I am still working on creating an interesting cultural encounter. At least something more so than the usual stuff I'd do, which is try and present the players with something familiar with fantastic elements.
My friend Frank has said that it's good to draw on something familiar, because it "fills in the blanks," meaning that from what everyone knows about, say, feudal society, they can infer all of the little details that I don't give out when describing the society. This in turn lets them draw their own conclusions as they synthesize the data I give to them with the rest of what they know, making it easier for them to get involved in the (social) action.
So what I have done so far is taken a look at other "created cultures" to see how they've taken the fantastic elements of the worlds they're from and how they relate/effect the society that makes use of them.
The best example of this I can think of is from the show Avatar: The Last Airbender. They have four distinct cultures, each loosely based around a certain vaguely Eastern type of society and the mastery of one of the four classic elements, Earth, Fire, Air, and Water. The four different elements equate to four different styles of dress, methods of defense, cultural mores, etc. And of course, four different kinds of awesome powers. Another thing that I've noticed tends to shape the behaviors of the nations in this show (and hopefully in any game I'd run) is the effect that worldwide events are having on the interactions between each culture.
The Fire Nation is attempting to conquer the world. To this end, they are very industrialized, focused on making machines of war. As a result, their nation is militarized, their structure is very strict. Duels of honor known as Agni Kai are a very striking and visual example of this society. Two combatants square off fighting each other in a manner displaying their skill at Firebending.
Whereas the Earth Kingdom, having been invaded, is heavily focused on defense. They combine the strength of the earth with the intractability of stone. Combat (of the non-lethal variery) tends to be focused on moving your opponent, or crushing them beneath the weight of the earth. Their society, while structured, affords a greater deal of freedom.
Now I am not sure what about meeting a new culture would appeal to any given Explorer, so what I plan to do is come up with encounters among culture that run the gamut from diplomacy to combat. In the examples above, both nations, Fire and Earth come equipped with different devices that can be used to make encounters in either feel different; whether an Agni Kai or an Earth Rumble (kinda like the Royal Rumble, but with more boulders) the fights can feel different, as can the mannerisms of any given subject. I know there's more to society than just its mannerisms, there's also the values, and by extensions taboos to consider, alongside of the style of dress and even local flora and fauna.
So in building the social encounters, I will try and keep these ideas in mind, remembering that my world is as fantastic as I make it. I have a wide variety of elements to choose from. So for example, I could take the Agni Kai and apply it to the Dragonborn, and maybe call it the Breath of Honor, or something, which would be a fight between two Dragonborn, with the goal being to wear one combatant down and render them unconscious with a single, powerful breath weapon blast. Or I could steal a little less blatantly and describe an inn in one of these Dragonborn cities, where the chef happens to be heating food by breathing fire.
And that's just one race. The key here, I think, will be keeping in mind both what races and classes the pcs are, and their backgrounds, so that I can lead them to cultures different from the one they've gotten to know in their first few levels. And in order to speed up the process of developing expectations, I can start them off in a very standard, very generic fantasy/pseudo-medieval feudal society. I'll have them be above serfs, but in a village full of them, so they can see firsthand what life is like. And as mentioned before, the players should fill in the blanks on society.
Then after a while, when they encounter a new culture, they'll be a little more surprised, as it will be something different from what they've experienced to this point. It will be new enough that they won't immediately know everything about it, but easy enough to pick up the information, allowing them to get more and more involved.
That's the main goal, to keep the players interested and involved.
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