I’m finally getting a chance to get back into a combination of gaming and catching up on media after a hectic beginning of the year and it’s helping me get back into a key concept for tabletop gaming settings:
What parts of your setting are mundane vs. fantastic to the characters? (as opposed to us, real people, who do not have to worry about dragons and cyborgs and such.)
And how do you get the group on the same page about it as well?
A simple example
So let’s say you’ve got a fantasy game, and there’s a spell to turn invisible. As far as the society in this game, is this:
- Completely unknown?
- In legends/stories, and probably feared or considered child’s tales?
- Rare but known to exist?
- Uncommon but something people take some precautions against?
- Completely known and has several common countermeasures to stop it from being abused?
Depending on the setting, this is either super powerful and scary, or it’s a minor advantage. In some cases, the thing is just as fantastic to the characters, as it is to us, the people playing the game, and in other cases, it’s about as mundane to them as someone knowing out how bust open a lock on a car door.
Sense of Wonder vs. Genre Piece
As a group, are these things supposed to be a thing that’s a sense of wonder (or terror) or are they just another piece of genre trope that’s fun and not a big deal? This covers a lot about how you narrate things, prepare things, etc.
Doing a favor for a fae being who grants you a miraculous healing point and their castle disappears after you walk out of it will have you considering that healing potion one way, while buying a dozen healing potions at the Temple after picking up supplies is a different thing.
Playing Your Character & Narration
If you know where these things stand in the game world, it also lets you know how to play your character, and to mesh well with the other players as well. If magic is unknown, your wizard might be able to scare a king into submission with a few spooky tricks, while if it is well known, your character might be considered little better than a shoe cobbler.
Likewise, this affects how you narrate things. “Spectral energy glows at his hands, before he chants the mantras of the divine archer, and a golden bow appears in his hands…firing forth arrows that blaze light from the mouth and eyes of his targets!” vs. “I scramble up the stairs while firing Magic Missle at the pursuing forces.” Both the creative effort and time you spend, in part, depends on what fits for your game setting, and likewise, most people prefer description for the fantastic, brevity for the mundane.
Strategy in Play
Of course, if your game depends on strategic decisions, or choices that are well enforced by an internal logic to the game world, understanding where things sit in Mundane vs Fantastic is critical to both your planning and counter-strategies. A good part of strategy is asymmetric information – who knows how things work and what options are available.
In our real world, an invisibility spell would let you get away with a LOT before people started floating the idea that maybe there’s an invisible person walking around (though, between the Predator movies, Ghost in the Shell, and real world experiments in optical camouflage, maybe quicker than you think).
Setting up for play!
I usually like to write up a 2-3 page document that hits what is expected of the game, including a bit on the setting and cultural expectations, especially if the game itself doesn’t include these things or I’m doing something different than what the book describes.
I look to see what things are different from our world, and I also look to see if there’s other popular media I can point to as a quick touch point. If the game is set to existing fiction (movies, books, comics, videogames, etc.) – I try to find the quick short things I think people should refresh themselves with and also if we’re going to cherry pick specific parts of the larger work. (Which, you pretty much HAVE to do if a thing ends up going through multiple writers, has existed as a large franchise, etc.).
If players are building characters deep into an unusual thing, I try to give them more information or context about what that looks like and what expectations, challenges, and support are around their character.
Mind you, all of this is usually pretty short. Since most of the games I run are something like 4-8 sessions these days, it doesn’t make sense to over invest in prep if the game isn’t going to be that long anyway.