Blog Archives

JUST TO LET YOU KNOW

I will soon be returning to blogging and posting about my own game worlds and milieus, my novels (in this case regarding my fantasy/mythological, my sci-fi, and detective novels mostly), my essays on gaming, the games I have designed and written, TSS scenarios, GPADs, my start-ups that are game related, my Vadding expeditions and urban exploration, and all of my other personal creations, enterprises, and Work.

Recently I have been much too busy with both business and personal matters to post about my own creations. But things have calmed now and that’s about to change.

So from now on I will be posting at least once a week about my own creations and designs. This I will do mostly on the weekends, but if you are a follower of this blog then you will know as soon as it happens.

Have a good weekend folks.

OPEN CHOICE IN GAMING – THE FORGE

Today’s entry for The Forge is based upon a correspondence between me and an old friend over the idea of exactly how much of a game can and should be programmed (pre-designed), how much should be flexible and open to ad hoc manipulation, and what the consequences of these conflicting deign principles really mean.

Of course in tabletop and role play games (non-electronic versions) the ad hoc and “open” elements are much easier to develop and fully exploit in comparison to exactly how much of a computer or electronic or video game must be pre-programmed. But in my opinion the ultimate goal even of computer and video and even virtual reality games is not just to mimic or emulate open choice, but to actually develop program parameters than allow a sort of “open interface” with the gaming world in the same way that an individual can interact with the Real World. That is to say game should not merely simulate “open choice and open exploration” they should actually provide it.

And since today’s entry is for the Forge I also briefly discuss the Design and operational Tools I call the Terra Incognito and Esoteric Distribution Principles, as well as Hard and Soft Backgrounds/Milieus.

 

 

Since all games are programmed (to some extent) I think that it is very unusual for most game designers (who think in a programmed fashion- that is they try to project onto the game the same basic methods of thought which they themselves use for the logical design of the game) to attempt to program into the game the elements you described.

When maps are drawn and given to the player they are almost invariably accurate.

Why, most all game designers think, give a player an inaccurate map as that will only anger him and look shoddy, as if it were the fault of the game designer, as if it were a bug. Most players have become conditioned to think in exactly this same fashion as regards games. They see that something does not function properly and they automatically assume it is a bug. But much of life is exactly that- Terra Incognito, you get no real map to most things in life, especially things you have never encountered before and it is ridiculous to assume that any map you ever receive will be absolutely accurate. As a matter of fact much information we receive and much education is similarly either erroneous or at the least tainted by bias, or by ignorance or by mistake, intentional or unintentional.

Then you have to consider that often times things we receive as information from any particular source may also be purposely misleading.

Therefore if a game is to mimic life in many respects it has to incorporate this “unknown and unexpected” territory and it must also incorporate intentional deceit. For instance in many games i have played when one receives informant information it is just assumed to be accurate or truthful. This is not the way real informant information works. It is partially correct, partially misleading, purposely misleading, it is second or third hand information, it is misinterpreted, or disinformation, etc… Games should reflect this. As a matter of fact this puts me to the mind to create all sorts of intentional bug parameters that reflect real life, not randomness, but actual error. Error that is reflective of living error.

So I’m gonna incorporate both aspects into my game designs. The unknown, uncharted, unmapped or incorrectly mapped territories, of whatever kind I’m gonna call the Terra Incognito principal. The other, the misleading or incomplete information principle I think I’m gonna call
the Esoteric Distribution principle.

Both principles will function as a sort of basic background of functionality, that a game, like life itself is not just about the data but the quality and nature of that data and how accurately that data reflects upon the overall gaming environment. Then the player, like a living person, will have to determine not only the gaming parameters, but the functional parameters and whether any information received is of any actual value, whether it is valid or invalid.

I suspect that current principles only exist because they are reflective of the basically mathematical mindset of software and game designers.

That is perfectly appropriate for the development of a Hard Background, or environment in a game, but it is completely superficial and childlike in naivete as regards a Soft, or Human, Background. Soft Backgrounds are full of error, deceit, and ignorance. Unlike present games, soft backgrounds fail to function properly, or one could say function in error about as often as they function successfully and accurately. Soft Backgrounds are not just mere isolated plot devices, but should be a vital and ongoing principle of making any game or skill simulation function correctly.

THE LOST WORLD

I don’t know how many of you RPG players who frequent my blog are old enough to remember the Empire of the Petal Throne (in Tekumel).

I’m old enough to remember both it and the original Blackmoor, and I bought and played both, though some short time after their original releases.

