Author Archives: quinn

Man, Mythos, Meta: Re-imagining Cthulhu, Part 3

Man, Mythos, Meta: Re-imagining Cthulhu, Part 3

I’ve spoken about my problems with Lovecraft and how I’d reconcile it with the trying to make games inspired and the Mythos.  Last time I talked about making the man himself part of the fiction.  My second idea is something I jokingly refer to as “The Indigenous Man’s Burden”. It was inspired by discussion with Chris Chinn, who is always into some smart stuff.

It’s typical in pulp fiction of all sorts that the intrepid Western Adventurers come to show some indigenous culture how their beliefs and ignorance are causing them some problems.  Inevitably the “natives” are educated by force or through persuasion how to do the “right” thing.  This is pretty prominent in HPL’s work as well. I feel his treatment of other cultures is where his xenophobia is most prominently on display. The theme seems to be that evil is associated with older, “primitive” cultures.

What if they were right though?  What if these older beliefs were ways that “primitive” cultures kept the Elder Gods at bay? As places around the world became colonized however, the artifacts and knowledge that kept them at bay became lost as well.  Under the influence of colonialism and the post-colonial corporatist era, the Elder Gods have broken their seals and are able to make their present more strongly felt.

The goal with this framework is not to advocate a “go back in time” mindset –what’s done is done — but rather to present a more nuanced view of the this preternatural evil.  The players not only investigate the phenomena, but to solve problems they need to understand the story of what happened or is happening in some place.  It has a bit of a social concious, but tries to get there implicitly.

Imagine that the statues that Western explorers thought were simple trinkets depicting Elder Gods were actually wards!  And now they are sitting in some rich collector’s cabinet somewhere.  Can you get them back or will you have to improvise  another solution?

This approach is something I would like to run with, as I think it is both broad and deep and capable of delivering some really strong adventure premises.

What adventure would you make based on this premise?

[AP] Dog Eat Dog: Zemmiland

[AP] Dog Eat Dog: Zemmiland

We got a chance to play the brilliant Dog Eat Dog from Liam Burke.  Dog Eat Dog is a game about colonialism.  It is a game about the compromises and lack of compromises that happens when one civilization install itself on another.  It is about fiat and runnin amok.  It is about resistance and assimilation.  It is simple, powerful, and elegant.  It’s a game that, if you’ve read it, looks like one thing, but if you’ve played it is another animal entirely. Dog Eat Dog is a game that demands to be played, so please play it when you have a chance.

Four of us (Me, Dev, De Ana, and Kennedy) played over a G+ Hangout. using Dicestream and a shared google doc.

The Natives were the Zemmies in the country of Zemmiland, occupied by the Elucidar Republic, who Dev controlled.

The Natives (Zemmies)
(Quinn) Ra Jamison, an oracle
(Kennedy) Nam Deta, Ambassador
(De Ana) Theia Lok, Witchdoctor

The Occupation (Elucidar Republic)
Governor Airith
Academician Zissera
Chief Inspector Hiversith
Tila Deta (scholar and daughter to Nam Deta)
Ambassador Crael

 

Traits

Natives

Occupation (“Elucidar Republic”)

Are environmentally conscious.

Profit driven / strip-mining mentality

Narrow view of technology/medicine/religion (holistic/magic)

Naively democratic

Matrilineal

Narrow view of technology/medicine/religion (“advanced”)

They are loud and noisy.

Written words are polite; spoken words are obscene or “familiar”.

 

 

The Zemmies had a lot of magical traditions and powers, none of which the Elucidar believed in.  To slowly squeeze out the magic, they decided to force the magic men/women to get licensed, which required them to get tested.  The Elucidar’s academicians knew nothing about magic, so their tests held no relevance to magic…so everyone failed.

Most of the play revolved around the Zemmies clan ambassador (played by Kennedy) and prominent witch doctor (De Ana) and oracle (me) trying to get The Elucidar to come up with better tests or at least less stringent controls over magic, while a plague ravaged the land. The plague mostly hit the Elucidar, but was now hitting the Zemmies.  Later, we determined that the plague was magically created by the Zemmies to drive off the Elucidar, but the plague had since mutated to also attack Zemmies.

Eventually in the end, the Elucidar learned to fear our magic.  All three natives ended up running amok. I was the first. I had walked away from negotiations after promising the plague would destroy all the Elucidar.Unwilling to wait for my prophecies, I gathered a rebel force and sought to drive a big rig with a large container of plague into the heart of the biggest Elucidar-populated city.  The Chief Inspector enlisted  De Ana’s Witch doctor to try to stop me at the bridge.  In the first actual display of magic all game, she paralyzed me as I drove. I seized up and went off the side of the bridge.

