Immersion gamers love the feeling of being part of a game world. They want to care about the places, the people, and the things that they are interacting with. Getting detailed information about the setting they're playing from their GM in is great, but having players help build some of those details themselves pulls them even deeper into the depths of their imagination.
There's a distinct line between hand-feeding people every nitty gritty detail of a setting, and making them work to come up with all of those details themselves. The goal should be to provide a solid backdrop for the players to explore; a sandbox that lets them both see new sights as well as shape the landscape.
On one end, you have games like Dawn of Worlds, where a party might spend an entire day or more detailing out a whole new world to play in. On the other, you have settings like the Mistborn game, which is so focused on the world that's already been built, it leaves little room for players to be creative. For a happy middle ground, games like The Burning Wheel and Beyond the Wall have systems in place that tie the player characters directly into whatever world the GM presents.
For Hostargo, I've tried to follow the middle path, and come up with enough setting and backdrop about the world so that the players feel like they understand how the world came to be like it is. I've got a couple pages of history, a map that only has regions outlined, and of course the city of Hostargo described in great detail. But, I wanted the players to come up with their character's hooks into the world, so the very first thing they do in character creation is help build up some of the world that surrounds Hostargo.
Below is my version of these hooks, in the form of questions presented to the player. These questions drive the creation of people, cities, organizations, creatures, trade, traditions, and all sorts of other minor details that can help bring the world to life for the player. And, because they created it, the hope is that they care about the setting, right from the start.
As always, I'd love to hear your questions, comments, and suggestions! I'm sure there are other questions I can ask, and other details that might be missing in my explanations.
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Upbringing
Your upbringing is an important first step, as it highly affects the way you were brought up to think, react, and treat others. Your upbringing should give you an idea of what you think of “the law”, and how that law applies to your time in Hostargo.
No one started in Hostargo. The relatively new city is a melting (boiling) pot of cultures and people that is constantly bubbling over, spewing chaos and destruction in it’s wake. Everyone’s got a history to share, and yours begins here.
When asked questions, write your answers down on the back of your character sheet. They do not have any mechanical effect on the game, but give you an important perspective about how your character views the world.
You can specifically choose your upbringing, or you can get one randomly by rolling a d6:
Roll Result
|
Upbringing
|
Stat Boost (+1)
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1
|
Islander
|
Spirit
|
2
|
Outlander
|
Spirit
|
3
|
Mountaineer
|
Grit
|
4
|
Cliffhanger
|
Grit
|
5
|
City Slicker
|
Wit
|
6
|
Nomad
|
Wit
|
Islander
Gain +1 Spirit
There are hundreds of small, separated land masses in the East Isles, with each island part of larger grouping controlled by different clans. The islanders usually value honor and tradition, and many fight over culture just as much as land or resources. Which clan do you belong to? What are they known for (your clan’s “specialty”)? What is one of their biggest traditions? Who are their allies? Who are their enemies? What is something your clan would consider “dishonorable”, that people in Western cultures (e.g. Hostargo) do fairly regularly?
You gain knowledge: Eastern Isles
You gain knowledge: <Clan Specialty>
Outlander
Gain +1 Spirit
Once humanity could survive most of what the wilderness could throw at them, people spread west. But these small communities have been long separated from the civilizations of the east, and many have formed their own government and cults. What is your hometown called? What is one of your village’s customs; one that most would think strange in modern society? Does your town have it’s own governing body, such as a circle of elders, or a cult? Who was an important figure to your people, and why?
You gain knowledge: <Hometown>
Mountaineer
Gain +1 Grit
The mountain people are a hardy bunch, and they usually form a tight-nit community around a mine. What is your town called? What does your community mine? What type of food and drink do your folk produce, given the generally rough terrain? What was a common danger that your people had to face, and how did they face it?
You gain knowledge: Mining: <Town’s Production>
You gain knowledge: <Common Danger>
Cliffhanger
Gain +1 Grit
The cliff people are down-to-earth, easy going, and are generally a successfully mixed bunch. Between the exhilarating clifftops, deep inner caves, lively hanging shops, and rowdy seaside docks, where was your favorite place to hang out? Who’d you hang out with? Primarily traders between the Eastern Isles and the mainland, the cliff people always have grand stories to tell. What is your favorite, and why do you like to tell it?
You gain knowledge: Folklore
City Slicker
Gain +1 Wit
You’ve seen the poor, the rich, and everything in between. You’ve seen gang wars rage across your streets, and politics rule over gross sums of money. What social or economic class were you raised in? Were your parents part of a gang, corporation, or other organization? What was your favorite food joint? Do you prefer the city environment, or were you looking for a way out?
You gain knowledge: <Parent’s Organization>
Nomad
Gain +1 Wit
You were raised on the road, always traveling from one place to the next. How big was your caravan of travelers? What goods & services did the group provide to survive? How were your people received in the places they went? What was one of your favorite places to visit and why?
You gain knowledge: <Caravan's Expertise>
In Dangerous Journeys the procedure is some what different.
ReplyDeleteThe first thing you do is determine social class; which sets you in society, determine how people see and treat you, and sets what careers; or Vocations; you may take. It's a way to determine how you fit into society.
Such matters as culture and residence come later, starting with deciding on species, and from species determining race. With these two decided the player can then decide on where his character came from, then from there come up with the cultural details.
Yeah neat - I really like this type of things, so I'm always looking for good examples, thanks!
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