by Roger Paul Spendlove
Most genre-based gaming is set in
entirely different worlds from the one we live in.
That's the point of it being science fiction or
fantasy or horror or whatever. A new world affords
new story possibilities, new ideas, different ways of
thinking, and of course, the chance to escape our
mundane world for a period of entertainment.
When I'm making a new world, it's always
easy to just re-work an historical Earth civilization
dress it tip with new names and tweak a couple
aspects - but the result usually leaves me (and my
players) feeling uninspired. "Oh no, not another
version of Medieval Europe!" "Isn't this place just
like feudal Nippon?" "So, what do you call the
Roman Centurions in this world?"
To prevent such reactions for my own
gaming and fiction writing, I've come Lip with this
list of details to consider when I'm creating a new
civilization. It includes the obvious items such as
religion, government and military; but it also delves
into oft-neglected aspects such as food supply,
commerce and sewage disposal! Many of the details
may seem terribly esoteric, and inapplicable to an
adventurous gaming campaign.
But I've found that especially the
small and seemingly unimportant details bring a
great deal of life to an imaginary culture. They'll
make your players feel as if this civilization truly
could exist in a self-sustaining manner. "Wow! The
people in this world have to use the toilet just like
the rest of us!" "You mean this NPC actually has a
job? He works for a living?" "Too bad they have to
import so much of their food; they're too dependent
upon that banana republic they get their food
from."
I've written these details in the form of
questions - things to ponder as you create the
background material for your gaming campaign.
You don't necessarily have to answer every question,
and certainly don't need to write down
voluminous answers. Mostly they're things to
think about. Keep the answers in the back of
your mind and they'll naturally pop up later to
give your culture a sense of completeness and
internal consistency.
Many an aspect will not pertain to your
civi. lization at all, but you should explain to
yourself why it doesn't pertain. Often, this can be
the spark for a whole branch of cultural details
that really make it come alive.
Sentences in italic type, usually beginning
with Invent something.... are direct instructions
to flesh out a complete element and write it
down. In all cases, these will be details you can
(and almost certainly will) use in actual gaming
sessions. For example: a distinctive food dish of
which the characters can partake when they visit
your culture; or a style of clothing you can
describe to illustrate how the people took; or a
religious ceremony the cleric character will
perform.
What powers the machinery of this
civilization? In many ways, this is the most
fundamental and important item to consider, for
no civilization can develop without a source of
power to free the people from the labors of mere
survival. Of course the power source you choose
depends upon the Tech Level of your game or
this particular civilization. Also, consider non-
earth-like situations such a world without fossil
fuels or aliens from a nonoxygen atmosphere.
Fortunately, with science fiction and fantasy, we
can give our imaginations free reign to invent wild
and bizarre possibilities.
Although any moderately advanced
civilization would employ several different fuels
for different tasks, pick one as the single most
important and most relied,upon fuel. Others will
suggest them. selves when needed, but will not be
the foundation of the entire civilization.
This is true even in the real world, in that
petroleum pretty much powers all the so-called
"First-World" civilizations of the 20th century.
Other power sources such as woodburning,
nuclear fission and photovoltaics are simply not
the fundamental power in our world.
Some examples and their fuel sources follow.
Human or Animal Labor
The earliest foundation of any civilization, this
can only drive purely mechanical devices.
Despite being low-tech, for many tasks it's
simply the most efficient method conceivable.
Even an extremely high-tech civilization will
employ manual labor to some degree, although it
may become less of a necessity and more an
enjoyment.
Fire Fire is of course a basic
source of power (at least on Earth), and it can be
generated by wood, vegetable oil, animal-fat oil,
coal, petroleum, fission, fusion or other methods
arising from a science fiction concept. In higher
technologies, the fire might be used merely to
generate steam, which is the actual agent of
power. Similarly, electricity may be generated by
any of the above, plus photovoltaic solar-cells.