The Elucidar then realized magic was real, and flipped out on the witch doctor.  A dozen dead soldiers later, they finally took out the witch doctor with a bullet to the head.

The ambassador, who was becoming increasingly radicalized, went to use his powers and enter the fight. His daughter, who inherited his powers and was already assimilated after studying abroad for many years, stopped him dead in his tracks with her more potent power.

The Elucidar?  Without announcing to the public what happened, they slowly began to encourage people to move back to their homeland, while still keeping an economic and military foothold in the area.  Zemmiland was no longer hailed as the chief vacation spot of Elucidar’s colonies…

Lastly, our rules:

  • The Zemmies are inferior to the Elucidar Republic people.
  • The Elucidar Republic likes to negotiate.
  • The Elucidar Republic will never understand magic
  • The Elucidar Republicwant the Zemmies to forsake their traditions.
  • The Zemmies cannot get in the way of the Elucidarian profit margin
  • Give the Elucidar Republic what they want or they will take what they need.

I’ll discuss what I like about Dog Eat Dog in another post.

Worldbreaker: Hynd, the Hideous Truth

Worldbreaker: Hynd, the Hideous Truth

A giant from the land of fey, Hynd’s blue skin is covered in sores and blisters. He uses a large staff to balance himself with his hunched back as he travels.
He once kept watch over the Well of Secrets, but decided that those secrets should be his, and immersed himself in the well. The result was his destroyed, terrifying visage, and his banishment from the realms of his people.
He still holds the universe’s truth in his body, and seeks to reveal it to the mortals he meets. He wants to be worshipped as an oracle but the truths he holds are too terrifying. So it is he must fight, and so it is that he must build his cult by force and power.

Large Level 8 Worldbreaker
Initiative +8

Burnt ash staff +13 vs AC (2 attacks) — 35 damage
Natural even hit: the target takes 10 ongoing psychic damage.

Mind blast +13 vs MD (targets 1d6 nearby foes) — 30 damage and the target is dazed (save ends)
 Overwhelm: once per fight Hynd can use Mind blast as a quick action.

Worldbreaker. Hynd is a Worldbreaker. He has several powers that trigger when the escalation die hits a certain number. Each ability stays into play unless dispelled. If the number on the escalation die comes back to a certain number, abilities are not used again.
Each Worldbreaker ability can be dispelled or weakened by making a hard DC skill check of the appropriate type (as determined by the GM and hinted at in the description).
Worldbreaker: Hynd’s Sight. When the Escalation die is 1, Hynd’s sores and blisters reveal what they really are: eyes. They open all at once, sharing their visions of the world’s unflinching truth with Hynd’s foes. Whenever anyone makes rolls a D20 to hit, they roll two dice and choose one. Any creature who is not Hynd may take the higher of the two dice in exchange for taking 25 psychic damage. Hynd may take the higher of his two dice with no penalty.
Dispel: Hynd’s Sight can only be dispelled when Hynd is defeated or flees.
Weaken: Steer your mind towards more palatable truths (DC 35) as a quick action to reduce the penalty for taking the higher die to 10 psychic damage.

Worldbreaker: Unbearable Truth. When the Escalation die is 2, you must learn the world’s secrets and you must bear their terrible weight. At the beginning of each player’s turn, he must ask a question (types of question listed below) or take 50 damage and be weakened (save ends). The GM must answer the these questions truthfully, but the truth is a terrible thing. Every truth revealed should be as brutal and painful as possible. You can even replace former truths with the new, real truth; what a character thought he knew is not the real truth after all. A player may accept or reject the new truth. Accepting or rejecting the truth does not affect the revelation’s veracity, but details how well your character can cope.
Accept: Accept this horrible truth and take 30 psychic damage.
Reject: Refuse to contemplate this truth right now (DC 35) or take 40 psychic damage and ongoing 10 psychic damage (save ends).
Unbearable Truth Questions:
Escalation Die 2: Ask a question about another character in your party.
Escalation Die 4: Ask a question about something in your past or future.
Escalation Die 6: Ask a question about anything on your world, and brace for the results.