In any case I always thought Empire of the Petal Throne, not just the D&D setting, but the entire milieu (fictional and gaming) was one of the very most interesting fantasy mileus/worlds ever invented.

So in honor of this I will be making some posts, today and in the near future, on this brilliant and fascinating fantasy setting, and world.

Anyway, to you younger players, or to you older players who still remember this world and this setting, you should find this interesting.

Enjoy.

 

The World of Tékumel

At what point does a world become real? You can detail the languages, cultures, personalities, political systems, histories … but beyond all this is something more that can bring a world alive in the imagination … and make it almost exist.

click to enlargeThe Thoroughly Useful Eye

[click to enlarge]

The world of Tékumel is complex—steeped in history, hoary tradition, a complex clan and social system, myriad flora and fauna. There is a proverb for every time and place, several complete languages and their beautiful scripts, and thirty-four forms of the personal pronoun ‘you’ in Tsolyáni.

This section holds canonical information (recognised by Professor Barker as ‘official’ or ‘real’ Tékumel) about the world of Tékumel that has been previously published in various game systems, sourcebooks and novels. Over time The Eye of Illuminating Glory section will become a comprehensive overview of all aspects of the world of Tékumel: history, races, maps, cultures, language, militaria, arcana and more.

[Return to Top]

You are about to enter the world of Tékumel, the incredible work of imagination by Professor M.A.R. Barker.

If you’ve never encountered Tékumel before, you’ve stumbled upon an entire world the equal of Tolkien’s Middle-earth in detail and wonder: thousands of years of history, entire languages, rich cultures, unique creatures, bloody conflicts and fascinating mysteries.

Whether a new visitor or an old fan, there’s a world to explore here at the official home of M.A.R. Barker’s Tékumel:

About the Site

The Eye of Incomparable Understanding

About the Site

If you’re new to Tékumel, start by reading this section: a brief welcome, a guide for new visitors, a history of changes to the site, and a comprehensive site map. Here also can be found the Tékumel FAQ and the Tékumel Product List, plus the site’s ever-useful search function.

World of Tékumel

The Eye of
Illuminating
Glory

World of Tékumel

Lots of fascinating information to immerse you in the rich science-fantasy world of Tékumel. We’ll explore the world’s history, the most common gods worshipped, some of the strange beings that share the planet with mankind, and a comprehensive collection of maps of the northern continent.

Tékumel Gaming

The Eye of
Opening
the Way

Tékumel Gaming

Role-playing, boardgaming and miniatures gaming, for those who wish to adventure among Tékumel’s inhabitants. Here you’ll find a wealth of roleplaying systems, adventure materials, game system tools and playing aids, plus a look at miniatures created for Tékumel.

Tékumel Archive

The Eye of
Retaining All
Things

Tékumel Archive

Hard-to-find information from now-defunct fanzines and online mailing lists, including the Eye of All-Seeing Wonder and Visitations of Glory. Visit Tékumel Tales for fiction set on Tékumel. You’ll find useful links to other sites and discussions, plus The Blue Room, a vast repository of information.

Want to talk with other explorers of Tékumel? The Forums.

Hunting for that rare Tékumel item? Tita’s House of Games.

Writing new Tékumel material? The Tékumel Foundation.

THE OLD CITIES OF CAPPADOCIA

I’m familiar with these places. As a matter of fact they show up in my Other World novels.

Nevertheless they are as fascinating to me now and when I first learned of them.

In addition to the Real World significance of these domains this also possesses very under-utilized story and gaming possibilities. And God, yes, I’d love to vad these places.

 

This Guy Knocked Down A Wall In His House. He Never Expected This To Behind It. WOAH!

Province of Turkey was doing a little home remodeling. He decided to knock down a wall of his home for an expansion. He discovered a hidden room behind the wall with a slender hallway carved out of of the stone below his home. The hallway lead to a cave-like room which lead to more hallways and cave-like rooms. Before he knew it he had stumbled onto an entire city underground and attached to his home. The city was completely empty and abandoned but it had every amenity you would need to sustain a society. What he had stumbled on by accident was Derinkuyu and The underground cities of Cappadocia.
underground city 1

These tunnels are believed to be hand dug around the 15th and 12th century BCE. They sheltered the people and their food from the extreme climates above. They also served as protection from an enemy attack.

underground city 2

Here is A small drawing of what these underground cities look like. The ground is primarily made of ash and volcanic material making it easy to excavate and still very durable. No one is sure who first occupied the underground city however it is certain that many groups have occupied it over the centuries.

