This is a very interesting post. I've clipped bits of it more to serve as referents for myself in writing my responses than as representative of Fungasite's complex arguments; please do not, therefore, take the shortness of the quotes as lack of context.
fusangite said:
The worlds I make, in many respects, are experienced like mystery novels... Essentially the entire world, campaign, etc. is a puzzle that both the players and characters ultimately decipher and solve, rectifying whatever flaw or evil act I have built into the system.
Such campaigns, I agree, are immensely satisfying when all the players are on board with it. I love to play in games like this; I love to figure out (or try to figure out) what's going on, and to participate in a grand story. The downside to this approach, which I've successfully implemented only once myself, is that the players are often not 'on board'. That's not to say that they're not willing to follow the story you've set out, but even with a good group of players they *will* miss clues and go in the wrong direction, probably more often than not. Even very good players will do this more than you expect simply because they are not as invested in the world or story as the DM is. They are invested in their characters, and unless you create characters for them to play that match your expectations for the story, it's highly unlikely that you'll end up with a party that has all the proper motivations.
So you as the DM have to strike a balancing act between coherence of the story and free will of the players. My own personal GMing style pushes me more towards the latter; I'd rather sacrifice aspects of the story so that the players feel in full control of their actions and goals, than have the players leave the table with the feeling that they've been railroaded.
Good DMing takes, above all, adaptability, and the ideal 'Story World' has a rich enough symbolism that even if the players go in the wrong direction, you can work with their actions and link them back to the central theme (or even adopt another, equally satisfying theme mid-campaign).
Are there blank areas on the map?
If I create a world based on certain principles and a player unilaterally creates a piece of it that violates those principles, then the central plot, theme, etc. of the world can easily fall apart. Because I don't tell my PCs what the big universe-building equation behind my world is, we have to work a little differently. The player has to ask "If I wanted to play someone from over there, what would they be like?" Now, plenty of things about "over there" are up for grabs but some portion of them has been predefined because they inhere in the structure of the world itself.
This relates back to what I said above; for a Story World to work well, you need at the very least to put some strong limits on what kind of characters the players can create. My own experience in this kind of campaigning asked for characters that, broadly speaking, came from the more important viking-like culture and had reason to enter the service of the current king looking for fame and glory. Most did this, but there will always be people who want to be the exception--that party also had an asian-style ninja-like character and a female celtic druid, whose culture and politics brought them in conflict with the story at certain points.
Nothing insurmountable--actually, it was the most Viking-like character of the bunch that caused the worst problems, simply because he was the leader of the party in a lot of ways but also the most insular.
Between juggling player personalities (which people are most likely to direct the party), character motivations, and player investment in your creation, it really takes some luck to get one of these campaigns going.
Every world has a structure that implies that certain things can vary locally and individually and certain things are universal. Many people who play RPGs seem to like putting new things in the the "local and individual" column but rarely take anything out of that column and slot it into the "universal" category. I find the most vibrant and interesting worlds are ones that switch a few (not too many) between the two columns.
This is a very interesting point, and one that's already given me some ideas...
This is my favourite long gaming anecdote that I have tried to reduce so that it doesn't take 30 minutes to tell. This is the experience which sold me on metatextual gaming.
I played in a game in which the characters lived in a world called Midgaard. It was one of the nine worlds which were, in this specific order, Vanaheim, Elfheim, Midgaard, Asgaard, Jotunheim, Svartelfheim, Niflheim, Utgaard and Hel. There is no way I can replicate the incredible richness and genius of this campaign-- it is the second-best campaign I have ever been in.
A most enjoyable anecdote. It begs the question as to what the best campaign was, though...
Most fantasy worlds resist a metatextual reading because they are not designed to be figured out in this way. Most people who create fantasy worlds use the Jungian/HP Lovecraft method of reaching into the collective unconscious and pulling out whatever jumble of myth, history and invention they find. But I think the best writers and GMs create worlds that can be understood on both a textual and metatextual level.
I'm in full agreement with you here in principle, but it takes a *lot* of effort to put together a world that contains both levels of meaning along with enough diversity to adapt to the typical adventuring party's shenanigans without railroading them.
Most campaign worlds are constructed pixel by pixel -- some gigantic bitmap that someone has lovingly created; let's call that the imaginative campaign world. The kind of world I find most exciting is one which is, instead, generated by a single complex equation; let's call that the mytho-poetic campaign world. The difference between the two types of world is what happens if you zoom in or move off the screen.
I think that most people's first effort at a campaign world is very similar to the imaginative model that you describe. They take bits and pieces out of their favorite stories and myths, mush them all together, and if they have some talent as a writer to begin with make the result feel like a unified whole. If it never gets any deeper than that, then it's not a very satisfying world to play in on the storytelling level, although it can support a perfectly good game of D&D. (This is what Greyhawk feels like to me.)
The mytho-poetic world model that you describe, however, is no more satisfying to me to play in. If every aspect of the world is governed by the set of correspondances that the DM has chosen as the unifying theme for their campaign, then the world feels sterile--maybe not so much at first, but definitely after the players have figured out the theme. An ideal campaign world needs an element of historical and cultural randomness to it to give it verisimilitude.
What you haven't described is the middle ground. This is something I learned (of all places) from reading White Wolf products. You can have an imaginative campaign world that does not grow blocky and uninteresting when you zoom in. The key to creating such a world is
layering your complexities. You can have a set of nations, OK--give each one a central theme, a metaphoric purpose, and enough distinguishing traits to spark role-playing interest and some political conflict. Again, the typical first effort at a campaign world stops here, and this is the appropriate place to stop if the DM wants their world to develop in full cooperation with the player's input.
Now focus on the nation where you expect the story to start, and zoom in. Identify a dozen or two regions, ethnicities, subcultures and movements within that nation that also provide interesting role-playing hooks and potential for interesting conflict.
Now focus on the story that you want to tell, and zoom in on elements of the story that are particularly important. Subdivide those elements again, adding a layer of complexity where it matters. Does it revolve around the inheritance of a throne? Plot out an extended family tree for three generations, and stat out some of the more important courtiers and their interests. Does it involve travel across a dangerous wasteland? Add a layer of complexity to the culture of the natives, rather than making their attitude universal.
In physics simulations, this technique is called adaptive gridding. The beauty of it is that you don't have to do it all ahead of time, and if the players go in an unexpected direction, you don't have much work to do to maintain the level of detail.
A single city can be just as satisfying a campaign setting as a whole world. What matters is whether you have enough complexity at the level of the story to drive the story, motivate the characters, and challenge the players.
Anyway, this is the approach that I prefer as a DM. It allows for symbolically meaningful storytelling, but I don't feel as constrained by it because the themes that I want to work in can be expressed at whatever layer the players happen to find themselves spending the most time.
Thanks again for a very informative and thought-provoking post.
Ben