AC 24
PD 22
MD 18
HP 288

Man, Mythos, Meta: Re-imagining Cthulhu, Part 2

Man, Mythos, Meta: Re-imagining Cthulhu, Part 2

So I gave my point of view last time.  From there I’m establishing frames that I can use to build different adventures and games. I could do a pulp 1920s investigation, but I can’t build something attractive to me in that world without breaking the reality of the times.  There was a great amount of segregation and racism in the times a lot of pulp fiction is set.  It’s ok to ignore that if you want, but that’s not something I feel comfortable doing. I don’t even want that in the back of my head.

My “mythos” is going to veer towards the modern age.  I’m not saying everything is perfect in the now, but there’s no denying I have more opportunity today than there would be in the typical Lovecraftian setting.  Building in a modern setting lets me use history but not be oppressed or limited by living it.  It might be realistic to drink from separate fountains, but that’s not my idea of a good time.

The  next decision to make regards my relationship with the material.  I’m by no means a H.P. Lovecraft scholar, for reasons we’ve discussed. But let’s get into it.  The first frame is what I think of as “Mythopoeic Mythos”, and it’s meta as hell.  Lovecraft is problematic, right?  Lots of weird isms and resultant problems, right? So, let’s make him the center of the our game.

The monsters that Lovecraft describes are actually real things in our modern setting, but…they are not exactly as he described. But he’s the only reference point that serious investigators of the Mythos have.  H.P. tapped into something real, but in expressing it, it got all tangled up in his poor expressions.  Some of the info we can use, some we have to change, some of it is just incredibly misguided and wrong. And let’s say that H.P. Lovecraft himself is available, trapped away in some spirit realm, to occasionally be “consulted”.  What till he sees who will be asking him questions!

In this frrame, we keep H.P. Lovecraft’s work as a focal point, but we take it out of it’s times and we put the problematic elements into the context of a metafictional reference.  We can use this work or not, but we can also confront some of H.P. Lovecraft’s nastiness head-on if we choose.

The downside of course is that it means reading more of his work then you might want if you have problems with him.  Could be less of a problem if you have a person who is already a mythos buff in your crew. This frame could be a short mini-campaign, a really awesome 1-shot, or a neat diversion in another horror-based game.

 

 

Man, Mythos, Meta: Re-imagining Cthulhu, Part 1.

Man, Mythos, Meta: Re-imagining Cthulhu, Part 1.

The conversation I don’t want to have is the one  where you think that the problem I have with the bigotry in much Mythos -related literature and particularly Lovecraft himself isn’t a problem; I’m not here to prove that problem is any more or less legitimate than any other problem one can have with a genre.  If you don’t see the problem I see, proceed to enjoy the genre much as you are probably doing already. But please be aware before you complain about PC behavior –in saner times called polite behavior and decency– ruining things that you love that I’ve called no boycotts, or threatened what you love in anyway.  I’m not trying to change you, I’m trying to re-purpose something troublesome for my own ends. I’ll get into the why of that later.

For now, I want to talk about how difficult it is for me to engage anything Cthulhu-related. When I first played Call of Cthulhu the game I was hooked.  My friends and I had a lot of fun playing out these crazy tales of madness and horror.  We naturally avoided the more problematic parts of the mythos, and it wasn’t until a bit later when trying to get into source material from H.P. Lovecraft himself that I began to feel uncomfortable. Honestly, I’m not sure why I have to explain to anyone why discovering a person hates anyone who looks like you is a turnoff, but here we are. When the whole of Lovecraft’s racism became apparent to me, I just stopped playing Call of Cthulhu. The value it offered paled in comparison to having to think about the racism of the source material or the times (which was a little easier to navigate).

Now a lot of people will say that H.P.Lovecraft was a product of his times….great!  But let’s also acknowledge that his times possessed many messed up thoughts and philosophies.  Being a paragon of his time’s screwed up philosophies is not endearing me to his work.  Also, when you say “everyone” was racist in his times…are you saying black people were that racist, or do they not count?  Saying essentially that “all white people were racist during this time period” is completely unpersuasive.

The problem that I have with the Mythos is not only Lovecraft and the  ”White Man’s Burden” assumption of the setting, but with the culture of  gaming itself. Every time I try to discuss this, there is always at least one person who seems to want me to accept everything around the Mythos as uncritically as he does.  If I don’t I am some sort of liberal monstrosity who hates fun. I hate the notion that I am not allowed to have an opinion about the culture surrounding games without being ostracized, hated, or trolled.  Somewhere in our game culture we have to re-discover the middle ground between utter contempt and uncritical acceptance.  Maybe we can discover what is wrong with the culture of our games and improve them.