underground city 3

With up to 11 floors at points accessible to the public, the city reaches depths of over 280 feet below the surface. 11 floors have been excavated and deemed safe for tourism however it is speculated that there are over 18 floors below that have yet to be discovered.

underground city 4

The miles upon miles of tunnels are blackened from centuries of torches traveling through them. The city connects to other cities in the area spanning miles which would be able to sustain tens of thousands of people at one time.

underground city 5

The underground tunnels lead to giant rooms that housed schools, wine cellars, oil press rooms, churches, gathering halls, shops, tombs, arsenals, livestock corrals, escape routes and water wells separated from the surface water. 

underground city 6

There are over 100 entrances to the underground cities but each and every one of them are hidden behind bushes or walls, even courtyards had entrances that were hidden but big enough to move livestock in and out of.

underground city 7

The entrances and other important rooms were guarded with giant stone doors. They were hand carved and weigh up to 1,00 pounds. Some are over 5 feet in diameter.

underground city 8

Underground river systems were used as drinking sources in order to avoid being poisoned by surface water susceptible to enemies above ground.

underground city 10

 How amazing is this place? I’m astounded that it was completely built by hand.

underground city 11

The size of the rooms is incredible. Right now about 10% of the underground city is open to the public but it was only discovered in 1963 so experts still have a lot to excavate and document.

underground city 12

This is one of the well shafts. They built it so that the vent shaft did not reach the surface. This would prevent any poisoning from enemies on the surface.

underground city 13

This is a vertical staircase leading to a floor below. These lead to most levels and can be very dangerous. 

underground city 14

 

 

The tunnels were dug very narrow to force people to walk through them single file. This would give the people living in the underground cities an advantage over their enemies. 

underground city 16

The room above is a wine cellar and cold food storage. The amount of detail and time that went into each room is impressive to say the least. To think that this may still be sitting undiscovered if it weren’t for one man who decided to remodel his home. He knocked down one wall and opened a door to another society completely hidden underground. A society hidden for thousands of years only to revealed in 1963.

 

THE OTHER WORLD/WORLD’S APART – PART 2

Continuing with the description of The Other World…

 

II. Briefing on the General Setting of Terra Ghanae (Earth/ Iÿarlðma) – Terra Ghanae is actually two worlds. The first is our world (Terra), where most of the gaming activity takes place. The game and campaigns themselves are set primarily in Terra (the Latin term for Earth), the time frame being around 800 AD and the geographical and national setting is the Byzantine Empire. The common base of operations is Constantinople.

Our world, Terra, is as it was in the era of 800 AD, historically, socially, militarily, and so forth. However recently several strange things have occurred which have severely concerned the Emperor and the leadership of the Eastern Orthodox Church. These strange events have prompted the Emperor and the Orthodox Church to band together to form a secret team that is charged with discovering the cause(s) of these weird and uncanny events, and to put a stop to these strange events, if possible. Most of the players play characters in this team, or in one of the related teams. This main team is called the Basilegate, or translated, the Emperor’s Legate.

At about the same time a group of Buddhist Monks (and others) in the Orient has been having visions about these same disturbances and has formed a team of their own to travel to the West and investigate the same phenomenon. That team is called the Hoshi, or The Footbridge.

What is actually occurring on our world at this moment is that our world is being invaded by beings and creatures from the other world, that world being named Ghanae (though various languages render the term differently), and the people who inhabit it. No one in our world knows how these creatures are coming here or exactly from where they originate, and this information is also hidden from the players, who must discover these events for themselves. At about the same time (slightly later in time frame actually) another group of beings from this other world are also trying to find a way into our world and eventually succeed at their efforts, and are then able to come to earth. These beings are what would normally be referred to in the game as elves, dwarves, giants and others of their kind. None of these people or creatures is indigenous to our world and no humans are indigenous to their world.

These peoples are collectively called the Eldeven peoples and consist of the Jukarn (Dwarves), Sidelh, also called the Caer (Elves), Lorahn (Eladarin), Gheriks (Halflings), Avafal (the “New Ones” or “Fallen Ones,” literally the offspring between Men and Eldevens), and so forth. These creatures are more akin to various human races in that they can all intermarry and interbreed (though the rate of intermarriage is no higher than on our world at that time period), than they are to separate species. There are also other beings who are allied with the Eldeven, such as the Adharma, who are a race of Demi-giants, and their half-brothers, the Gabar (Renown Ones, offspring of the Sidelh and the Nephili). Though the Adharma and the Gabar are not considered Eldevens.

