First
off, I’m not talking about being a world builder and creating gods here. That’s a lot easier. Even combining them into pantheons, still
easier than this.
What
I am talking about is stringing stories together so effectively and so
interwoven that they form a mythology.
What do I mean? Well, don’t think
of the Greek pantheon as mythology, because simply knowing the gods and
goddesses is not the mythology. It is
the stories that form the mythology.
Hercules’ 12 Labors, the Odyssey, the quests of the Argo - these are
what make up the mythology. But you know
what else does, right? Comics! The interplay between the Avengers,
Spider-Man, the X-Men and others, while they swap villains and intermingle
story lines - That’s mythology!
But
that is nearly impossible to build on your own.
First off, the myths and comics have shown us how impossible it is to
maintain continuity. Over the years
stories tend to blur together, different story tellers change things up, and
after a while, it just seems like the same super characters did
everything. Sound familiar?
But
the other reason you cannot do it on your own, is that some of those continuity
slips are what make it work. Retconning
somebody else’s story to make it more logical is part of it - a part you cannot
do alone. As the world builder, you know
what really happened. It is difficult to
try and force mistakes in your own creation.
So
how do you “fake” those mistakes? In
order to make a set of characters so well known, but not, is to intentionally
hide the facts from the players. You do
that all the time, right? Not as often
as you should. When you give them the
mission briefing, do you role-play the quest giver and make sure he is only
telling them things from his point of view?
Not only are there things he shouldn’t know, but his opinions should be
skewed. Maybe his intelligence gatherers
were poor. Maybe he hates some group and
naturally assumes it was them, even though he cannot prove it.
But
that doesn’t create the mythology, at least not on its own. In order to create mythology, you need to
have heroes - heroes that did wild and crazy things and lived to tell about it
(at least some of them had to live). There
is only one way I have seen that work in a fantasy role-playing world: Old campaigns. How do you get your players excited about
something? Let someone who played a
mission there once before tell them about it.
(Admittedly you need older players who can actually tell interesting
stories!) Having them encounter similar
monsters or even the same NPCs helps to weave that thread of continuity, but
you need to have other folks do it.
Having the GM constantly giving this kind of information becomes dull
pretty quick.
Think
about it this way - Every time you get a gaming session together that runs in
the same world, you are creating mythology.
The longer you can run the same world with some of the same players, you
are enhancing that mythology. Use it whenever
you can to help coax it along.
Another way to make a "mythology" of sorts, one that happens faster but takes more effort, is to run multiple campaigns at once, and make sure the different player groups are talking to each other. At my college, there's one guy who is running at least a half a dozen campaigns right now. Because of this, when the GM mentions an employer or a villain, someone can say "Oh, that's the guy who put up a fight against Jonathon's group. We should be careful." Obviously, this doesn't work if all your players don't talk to each other, or if you don't have the time/energy to run a whole bunch of campaigns, but if you can get it to work, it REALLY works.
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