It’s in this spirit that I am revisiting the worlds of Lovecraft.  His work has spawned many imitators and variants, and is a deep influence on modern gaming culture.  Before you refute I would love if you’d reconsider the profound amount of Cthulhu games, products, and fiction that currently exist and have been made.

Like him or hate him, Lovecraft’s work is a big part of gaming culture. As a designer of color, I like having options.  Sometimes I just ignore bigotry, starving it with silence and moving on.  If that is my only response to bigotry though, it means I have to pass on opportunities I might otherwise miss. Sometimes I can do that by making peace with it. I can be “OK” with certain things to get by.

(When you ask your black friend about something and they are “OK with it”, please consider that “OK” might not be a full approval but rather a way of keeping their options open and saying that whatever you’re asking them about is not bad enough to keep them away from what they truly want. Or maybe they are truly fine! Viva la difference.)

Sometimes making peace is too hard.  At that point you ned to re-imagine and revise. I like options, but I don’t like the options provided me.  My creativity demands I create work with not only different protagonists, but different assumptions as well.  Maybe the end result doesn’t resemble the Mythos at all. I’m fine with that. What I want is a version of Cthulhu that I can live with. I’ll present some ideas I have for doing so, some work that I’ve found, and later I will write an adventure using the the models and formats I’ve established.

Curses & Broken Bones: Negative Backgrounds in 13th Age

Curses & Broken Bones: Negative Backgrounds in 13th Age

Appreciation of 13th Age’s features comes in waves.  Icons smack in you the face.  They’re brilliant.  They make your setting more about characters and less about a wall of setting elements. Icons make the game personal as well as epic.

Next, you get to groove on the class design, a gridless, 4e/3.5 mashup that retains only some of the negatives (I still hate to-hit rolls but that’s another post).

Let me tell you what I think the underappreciated superstar in 13th Age is: Backgrounds. What’s so great about backgrounds?  Well, backgrounds “thingify” experience, replacing the big skill list of other games with a mapping of  your character’s experience to what they do now.

I know it doesn’t seem all that special or all that great, but to me Backgrounds tell you so much.  having intimidate at +4 tells you something but not that much.  It’s a measure of effectiveness, but it doesn’t describe mannerism or development.  Red Sea Pirate +4 on the other hand, can tell you quite a bit when you use it for intimidation.  In fact, it has to tell you something to even be used. What about being a Red Sea Pirate allows you to intimidate someone effectively.  Is it a general skill, or do you know this person in particular will be  terrified by your affiliation?  Mapping your Background to your skill check in this way reinforces your fiction.  In essence it makes each skill check a mini-flashback to show what you’ve learned. If you’re ever confused with how to use Backgrounds, just ask yourself (or better yet, share out loud): when did I do this before in my Background?

A Background sits somewhere between a skill and an Aspect (for you FATE junkies ) and/or a distinction (for the Cortex+ faithful).  Because of what Backgrounds describe and do, I started contemplating how a Background can describe negative experience.

Say you anger a powerful sorceror. Before you leave, he places a curse on you for your insolence, a spell that makes you talk with snake like speech. You’re intelligible but you sound pretty weird to anyone listening. There are a few ways to express such a curse, but I really like just making it a Background.  ”Simon’s Slithering Speech -2″ just fits.  Now, rather than describing the list of ways and circumstances in which the spell operates, whenever the curse would affect you, the GM (por you, be honest!) can bring that into the roll.  Negative Backgrounds should always be used on top of normal Backgrounds because there is a conflict of experience potentially that exists.  Having the Slithering Speech would be counteracted by Entrovian Diplomat, so just combine the two and take the net bonus or minus to the check.

You can also use negative backgrounds for injuries. A few different ways to implement this (if you want something more in-depth, holler and I’ll write it up!), but I’ll go with one.

Before making your first death save, you can accept a minor or major injury for a bonus to your death save rolls.  If you accept a minor injury you get a +2 to your roll and if you accept a major injury you get a +4 to the roll.  If you make your death save, you take an injury background, chosen by the GM, as a -2 (minor injury) or -4 (major injury).  The GM can put on something like Concussion -2 or Lame leg -4.  Injuries can be recovered by making an injury save, which is a hard save.  A minor injury can be made at the first rest, but a major injury can only make saves after at least two rest periods have passed.

This is just a start to how to use negative Backgrounds in your game.  Tell us what you think! Have you already tried using negative Backgrounds in your 13th Age games?

 

Black History Month: The End?

Black History Month: The End?

So Black History Month is over.  Time to forget about everything until next year, right?

