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Archive for July, 2022

thoughts toward a flat earth campaign

July 22, 2022 3 comments

Flat Earth theories are inherently conspiratorial: at root they’re not about geography but epistemology. The question on the flatearther’s mind is not so much “why would people believe the obvious lie that the Earth is a spheroid suspended in space?” as “what else could I get people to believe, and what else are They making me believe?” So I propose a new tack on the tired old Flat Earth setting:

1. since nothing can really be known, nothing is really unknown – simple ignorance does not exist. Anything that seems unknown is actually being hidden by a conspiracy. Estimating the size and power of conspiracies is the new scientific method. This ties flat earths to the other major strand in conspiracy theories, aside from the existence of a Big Secret: the reclamation of a Lost Glory. In this case, what’s being reclaimed is the excluded middle, which explains why this stuff is so popular away from the coasts.

2. All countries are rated on a Reality Scale. Australia scores 80% reality, America only 10%‡, due to its greater wealth and consequent conspiratorial clout. There is a schism over whether this means Americans only use 10% of their America. A low reality rating might seem like a problem, but it’s actually a disruptive opportunity – any unreality you have is up for exploitation, because if nobody’s sure if it exists, then anything could be there! Which attracts Venture Capitalists, the unreality miners par excellence. Celebrities declaring you a hoax or appearing on the Discovery Channel can drastically lower your reality rating, which is the secret reason why both things exist. Also, your reality rating is the same as your % in lair stat, ie how much of a shut-in you are.

3. the following Earths exist simultaneously, in mutual contra(mis)di(re)ction:

a. Flat America and its rivals, among which John George Abizaid’s version makes it clear why America and Europe, being in the Goldilocks zone for solar visitation, are naturally the most industrious of nations;

b. Flat China,± extending out to the ends of the universe in space and time:

c. Hollow Earth, which is all wuxia inside;

d. Diatomaceous Earth, which is full of glass;

e. Mathematically perfect(ly flat) Earth, which it turns out might’ve been a Hollow Earth in the past?!? According to the last link:

1) Atlantis is really a history of the pre-diluvian HOLE world.
2) In the beggining, all was made geometricaly perfect.
3) The world we have today is just a “reck” of that ancient world, after big cataclisms.”

…see? Flat Earth = lost continents = Lost Glorious Past. It’s mathematical.

f. Realpodean Earth, in which New Zealand occupies the map space that’s usually labeled North America. On this Earth, Guadalcanal has a mysterious gate complex that allows you to “tunnel through” to Europe or America, whichever is more politically influential at the time. Nobody has any idea what that means.

4. since map projections are no longer a problem, each projection is also a competing Earth. The big ones are:

f. Mercator Earth, with a gigantic Greenland, which is why we should stop worrying about global planar warming;

g. Polar Earth, mounted on a pole (see c);

h. Dymaxion Earth, which is constantly reworking its map projection and therefore has very unpredictable sea cargo delivery times.

All the map Earths have a big white border around the outside to hold the oceans in (maybe, say the philosophers, the same white border). The Illuminating Sages have sent expeditions to the corners, hoping to find the Page Number, which will give us some lower limit on how many other universes there are.

Chris Koeberle offers:

I imagine there must also be a panoply of Atlas Earths, with pageomancers who can instantly transport themselves to the facing page, or after much study to a page of the same number in a different volume. And sometimes you have to pay a license fee to visit a copyright trap.
Traveling to the equator or Equal Area (minimum) to transit to Mercator, then making the nigh-infinite trek almost to the poles, where you can make the dizzying leap to Equal Area (maximum)

So you see, the conspiracy really consists of refusing to turn the page. Although doing so would also test whether gravity is local to the page or fixed on some external coordinates.

Trying to cross the middle of any Atlasworld always involves traversing the Gutter, where things frequently get lost.

The wildest academic speculations involve the fabled Registration Marks, which appear off the edge of every page. In theory you could use them to travel to any other page in any other atlas, but only off the edge of that other page, as well. This is either wonderfully powerful or completely useless, depending on who you’re talking to/how much they’ve had to drink.

‡ there are no percentages below 10% and no numbers below 1: zero and negative numbers are a banking conspiracy.
± yeah I know the link says SEAsia, but the old Middle Kingdom idea of China is absolutely a Solar polity, which is to say, exactly like a Galactic polity except it’s unwilling to acknowledge other power centers.

