Theme 1b Mystery- Maintaining the Mystery of the Past
This is a continuation of the Mystery theme. This time it deals a bit more into specifics, so I will make cross references to the appropriate adventure in question when possible.
The central mystery in the Savage Earth is of course that of it’s genesis. Who were the Demon Kings? The Prometheans? What was the nature of their conflict? How was it resolved? Why does the world work the way it does now?
Of course, I’m not going to answer any of these mysteries here. That would destroy their usefulness. Instead I’m going to talk about why they exist, and specific tools I have used to reveal information without actually providing final answers.
The Demon Kings were created to provide a definitive break from the past. In a post apocalypse game, you have to decide how much of the before times you want to survive. In may case, since I wanted a sword and sorcery feel, I elected to have the past very remote and unknown. At the same time, I wanted to have ruins to explore and artifacts to find. To solve this equation would require very different time scales. So I elected to have civilization wiped out intentionally. These beings did their best to eradicate records, cultures and traditions of the people they had conquered. Thus I could have a knowledge gap concerning what came before, while keeping the time scale down to several centuries instead of millennia. Realistically, I have let quite a bit survive even in that time frame, but I have treated these instances on a case by case basis. The magical devotions practiced by the adepts of the Great Lakes region all deal with aspects of time, so it was reasonable to assume the preservation of key buildings or artifacts.
OK, now I’ve destroyed everything man has built in terms of culture and knowledge. I needed to bring it back up quickly enough to have civilizations with traditions and history, again without increasing the time scale. Thus the Prometheans came into the picture. Their primary campaign purpose is the Creator to the Demon Kings’ role of Destroyer. They provided a blueprint for civilization that allowed a rapid rise of isolated cities.
Now, I know I promised that this would be about maintaining mystery and I didn’t lie. I just needed to provide some background. You will notice that though the overall purpose of these beings (The Demon Kings and the Prometheans) has been laid out in game design terms, they were initially presented without that explicit language. Instead it was couched in metaphysics, religion and legend. Which brings me to my first tool.
1. Presentation.
When you wish to keep an aspect of your game world mysterious, remember that the information will not be presented to the characters in an easy digest form, nor do records necessarily need to be written from a point of view that is helpful to deciphering them. Remember, it took the work of armies of archaeologists working for generations to build up our view of prehistory, and much of that knowledge is spotty and presumed. They didn’t do their work by going to the library and looking up the answers. Your characters should not be able to either.
For instance, I created the Book of Standing Stones as a record of the Prometheans, their ideals, their great social plan, their tools of magical technology and so forth. In there, there is not one word of historical fact. No dates are given. No one is called by a name that might give a clue as to their origin. No cities are named. Thus, there is nothing that says, “The Demon Kings came from Mars and nuked New York City on June 5th, 2012, but were overthrown by a man named Fidel Rodriguez from the slave pens of Guadalajara, on September 4th, 2111.” Please note that none of these events are true; they are just for demonstration. Or are they? See how this works?
The character Tira Wolfsdaughter is deeply interested in searching out this mystery, specifically trying to find out more about how the Prometheans set up their social plan and moreover, why. She has had access to many different records, created for many different purposes. She has seen Books of Standing Stones from several widely differing cultures, read their Stones firsthand, travelled to many of these places, and talked to ancient beings. Though she has learned many facts, none of them add up to a coherent whole that could lead to something like the sentence above. Which brings me to my second tool.
2) Conflicting authorities.
Characters trying to seek out a mystery will seek out repositories of information in the form of books, artifacts, records, interviews, and educated guesswork. In the specific case of the history of the Savage Earth, I have gone to great pains to make sure that every authority they seek out has some part of the picture, but filtered through their own interests. The Bishop of Tallon will filter his knowledge through the divine revelation of the Church. Things outside of that doctrine will have little interest for him. The Archon of Tallon is genuinely interested in the differences between cultures and devotions, but looks upon them as a means toward an end of improving his own society. The General/Warlord is interested in them for tactical purposes. Each Book of Standing Stones is designed to produce a slightly different society. There are constants, such as the social hierarchy, but the tools to achieve that aim are different the world over. The resurrected spirit of Alexander Finn has extensive knowledge of the world before the apocalypse, but no clue as to when or why it happened. The Circlet of Gitche Manito (a time-viewing artifact) gives tantalizing visions of past events, but the presentation has clearly been shown to be colored by the perceptions of those from whom the visions were extracted. The Time Lords of Saginaw have all sorts of records of past events, but with annoying gaps and they are unlikely to volunteer information to outsiders.
The last tool for mystery management was specific to the campaign and deserves his own entry in the next installment: Arthur
Some interesting food for thought as far as world building goes. So much of a sword and sorcery world should be a mystery to the players. In our own not too distant past man believed the Earth was flat and it was the center of the universe. In most cultures there were whole pantheons of gods to help explain that which they could not understand. As a GM it is your job to covey this sense of mystery of the world. Realistically the people, in a world where most people walk to get from place to place, should know little of the world beyond a 10 mile radius of their homes. Most people would accept what their religious leaders told them as truth and look to them for answers as to why a cataclysmic event took place. The vast majority of the people in a sword and sorcery campaign shouldn’t know how to read or write. While world maps are useful tools for the GM, players should realistically hardly ever see one. If they do it should be crude at best and even then very local. Spellcasters may be able to divine some knowledge of why things are as they are but they shouldn’t be all knowing beings with a direct line to the creator(s). Too many game worlds are too clearly defined. If one knows everything about how the world in which they are adventuring in works, you’ve taken away half of the fun in the adventure. As a GM you should know how things work but by all means let the players live in mystery.
When you mentioned maps, you’ve touched on something I find very hard to reconcile in my own worlds. Part of me wants to take just the approach you suggest, and keep the map hidden, or make a very stylized map such as the old medieval ones that put Jerusalem at the center.
The other part wants to have everything measured and recorded. I hate inaccuracy in maps, mostly because I enjoy making them.
Some of the world needs to be detailed if you want to give your players full range of choice in character creation. If someone wants to play a barbarian, another a city dweller, another a beast from another city, and another still a traveller from far-off, a certain amount of the world needs to be available to the players. I haven’t found the balance yet.