There are two reasons that the Eldeven peoples desire to come to our world, the first is that they are seeking to hunt down and recapture or destroy most of the monsters that have escaped to our world from their world. The second I will explain later.

The Eldevens come to our world in disguise hoping to accomplish their various missions without being discovered. They encounter humans (us) however, as they must in our world, and eventually some men begin to understand that the Eldeven party is not human. There are various reactions to this discovery, some believe the Eldevens to be demons or devils come to invade our world and that they are somehow allied with the monsters who are also invading our world. Some believe them to be angelic messengers sent from God to assist mankind against the invasions of monsters, and to help stop the plagues and the disasters wracking the world at that time. Some believe them harbingers of the Apocalypse. There is a schism between both those who are in government (the Court of the Emperor), and those in the Church, with either group being divided into two camps, those who oppose the Eldevens and consider them enemies, perhaps even demons, and those who want closer relations with the Eldevens and consider them helpful, perhaps even Agents of God.

The Eldevens themselves send a scouting, expeditionary, research, and monster hunting party called the Caerkara, or the Expeditionary Force into our world. Once it is discovered that this party is composed of non-human creatures the decision is made in Constantinople to send out the Basilegate to hunt for and try to make contact with the Caerkara, and to discover the true nature and motives of this Eldeven party.

While these monster invasions are in the process of occurring and shortly before the arrival of the Eldeven team, various plagues, earthquakes, famines and other natural disasters begin to afflict our world. Some people connect these calamities directly to the monster invasions, and some directly to the arrival of the Eldeven party. Still others see the Eldeven group as possible allies with whom they can work to help combat both the monster invasions and the various natural disasters. Eventually the Court at Constantinople comes to believe that the Eldevens may be the people of the legendary Prester John. The Patriarch of Constantinople and the Church remain more skeptical.

 

Samarkand (The City of Samarl): The city of Samarkand sits in exactly the same geographic point as the city of Samarkand on our world, but resides in Ghanae (properly called Iÿarlðma by the Eldevens). Both cities also share the same name. However all similarities end there. Samarkand was designed by the Sidelh but was built by the Adharma. Both races share a similar view of architecture in that they encapsulate information in material objects. Books or written materials are rare among the Sidelh and completely absent among the Adharma. The giants instead are excellent masters of mnemonics, and therefore pass history thousands of years old down orally with very little variation or embellishment between transmissions. They also weave information into every building, statue, column, piece of furniture and art, and physical device they create. The entire city then is one huge library of historical, arcane, and mythological information if one knows how to read the text.

Samarkand is the capital city of Kitharia, the most populous and powerful nation known among the Eldeven peoples. Since the Sidelh are slow to reproduce they have invited many other races of Eldevens to dwell in their city and the Sidelh are actually often outnumbered by the non-Sidelh living there. Nevertheless the non-Sidelh are often granted citizenship after a time, as are their families, and so often easily integrate into Kitharian society, to become stout defenders and loyal citizens of their adopted homeland.

The ruler of the Samarkand, and by extension Kitharia, is the individual known as the Samareül. He is elected by a secret group of individuals and once elected he takes no public name other than his title of Samareül, which means Priest-King. The Samareül is elected for life, and is rarely deposed. The Samareül is the supreme judge, most influential political leader and chief priest of Kitharia, being considered the living representative of Samarl, or God. Strangely enough however the Kitharians and most Eldevens for that matter have no formal religion or religious beliefs, and most seek no relationship with God at all. Instead the relationship between Samarl and the Eldevens is considered the de-facto representative relationship and chief obligation of the Samareül. (The current Samareül is looking to change this state of affairs wishing to make a religious and spiritual relationship among the Kitharians and eventually all Eldevens to be a matter of personal relation between the individual and Samarl. This has led to strained cultural, societal, political, and in some cases racial [such as between the Sidelh and the Lorahn] relationships among some parties, and to the establishment of a strange interlinked alliance between the courts of Samarkand and Constantinople on religious and spiritual matters. I’ll discuss this in more detail in a later posting.)

