
to seize all their property and assets and execute or exile
them. Accusations of witchcraft usually work well, and many
so-called witches or sorcerers were actually unlucky people
who had something the crown wanted and didn't want to pay
for.
Low level PCs can find ways to help fund a war effort by
capturing valuable shipments or protecting the king's
shipments of gold. Of course, they can also be pirates,
raiding enemy treasures as privateers but secretly sending
the wealth back to their king. At a higher level (especially
if the characters have amassed wealth through adventuring)
they can loan money to a worthy war and work at the eco-
political level to win it.
- Depending on the theme of the campaign and the actions of
the characters, you may also want to show them the
consequences of their actions. If they reroute grain
shipments, let them see what happened to the village that
was depending on it. If they back a king who ruthlessly
demands ever increasing taxes from his people, show them the
results of his policy. If a dragon torches fields and leaves
a village with no means to feed itself, then killing the
dragon is only the beginning of the solution. For the
characters to leave at that point would be leaving the
village in quite the bind. Make sure the characters know
that and face the consequences of their actions. Of course,
you can make the efforts to help a plot hook for the next
adventure.
- Finally, remember that people typically support or rebel
against their leaders based on economic conditions. In a
nation that is affluent, the majority will back a corrupt
government if it means maintaining their lifestyle. In a
nation where the people are starving, they will risk their
lives fighting the government, even if that government is
good (albeit unlucky or inept).
This is good to keep in mind if the PCs want to foment
rebellion or help quash a rebellion. Rerouting food and
causing economic unrest while speaking out against the
current rulers will build rebellious followers among the
disaffected. If people are rising against a good king the
PCs want to protect, then finding the source of the economic
problems and fixing those could go quite a long way to
stopping the rebellion. This would include stopping the
rampaging monsters who are destroying crops and eating
cattle or fighting against the warlike neighboring kingdom
who is raiding border regions and "taxing" the residents.
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Contents
- Some Interesting Gaming Related Sites
- Deck Of Many Things Online
From: Anarchy Scott
Heya. I'm converting my programs to Java Script and I
decided to put up an online version of the Deck of Many
Things, available at:
http://www.agentsofchaos.org/deck/deck.shtml
- Random Number Table
From: Brian R.
[re: using random number tables to generate random results
when no dice are available.]
All this talk and no one just posts a table? Well, here
you go!
http://www.geocities.com/brollins/dungeoneering/weeklies.html
Enjoy!
- Player Locator
From: Alex van D.
I don't know if you know about this site or not. It's an RPG
player locator and has already helped me find two players.
Maybe if you can help spread the news about it more people
will sign up.
http://www.wickedclean.com/rpgpl/index.htm
- TV Show Plots
From: Paul N.
An invaluable list of story seeds:
http://www.tvtome.com/tvtome/servlet/ListShowsServlet/
[Comment from Johnn: this is an awesome site. Find a show
that you like, click on the link, and click on Episode Guide
for brief plot descriptions of episodes.]
- Find Your Pirate Name! Arrr!
From: KC
I know it's been a while since all those find-a-name posts,
but I just found this last week. Enjoy.
http://www.fidius.org/quiz/pirate.php
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