Nope.  I think that enough people were interested into the folklore/culture pieces that we will try to make that a regular once a month (at least) item.

I still have a lot of things to say about hip hop and RPGs that will be coming soon.

I should add that I hate having to talk about inclusiveness and what it takes to expand the demographics and read of RPGs.  Hate it.  But I hate more that the appeal of RPGs is still so limited.  I love RPGs a lot, I’ve loved them for the last nearly three decades of my life.  I want my son to feel comfortable playing them, and all of his friends and their friends.  I want roleplaying to be something that fits in with whatever else they are doing. I want them not to feel isolated or alone inside gamer culture. So I have to do this.  I’ve been intimidated in the past by the resistance of the culture to change, but I’ve decided to use my fear as fuel.

I’d rather just be working on my own individual bliss.  I don’t really want to be known as the ‘diversity guy’ or the ‘black game designer’. I think I’m a decent game designer in my own right, and I hate having this asterisk applied to something I spend so much time on. But you know what? I’m proud to be a black game designer, and I’m happy to do the industry the favor of trying to expand its reach.

I am driving towards making more inclusive products, helping people make more inclusive products, and supporting products that broaden what fantasy is. I’m sure there are many people who don’t think I can do this, or that it doesn’t need doing.  That’s your right to believe what you will.

I really hope you enjoyed the content we provided this February.  If there was something you wished we drilled into more, let us know!

I want to thank everyone who supports Thoughtcrime’s mission of making good games for everyone.  We are taking time in the blog to analyze what we like about this hobby and learning how to spread it.  The goal is to make games that are accessible in time spent and in demographic reach.  I personally believe that the future of our hobby lies here if it has a future (I am pretty sure it does).

I want to thank in particular this month, in no particular order: Chris Chinn, Ryven Cedrylle, Tracy Hurley, Milton Davis, Jeremy Morgan, David Hill, Filamena Young, Judd Karlman, Raymond Terry, Richard Rogers, Meguey Baker, Emily Care Boss, Mark Diaz Truman, Kip Hampton, Eric Duncan, Ryan Macklin, John & Brianna Sheldon…I’m sure there is someone I forgot here, but hopefully not! There have been a lot of awesome people actively supporting and boosting our mission this month.  Thank you all.

Last, to my incredible wife and my amazing son: The future is ours.

The only thing ending in February is complacency.

Hiphop and RPGs.

Hiphop and RPGs.

I’m a big hiphop fan.  I’m surprised and not surprised that hiphop hasn’t been merged into an active product yet (someone might tell me about Wyrd is Bond but that’s more about gangs and tribes than hiphop).  I’m not surprised because I think a game that really loves hiphop is something that overall gamer culture is probably not ready for. I know a lot of gamers who are at least into hiphop as I am, but I don’t know that RPGs publishers know that these people are there and potentially looking for something that embraces the music and culture in an interesting way. There are cool things about gaming culture, but it’s not a sterling example of a subculture ready to truly adopt the other (working on changing that!).

I am surprised though, because the fundamentals of making hiphop music and RPGs are , to me, pretty damn similar. A  tabletop group when it meets is a lot like a freestyle cypher. Both are groups who meet to create a story and expression through speech.  Both follow informal and formal rules to produce that speech (creativity needs constraints), and both are rooted heavily in a sense of improvisation and experimentation. We push each other and play quite literally with our words, forming sacred spaces where imagination is the prime value.

That’s when it all works, anyway.  Half of the fun of playing at freestyling and RPGs is learning the skills to get you to that space consistently. Time is a factor, but more important to developing that skill is your commitment to experimentation and improvisation. Building your “vocabulary” gets you consistently to that space and lets you bring others with you.

In my head, that’s how hip hop and RPGs are very similar.  Having done of both (I’m a much better roleplayer than rapper, sorry!), these are the commonalities I see.

Tomorrow I’m going to talk about ways we can use hip hop as a creative launching point for RPG play.

Gameable Culture: What I am.

Gameable Culture: What I am.

Last post we discussed getting culture up front in a game.  We started building a cultural framework.  Before I go further, I want to address some great points that came up from that article.

Aren’t these vague/non-nuanced statements going to lead to the type of stereotyping/noble savage stuff that people don’t seem to want?

It can.  There’s always a danger that someone can get it wrong, but why I don’t worry so much about that is I’m using those statements to create white space   I explicitly don’t want explanations of why the culture does the things we stated that they did because that’s what I hope the players/GM at the table will answer.  Why do the Kitan go through obstacles and never around? That’s a good question, and I would want people at my table to work that out. Leaving space to fill works on two levels. On the first we create player/GM investment in the setting.  On the next level we are pushing people to flesh out towards their own sensibilities.  This means the death of canon, but I kinda feel like cannon should be dead in an RPG context, so I can live with that.