The city is dominated by an acropolis into which is carved (in the fashion of the Adharma who carve their homes into mountainsides) the Palace and administrative houses of the Samareül. The acropolis is also said to contain numerous secret passages into which the Samareül and his officials keep stored many ancient and secret artifacts and devices, including weird machines which are said to be able to peer into other worlds and through time. This acropolis is called the Jlæthÿlîrel. There is also a rumor that the passages themselves have created a sort of scrying channel and that the channels may be decorated with glyphs of unknown design. This acropolis is sometimes called the onŵl-Samarkando, or, Helm of Samarkand

The city also has numerous districts in which various Eldeven races mix rather freely, but it also has segregated districts. These are most evident between the Sidelh (the elves) and the small enclave of Adharma (who rarely take citizenship) who prefer to live there for periods of time as trusted resident aliens. Politically the situation is stable at most times, except during periods of war. There is a large public gathering area called the Msýthariørl where public elections, entertainments, athletic events, public rites, demonstrations of arcane force and skill, and debated counsels are held. It can hold nearly one-half of the entire population of the city at any given time.

There are also a number of industrial and manufacturing districts to produce and market goods, the Eldarik Houses, the Armories and Internal Towers, the Plarshoel (or, Walking Houses – the giants built the city so that certain buildings can move around the city on tracks, allowing the city to be reconfigured for both ease of trade and transport, and for periods of war and self-defense – unknown to most the city walls can likewise move allowing them to be “interlocked” in various defensive configurations as needed), the sa-Elturaere (the Temple for the study and practice of Elturgy and Elturael – Arcane magic), various markets and domestic areas, the Jmyatŗ Skella (the Crafting District), the Tĕna (Quarters of the Peace Officers), the Nhil (the Warband Quarterings), and the newly created Praşklyřt (the Hall of Investigation – to study and counteract the creation of monsters, discussed later).

As mentioned above the entire city is also a sort of architectural library. However many believe that actual Elturgy was used by the Sidelh to recast the work of the giants so that a secret code now also lies hidden within the structure of the city foundations. To what purpose no-one is really sure.

The River Qira runs through the city (including partially underground) and the river Qala now runs completely around the city in a near perfect circular moat, and then runs away through artificial channels so that the river approaches the city from the East and leaves by routes facing due West, South, and North.

The city is composed of seven plateaus, or levels, the highest being the Jlæthÿlîrel, and the lowest section being an underground area of hot springs and baths called the Myņil.

THE OTHER WORLD/WORLDS APART, PART 1

Today I would like to begin a series of posts on my World Milieu for our ongoing Dungeons and Dragons game. These posts will give a brief description of the world I created which my family and other players has been playing for about 10 to 12 years or so now. It is the third world setting I ever created and it is approximately 20 years old. This is my High Fantasy Game Setting (World). I have another setting which is more comparable to a Swords and Sorcery world, with some super-science, and it is my Low Fantasy Game Setting. I may describe it later on.
 
I have been playing D&D since I was about 14 to 15 years old. Beginning back in the 1970s.
This setting can be found under the category, The Other World.

 

I. This is a brief description of my D&D game milieu, and how it works.

Two Worlds: There are actually two worlds (in The Other World/Worlds Apart setting), our world, circa 800 AD, and the setting upon our world is semi-historical. That is most of the things that happen in our world, as the setting for the game, involve real world historical figures, cities, cultures, religions, technologies, societies, military forces, economic systems, and so forth of that era. The exceptions to the historical rule are the introduction of the player characters themselves (who often encounter real people of the time, like Charlemagne, as well as legendary figures like Roland).

In addition there is another world, geographically identical to our own (called Ghanäe by men, and Iÿarlðma by the natives) but inhabited by completely different creatures and operating by different rules. This other world will be described later in this thread but creatures such as Elves and Giants inhabit it (though they do not call themselves that) and only a few human refuges from our world can live there. Most humans who travel to that world do so by accident and become far longer lived than normal humans but most also become sterile over time. A very, very few have over time interbred with the local populations on that other world but it is an extremely rare occurrence when that happens and the offspring sometimes fall prey to strange diseases and fail to mature. Some of the off-spring who do live past adolescence are also naturally sterile or barren. As a result the human population, which never accounted for more than a few hundred individuals is now nearly extinct.

As well as Elves and other such creatures, monsters also inhabit that other world. They sometimes escape their own world and come to ours.
The Setting Upon Earth (Terra): The City of Constantinople is the center of most activity in the setting on our world. It lies along one end of the Silk Road and Byzantine contacts run throughout Western Europe, Central Europe, and Eastern Europe, as well as into Russia, the Near East, Syria, Persia, and into parts of the Orient, and finally down into Egypt, and into Northern and Eastern Africa. As far as sea travel much of the Mediterranean is open to them as well as the Black Sea. Giving the players and their characters a wide area of territory in which to explore and operate.