Made it this far? Have some flatearther maps:

The new classic, populated with lost continents galore, a readymade kitchen sink setting – kitchen sink because those tend to have flat bottoms. Note the multiple suns and moons (doubled, so that the black moon can sometimes sneak in front of the white one, creating the monthly phases we see). Consider how gravity works, and what keeps the suns and moons up in the sky. Wonder about what happens really when they set and rise, and how long the nights must be in Gonoria. And wonder who would admit to coming from Gonoria.
Does this version seem less ambitious to you, tailing off into unknowns? But look at the obvious projection distortion of Odin! That takes some special kind of boldness, to just throw that in there.
A rather pedestrian Lost Continent of Mu, nonetheless handy for linking together all those intolerably isolated bits of Oceania. And in case you thought this Pacific Sunken Continent thing was just a Euro-American fetish, here – have an Indonesian Lost Glorious Past conspiracy.

The PCs are a faction

July 8, 2022 2 comments

How do you get the players to pay attention to the world? Learn its history, take an interest in its lore, care what happens to it?

This perennial question prompted some useful philosophy from Jacinto. It also made me realize that I have a basic assumption behind the games I run, which is apparently not common and which changes everything:

All my games are domain games from day one. The PCs are a faction in the world: if they have treasures, someone will come for them. If they build something, it will be used. They need to defend their stuff, they would do well to get a home base, and they are never invulnerable between adventures.

And that made me realize that the basic assumptions of a lot of campaigns are the opposite: you are drifters, crossing a world without friends. Of course you are not farmers or other regular workers! You have no families or dependents – you are free agents. You enter situations where the locals have a problem, and now it’s your adventure – but not exactly your problem, in that you can walk away both from the situation AND from the aftermath of your actions.

Adventure texts sometimes say these things explicitly. More frequently they just assume them. And as Jacinto points out, those assumptions frame the action of the game in a way that fundamentally affects its problem space. Without any practical, mechanical, formal constraint on the players’ tactical infinity, it nonetheless structures the constraints on what the players will think of doing.

Why do adventurers tend to be disconnected drifters? I don’t know. Maybe so they don’t need complicated back-stories, maybe so they can enact eucatastrophes without demanding a new social contract from the beneficiaries. Patrick Stuart recently pointed out that this “heroic” social disconnection goes all the way back to the mists of proto-Indo-European myth:

A key point for us is that killing the son, in Indo-European terms, is like ‘killing the parents’ in children’s fiction; it enables the adventure.

Sane parents stop their children going on adventures so for the story, or game, to happen, and for the Hero to happen, they need to be missing, powerless, incompetent or dead. (Like most Disney parents).

Likewise the D&D adventurer will ultimately ‘age out’, (though in practice they remain near-psychotic self-driven loners in otherwise communal societies), but if they were real they would probably gain families and embed themselves in a socio-political milieux, as people tend to do as they age.
How then may they adventure? You can do socio-political court dramas, but how can they meat-and-potatoes, risk-and-exploration adventure?

…by accidently killing their son and/or heir in tragic and fated circumstances, this then ending their ‘family line’ (assuming a patriarchal society) this disconnects them from the world of line-building, politics and embedded power structures

Mechanically, early/BX D&D both leans very heavily on these assumptions and reinforces them – the rules work hard to avoid characters having any necessary social position.
To review:
– a D&D PC has a solitary mechanical reward structure built in: success yields xps (exact mechanism debated), xps yield levels, levels yield bigger encounters (whether those are selected by the DM or players). Nothing in this loop depends on a wider world or society – it’s treated as a sort of natural growth;
– a dungeon is a placeless place: a sealed environment that usefully does not leak into the wider world, where normal society is suppressed in favour of the critical moving parts of protagonist, monster, treasure;
– dungeons often contain their own powerups and debuffs – magic items, potions, time-based healing, daily spell recharges, sometimes even shops and wandering henchmen, allowing players to remain at the coalface of risks and rewards. It is true that many published adventures work to tie the dungeon to a wider world – or at least a village/resupply depot – but the mechanical language supporting indefinite dungeon-clearing has been present in the D&D rulebooks at least since b/x. (Video games have leaned into these mechanisms, often jettisoning any world-building outside their core violence/acquisition loops. It is remarkable that they did not have to invent anything other than the pieces in the D&D books in order to do so.)

And there are genre justifications: D&D is often described as a Western exactly because it’s full of High Plains Drifters…. while at the same time facing perennial complaints about how Drifter PCs tend to believe like Clint-Eastwoodish murderhobos (instead of, presumably, John Waynish lawmen?). If you attack this as a moral problem rather than a structural one, by tying the lifeways of The Drifter to a separate value system of helpful heroism, you get the “A-Team” – outsider PCs who repeatedly meet the locals, catalyze change, and move on. Which raises the question: “if you’ve made this place a little better than the rest of the dirty world, why do you leave?” Murderhobos have their answer built in – their actions make them fugitives. To achieve the same result, the 80s A-Team had to import an unjust, implacable enemy in the form of the US government. Back in the 50s the White Hat Drifter just gazed off across the desert and declaimed that he had to keep moving, but that kind of genre emulation is a heavy lift when the players have already invested lots of play time in learning about the corrupt lord in the castle and the villainous duke across the valley and the finishing school for Distressing Damsels that was always being raided by goblins until the PCs neutralized them.