Ultimately I think the best RPG source material has ample white space and gets to the provocative bits to inspire players.

Is it really culture that you want to address?  Do you mean history?

I don’t mean history because history is what happened in the past.  Culture embeds history, custom, and belief in the now. History is great and important, but history tends to be about stringing together events.  Culture is about people, and I think people are at the hearts of stories. If we can make our stories more people-centric, wew can make stories that vary wildly from the norm but that still find congruence in the commonality of human experience.

 

So, having addressed that, I want to look at the next step.  Let’s look at the traits and characteristics our fictional cultures value. For this step we are coming up with ten adjectives that someone from that culture would expect and would like attached to themselves.  It’s key to think of it as members of the culture describing one another positively, and not someone from outside  slapping these labels on the culture.

I’ll start:

A Kitani is….

  • Brave
  • Defiant
  • Brash
  • Forthright
  • Quiet
  • Charismatic
  • Clean
  • Honorable
  • Tough
  • Relentless

If you participated last time, feel free to follow up (maybe copy/paste your entry from the first step).  If you’re interested in hopping in, go back to the previous post and include those steps first, then take these steps.

Gameable Culture: Where I’m From

Gameable Culture: Where I’m From

We’ve done a lot of talking about different cultures and diversity this month.  One thing we haven’t discussed though is what does culture mean in a game?  Culture is a context that defines the socieities that characters come from,  exist in, and deal with.  Going a little deeper, culture is a context from wherein decisions are made.  The culture we’ve grown up in informs the decisions we make (even if we disagree with our culture of origin, that disagreement still defines us), as does the cultures we encounter or deal with.  Customs, beliefs and behavior all come into play.

I’ve often heard that D&D and general fantasy has “no” culture, but that’s not true.  There is a default European -influenced culture that we’ve accepted as the default. One way we can fail to make games set in other cultures uninteresting is to not realize that “standard” fantasy comes from an actual viewpoint. When we fail to realize this, we can build settings with many different trappings that still remain culturally different.  If I am raiding dungeons and taking loot, does it matter if I am going this in Greyhawk or Nubia?

Once we’ve marked the boundaries of mainstream fantasy, we then are confronted with what I think is the most difficult part in relaying culture in an immediate but still real sense to players.  I think the proliferation of status quo settings (derivations on Tolkien-based work) in part is because delivering a variation on the default culture is easier than delivering a culture “from scratch”.  There is so much explaining that you don’t have to do because the status quo culture is so well supported and defined.  You can describe things with only a few words and audiences can reasonably be expected to fill those gaps in their imagination.

We don’t have that with cultures that stray from the norm. To build new worlds for players, we have to not only present the cultures, we have to educate the players on the significance of cultural elements and the cultural context in which they exist.  Gameable culture is the term that I use to discuss the act of delivering culture through the playing of the game.  It’s just not reasonable to expect people to read 50 pages of background just to play a game, so our mechanics need to bring culture to them.

I’ve been building tools and experiments to find useful patterns for creating such cultures.  I shared the following on G+ a while ago, and am sharing it here as well. I have a followup to this, but try out what I’ve got for now.  I’m curious to see what you come up with!

Where I’m From

I want you to make up a fictional culture, and say five things in about five sentences that people from that place do. The important thing is not to tell us what they value or believe.  The actions you use should show us what that culture believes and values by inference (hello there fruitful void!). Speak as that group: “We do X”, “We never do Y”, etc.

After your five things, then give us three archetypes that might emerge from that place.  Keep it succinct – the typical adjective noun works (Vengeful Wanderer) here, as do bold honorifics (Keeper of the Flames). These archetypes can affirm or reject the norms you just established. If it helps, you can make a “personality” that might come out of there, and describe what sort of person he is (succintly).

For Bonus points, make one of your five things about a culture already referenced (“Culture Y worships the same gods as Culture X”) is good mojo.

I will start:

Kitan
* We never use any tool more complicated than abacus.
* We always take the simplest method of achieving our short term goals if given an option.
* We solve our problems through physical might.
* We go through obstacles, never around.
* We observe the natural order closely and live in tune with it.

Archetypes
Scholar of the Wild, Berserker King, Gruff Woodsman.

Remember: one entry per post, and try to space out multiple posts!