Magic If magic is to be the
culture's sole (or even primary above others)
power source, you should have an exceedingly
thorough concept of how it works. Also, consider
how prevalent and available it is to the general
populace. Is the magical power distributed to all or
restricted to a few? Exactly how much of the
peoples' day-to-day living tasks can the magic
accomplish? Finally, what does a reliance upon
magic do the the psychology of the people?
Future Science One can
extrapolate many current theories into workable
systems. Some examples: Nuclear fusion,
matter/antimatter reaction, harnessing quantum
particle fluctuations, perhaps even psionics.
Production &
Distribution Is the power (or its,, fuel)
produced by individuals themselves for personal
use, or generated centrally and distributed to all
consumers? Are there costs and consequences
associated with this?
Environmental Impact
Almost any conceivable power source must
rely upon a raw natural resource as a fuel. Is it
prevalent or rare? Is it replenishable or are
supplies dwindling? Are the people aware of the
balance/imbalance of use and renewability? Even if
you don't plan to make "environmentalism" a
theme in your campaign, you should still consider
these issues.
The acquisition and distribution of food.
What do the people eat and where is it found?
How do they harvest the various items, and then
process them into edible food. Invent a few
distinctive dishes for which this culture is known.
Some categories: gathering, hunting, fishing,
fowling, farming, ranching, processing, packaging,
restaurants.
Distribution of Food Does
most of the population produce their own food
for themselves and family; or do they purchase it
from professional providers (such as farmers,
ranchers, processing plants, restaurants, etc.)?
How does this civilization move the foodstuffs
from source to market to consumer?
In many ways, what people eat and how
they acquire it fundamentally determines the
structure of their civilization. For example, if they
primarily hunt for food, then they will be
nomadic, in which case they're unlikely to have
developed cities, higher technology or similar
elements. Even the concept of permanency might
be foreign to them. If they farm, they must be
sedentary, which stimulates the development of
leisure time, cities, arts, and so forth. Of course, many truly
interesting fantasy or science fiction worlds can be
created by defying this concept and coming up with
realistic explanations of how the culture developed
counter to earthly expectations.
Even social issues will be determined by how
the food is acquired and processed. More on this
later.
Decide what materials are available to this
culture, and where they're located. Next determine
how the people acquire each raw material, how it's
distributed to those who use it, and how it's
processed into products (usable or salable goods).
Start thinking about the products manufactured
from these raw materials, but you'll detail them later
tinder the Commerce section. Invent at least one
natural resource which this culture has in abundance
over' other peoples in their World. Also, invent at
least one resource which is rare and valued by your
civilization.
Some possibilities: water, food, animals (wild,
managed, and domesticated), herbs & spices,
lumber, quarried stone, mined minerals, gemstones,
refined metals, fibers & textiles, petroleum or other
fuels, radioactives, hydrogen or helium and of
course magical and future science raw materials.
Urban versus rural. For the most part, this
will be determined by the location of the previous
two items: Food and Natural Resources. Level of
technology will also be a factor determining how
much of the population is actually needed to acquire
these resources. Also, people tend to cluster around
the most life-necessary commodity water.
What types of shelters do the people build
for themselves? Are they constructed by individuals
or families for their own personal use, or by
professional builders? What sorts of raw materials
are prevalent in the region, and therefore used most
often; what materials must be imported? How are
the dwellings maintained to prevent decay, and are
they passed on to future generations? Invent a few
architectural styles.
Later, when inventing this civilization's
Civic Services, you might consider architecture in
the form of public buildings, churches, government
facilities, institutions, and so forth. Such buildings
usually tend to be more permanent structures than
personal housing, and more artfully constructed.
How do the people protect their bodies from
the elements? Consider the climate extremes they
experience, as well as the textiles and materials
available. Will differences in social class or caste
affect clothing styles in this culture? Don't forget
gender and age differences, as well as the needs of
specific professions. Consider jewelry and
decorations, prevalent color-schemes, hats and
hoods, footwear, gloves, eyewear, and uniforms.
Invent some distinctive fashions, styles and
decorations.
Commerce and Social Structures
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