Tag Archives: game craft

Simon Says…

So Simon Carryer rocked my socks earlier this week with this Culture Builder that he posted elsewhere on the Interwebs. I thought more of the world should know about it.

Here’s the idea:

First, you need to come up with 13 “rules” for your culture. They should range from really broad, general, and non-intrusive, through to very specific, all-encompassing laws. You can crib them from existing cultures if you like. Depending on the game, maybe everyone can help come up with these. Number them 2-10, then Jack, Queen, King.

For example:

2: People wear blue for mourning.
3: Women always get first choice of food, and the eldest choose first.
8: There is a tribe called the “Gazzir” who provide guards to aristocratic families. The tribe is renowned for honour unto death, and fanatical loyalty to employers.
9: Swords are forbidden to be carried by anyone not of noble lineage. For this reason, pole arms are common.
Queen: Those who are sentenced to death, or contemplating suicide, can opt to join a sect of monks called “the Nameless”. They give up their old identities, and live ascetic lives of servitude.
King: The Emperor’s word is law, and none may question it and live.
(of course, you’d have 2-K all done)

Now, in game, when you need an off-the-cuff NPC, or if you’re preparing NPCs for a game, draw a card. Referencing the number on the card and check the suit. Take the rule you’ve drawn and interpret it according to the suit:

Hearts: The character embodies, enacts, or enforces the rule.
Diamonds: The character twists, alters, or avoids the rule.
Spades: The character’s life is altered (for good or bad) by the rule.
Clubs: The character breaks the rule.

So, drawing from the above list:

2 of Diamonds: Alaric the Mason wears blue every day, and has done for years. No one knows if he’s mourning a long-dead wife, or if he’s just weird. Though he seems perfectly normal in other respects, it makes people suspicious.

3 of Spades: Gwen is the mother of five hungry children, and poor. She lives with her mother-in-law, who always chooses the most food for herself, leaving very little for Gwen and the children. Gwen is forced to eat almost nothing, so her children can survive.

8 of Clubs: Numun the Betrayer was a Gazzir guard who betrayed his employer, a cruel and merciless man. Numun and a few of his friends slew the man. Now Numun’s tribe is hunting him down to restor their honour.

9 of Hearts: Darran of Everwood is a young nobleman, and an expert swordsman. He itches for a chance to test his skill against the best in the land.

Queen of Diamonds: Aliea is an advisor to the Emperor. Though she wears the garb of the Nameless, and claims none of her former identity, forgoing even her name, she is often present at high-level meetings, and has a strong voice in the Emperor’s war-council.

King of Spades: Beatrice, a serving-woman at the palace, is sentanced to death for refusing to go to the Emperor’s bed.

Aces: Aces are a special case. Come up with a previously unknown rule, and then refer to the suit to find the character’s relationship to the rule.

So the idea is that you get a whole lot of characters with kind of intertwined fates, different stakes in the culture.

Simon says… “I think it’s an interesting way of doing “show, don’t tell” in a fantasy game, where the culture, and how it works day-to-day, is revealed by the characters the players meet, rather than dictated from on-high. If nothing else, it’s a great prompt for imagination. These characters were all thought up on the fly as I was typing this, but I’d be happy to have any of them in my games. I like how they really act as plot-hooks, but they’re plots that are firmly rooted in the culture. So often I think fantasy cultures are treated as this monolithic thing, where all members of the culture adhere to a set of guidelines unerringly. What I like about this idea is that it introduces the complexity and moral ambiguity of real cultures, without endless complications to the game.”

Relationship Web Builder

So I thunk this tool up a while back, and am looking to develop it further. It combines the Blood, Violence, Sex, Money ties that Brand tells me are from Sorcerer Soul into a process not unlike Dogs Town creation. I tested it out on Dave Cleaver, and he came up with something kinda nifty. For now it can be used to create a web in any game that has no explicit tools to build such a thing. Maybe at some point I’ll actually build it in to one of my games.

1A) Write down the name of an NPC that is of the gender most sexually desired by the players at the table. Give the character a profession and a context. Write a one sentence description about why the character is sexy.

1B) Write down the name of a person that the NPC in 1A has had sex with. Write one sentence that describes the nature of their affair. Also, Write down what one of them (1A or 1B) needs out of the affair and what the affair is keeping the other from getting.

1C) Write down the name of a person that is, or would react violently to the relationship between 1A and 1B. Write down why the violent reaction will occur.

1D) Write down the name of a person that will resent the reaction that 1C has about 1A & 1B. Give a reason why this person is desperately emotionally dependent on 1C.

1E) Write down the name of someone who is loyal to the character in 1D that is also secretly in love with the character in 1A.

2A) Pick one of the characters in Section 1. Write down the name of a blood relative that has an intense investment into that character. Write a sentence that describes the reason for the investment and its intensity.

2B) Write down the name of a person that has a deeply invested financial interest in the character in 2A Write down a one line description of that financial interest, and identify a way in which it could be completely jeopardized.

2C) Write down the name of a person that is planning to come between 2A and 2B and leverage that financial interest away from 2A to reap the rewards. Write a sentence that describes their relationship to 2B.

2D) Write down the name of a person that has betrayed 2C in the past so brutally that 2C still to this day desires revenge. Write down one sentence that explains the betrayal.

2E) Choose a person in 1 for the person in 2D to be replicating the betrayal with in some way, and write down how they could be doing that, and a way that that person and 1C might know each other.

3A) This will take some time. Write out all of the names of NPC’s that you’ve made in 1 & 2. Write down why they haven’t acted yet, and what would make them act.

3B) Pick the 3-5 of the NPC’s on this list that are the most interesting to you. Circle their names, and write down something that they desperately need from the PCs

3C) Draw it all visually on a large sheet of paper if that sort of thing helps you see where everything connects.

If you want, playtest it with your game and let me know how it worked for you.