Oh, right. The point at the top of this post: why should the PCs care about the world’s lore? Well, if it’s implicit that the lore will only be relevant to the current fight, that next month the PCs will be off to some new troll-pit… yeah, that disincentivizes taking too much interest in local affairs. The problem is not just that the lore has to justify its importance to the selfish PCs’ deeper mechanical/structural quest for levels, it’s that the players’ idea of their characters is of people who are fundamentally disconnected, whose interests do not naturally engage the world, but instead have to be excited by some novel and limited opportunity (something that can be mapped).

So……… OK, but what if the PCs weren’t drifters? Are you not then locked into “socio-political court dramas” (like Vampire)?

No.
Counter-examples?

First, let’s take Vikings. None more adventurey, right?
Vikings are farmers.
They vote in local councils over, like, building and fishing rights. And they also go viking – they choose to leave their farms behind and go cattle-raiding across the sea, probably a few times each year. Certainly often enough that some of them can do it full time. The treasure they bring back translates straight into political power, bargaining advantage and marriage prospects. And then they need more of it.

The Timawa of the southern Philippines are a lot like Vikings, but with more of a formal social role as the warrior/raiding arm of an otherwise more settled society. Treasure can get them promotions to noble rank, which would otherwise be cut off to them, since they’re (mostly) second sons who won’t inherit the family farm. They’re explicitly not farmers themselves but still, they adventure from a stable home (farm) base, with a respectable social position.

“But these are mere pirates! We want heroes!”
Well, they’re heroes to their own people. If you’re playing a fantasy game, one of the great affordances of fantasy (maybe its defining characteristic) is its ability to paint your rivals as universal threats and the protagonists as noble defenders.

If the people the PCs raid are actually strong enough to be an existential threat to the PCs’ way of life, how is that different from points of light D&D? For an example, check out the Mappillas of the Malabar Coast of India – denounced as pirates by the Portuguese in the 16th century (while the Portuguese were stealing the Mappillas’ established trade routes), celebrated as anti-colonial freedom fighters by post-independence Indian historians. (Sadly, for a gameable hoard of info on these guys you’d need to search academic references, because wikipedia doesn’t really cover the discourse that calls them “pirates” or talk about their military operations. Instead it just talks about how the Portuguese sailed up and started attacking them – perhaps a useful redress of colonial attitudes, but not so handy for writing RPGs.)

More familiar maybe to D&D heads, yer ancient Greek heroes – Odysseus or Jason and the Argonauts – was often heads of households who dropped their ploughs to pick up spears, going adventuring for years at a time. They’re classic Drifters (on the wine-dark sea), sure, but their call to adventure does not cancel their social integration: they’re still playing the domain game, expecting to return home and reap the benefits of their victories, their favours, divine and profane. While out adventuring, they represent their home peoples among the foreigners. They are engaged in socio-political courting right as they’re heisting Golden Fleeces. And they’re making a web of social contracts with the people they meet, help and frustrate, keeping maps and records of the challenges they face and of those they postpone until such time as they can get a good crew together, one that could e.g. steal a queen or end a long-running war.

Having a domain – resources, commitments, reputation – they have something to lose, which makes their defeats as interesting as their victories. If they hear there’s a magic sword in the area, they want it, not just to use it themselves, but also to stop the villainous neighbouring lord from getting it. They have an active self-interest in understanding the world around them and ferreting out its secrets, because those secrets may actively interfere with their plans. Oh yeah, and they have plans, maybe even long-term ones, which need to be informed by intel – “lore,” if you want to distinguish it from the more immediately instrumental knowledge of maps or weapon stores. How trustworthy is the nomad chief? Should they ally with the religious zealots or the greedy traders? What will happen if they break the dam and reveal the old, flooded temple? Are there factions they don’t know about, interested in the fortunes of the goblins? The costs of ignorance could be devastating.

If the GM is keeping a lively world going, then just securing and maintaining the domain (from outsiders, mutineers, or ancient land curses) is a challenge that requires planning. Expanding it, or moving to the greener grass across the valley, or making it an important hub among the kingdoms – those are challenges fit for a campaign – ones that require knowledge as well as muscle power.