Friday, March 10, 2023

How I World-Build: Viestinta's Conceptualization


So I decided to write how I world-build, and began the last week with a short post on the planet that started it all, Heranyt. As I wrote, I realized that the full notebook of stuff I have on Heranyt... well... I don't have any of how I got there, not anymore. Heranyt appeared in a fever dream of gameplay ideas and philosophy and mythology and religion and, well.... I didn't really write any of it down. So this time I'm writing the process down and hopefully others will find it mildly entertaining, at the very least.

So here's the deal: Viestinta is meant to house two different games: Realms of Peril and Hearts of Wulin, which is Chinese melodrama. Sound totally contradictory? It didn't to me, so I figured I'd try and figure out why that idea was so compelling to me.

Realms of Peril is an OSR/PBTA merge that's meant to be an open table game. I've been slowly coming around to the concept, after multiple years of trying to run things with a larger than three player crowd... only to find that the campaigns just can't seem to hold together. Schedules get way too weird. In fact I find non-open table games to be so hard to run that I specifically designed Crescendo to be a resilient against schedules as humanly possible, but that's principally by having the group be incredibly small. If I want to play with a larger group, I'm SOL. Welp, as it turns out Realms of Peril has been tinkered with to get everything not open table to go away. It's got a really good basic resolution system, and you can get a character to the table within minutes.

Hearts of Wulin is a PBTA about wuxia fiction. It's meant to be have proud and restrained badass warriors trying to not get their hearts broken and failing. The game, like most storygames, is meant to be played out in shorter spurts, short enough to where people can safely commit for two to four sessions and then move on. A lot of PBTAs try to solve the logistical issues by making sure there's less logistics, just period. I like wuxia enough to get over my usual aversion to PBTA, and found that the game is actually very good and I can't wait to get it back to the table.

On the one hand you have a drop-in, drop-out game and a short wuxia story generator. That doesn't explain it at all, does it? 

Nope, I don't think so either.

So I decided to write down "the story" of the setting, the thing that I'll base everything else on. Maybe there's an answer beyond "I just think it's neat" somewhere in there.

I know I wanted to keep yuan-ti and dragonborn, so I renamed them to hserpa and drahskin.

The clannish drahskin and devious hserpa, after wiping out all other civilizations except for humans (which they enslaved), turned their millenia old magical and martial prowess on each other. Given their strengths it surprised no one that the war was rather even, although the collateral damage could be truly awful at times.

And then one day the khen-zai artifacts were discovered.

Deep beneath the earth both sides found great store houses of the ancient race: medicines, weapons, and other technologies that could have advanced their respective civilizations hundreds of years in a matter of hours. The Emperor of Fire and the Emperor of Scales met in secret to discuss what they had found. It wasn't a long conversation: they sealed their discoveries away again, and had those who found and those who sealed the discoveries killed. They then agreed to assign guards over these sites, with strict orders that all who were to be found on these "sacred lands" would be publicly executed in the cruelest ways imaginable. They figured that the upheaveal would destroy both their peoples utterly.

And then one day the khen-zai returned.

The fabled elder race, the ones who had become totally ethereal beings, returned with their puppet bodies, to reclaim what had been theirs. Their living chitinous warships pounded the planet with an orbital bombardment that the peoples of Viestinta will never forget, nevermind the planet itself. All the people who had died to protect the planet's way of life... all was in vain.

But then the unthinkable happened: the drahskin Amgala, hserpa An, and the human Gi broke into one of the vaults and, using Gi to pilot, flew a mech into the heart of the mothership, and killed every single of the weak-bodied khen-zai. They returned, triumphant heroes. The planet had triumphed.

Nope.

The khen-zai had actually captured Amgala, An, and Gi, and tested a new technology on them: menticide, the art of brainwashing. They forced the three to believe they had won and sent them back. The khen-zai, while they were originally annoyed that their engineered toys had survived in their absence, they were intrigued by humanity able to use their tech. They had run into it before with other humans, but figured it was a "local" genetic anomaly. They were wrong. So they decided to spare the planet, and see what would happen with this unexpected turn of events. They retired to the ethereal plane to enjoy their debauched cruelties, and waited. They were in no hurry.

The Emperors' long-standing deceptions were quickly discovered and punished. Humanity was freed from slavery, and a world-wide republic was formed, with the technology discovered in the vaults being used to build quickly. Those who were on board were benefited. Those who were not were ignored, ostracized, or killed if the first two methods didn't work out. 

Those who weren't in the sprouting cities languished in small shanty towns, holding onto a way of life that, with the constant allure of the cities calling the young away, became insular, toxic, and more than a bit racist. But they see the error of abandoning the old ways. Or at least they think they do. The worst thing is not death or discomfort, but losing the meaning that comes only with death and discomfort. We'll see how long that lasts.

So that's a good place to stop. There's a lot of this that jumps out at me, and why two games are contained within it. On the one hand you have the newly formed Parliament, with all the hope of the good and the apathy of the evil intermingling, and it being hard to tell the difference at times. A new era has dawned! It is up to those in power to make sure that new dawn is worthwhile. There's all the idealism, honor, folly, and passion of such an enterprise, contrasted against the bloody and benighted past that may not be so past, but an ignored present situation that may kill everyone. And, to me, that speaks Hearts of Wulin.

On the other hand all you have to do is learn about real-world cases of mothers in the Appalachian Mountains giving their children Mountain Dew (which dissolves their teeth) instead of water, because there is no infrastructure to produce clean water there, to see the downsides of such a venture. A good drive through Steubenville, OH, a decade or so ago, would have shown a place dying because it wasn't a part of the global initiative.  And in these places one must survive however one can, whatever that looks like. Even if that means breaking into tombs and stealing tech and robbing the globalists at every opportunity to live... all the while espousing values that are not practical to hold anymore, because the world no longer works according to blood and sweat, but rationalization and passion. This desperation screams out Realms of Peril to me.

So the setting, unlike Heranyt or Rakkaus, now serves two functions: playing an open table sword and sorcery game, with people dropping in and dropping out, and short but intense personal stories that may or may not involve excessive mounts of idealism and doomed romance. Those things don't seem so separate to me anymore. And in fact, at least for me, it may not work out any other way.

Viestinta is a world in the midst of bifurcation. On the one hand you have the prosperous elites who no longer really know they're elites, having to deal with the consequences of globalization and the deadening effect that has one one's soul. On the other you have those left behind, who are trying to scratch out a mean existence in a world that has forgotten them.. and the horrors that live so close to them. It is a world of rapidly growing magitech and skyscrapes with squalor not even one hundred miles away... all watched over by the curious and otherwise-bored khen-zai.

That's a chilling set up.

We'll start focusing on importing real world stuff next time.!

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