The Byzantines are at almost constant war with the Persians, and the Bulgars. At other times they fight with the Muslims (becoming more and more frequent), various barbaric tribes, such as the Goths, are at odds with migrating tribes from the East, face occasional rebellions in Egypt, Syria, and in the Holy Land, and still hope to regain some control of territories in the West, such as some of the early Italian city-states (other than Ravenna).

They are also involved in religious disputes such as the early stages of iconoclasm, as well as suppression of heretics such as in Egypt and in Syria (which makes them very unpopular in certain parts of the Empire, and among certain groups of peoples like the Copts). The Patriarchs of Orthodox Catholicism (although there has been no real schism as of yet) are often at odds with the Pope, who the Byzantines sometimes see as an ally, and sometimes see as a problem.

The main group of players operates out of the city of Constantinople, or New Rome, as their home base.

Constantinople (New Rome): It sits upon the Golden Horn (Kera), is the capital of the Byzantine (Roman) Empire, controls the naval trade throughout the empire and into the Black Sea, is the home of the most advanced technology in the world at that time, is immensely wealthy, incredibly well-built and well defended, and is one end of the Silk Road. It is also the center of the Orthodox Church, as well as being one of the most populous cities in the world.

It has contacts throughout Northern and Eastern Africa, the Middle East, Europe, and into India. It is the home base of operations for many of the player parties.

I modified the city somewhat from its true historical analogue. It now includes the Strategion (the Imperial War Offices and College), the Thematic War College (for educating and training Theme Generals and officers), the Stoa Inventi (the official Inventions Laboratory, where Greek Fire was developed, the Inventi being based upon Alexandria’s old Museums of Invention), the Thaumaturgion (the place of Miracles, where prophets, Church Fathers, and Saints congregate and study, and where relics are accumulated and studied), the Palacial Library of Blachermae (containing the official Imperial records, census, texts, and histories), the Academy of Sagae and Holy Art (where Icons and holy art are created), and the Library of Deoklarion (where a number of unique and unusual texts from the ancient world, and holy writings, are stored and copied).

I also slightly modified the Imperial Palaces, some of the churches, like the Holy Apostles, and some of the monasteries, like Studios and Myrelaion.

The city also contains several harbors, the Industrion, the Galatan Naval Reserves and the Galatan Industrion (across the straights), the Garrison of the Imperial Legions, several Forums and markets, Constabularies, Aqueducts, numerous churches and monasteries, several underground cisterns, palaces, the Walls of Theodosius, the Walls of Constantine, the Walls of Septus Severus, the Chalke Gate, numerous other famous Gates and Towers, the Million, several important streets and highways (like the Mese), the shipyards of Caesarius, various public baths, sections of underground and buried ancient city, artwork and statues, obelisks and columns and stelae from all over the world, the Chain of the Golden Horn, the Lykos River, Hagia Sophia (the largest and most famous church in the world), the Great Treasury, the Acropolis, and of course the Hippodrome which also served as a city-wide public amphitheatre. And the city is divided into Demes so on occasion there are Deme riots as well as riots in the Alien (Foreign) Quarter. Of course I don’t really need to mention the political machinations since “Byzantine” is an historical watchword for all things politically devious. Though to tell you the truth it wasn’t really any worse than anywhere else, and often far better and far more civilized than most places at the time, just usually far more complicated because of the immense number of political players and institutional and organizational interests all simultaneously vying for influence. It was a lot like modern American politics to tell you the truth. Far less bloodshed but far more underground corruption and devious maneuver. And strange ambition.

Constantinople regularly sees foreign visitors, tradesmen, merchants, dignitaries and even would-be invaders, everyone from Arab Bedouins to Viking Raiders to Russian Steppemen to embassies from Charlemagne and from other parts of Europe to traders from the Italian City States to diplomats from Ethiopia and Persia and even India.

The official and state language in the Empire is Latin, but the “Lingua Franca” is Greek and most Byzantines (Romans) and almost all residents of Constantinople, including resident aliens, speak Greek.

In addition there is the other world, like ours, but with native populations of elves, giants, dwarves, etc. Whenever these creatures come to our world they often infiltrate Constantinople in disguise. And sometimes monsters that have escaped this other world come to the Empire and ravage the countryside surrounding Constantinople. So it is a very interesting place for the players to live in and adventure from.

For information on some of the adventures that take place in this setting then see this post: Adventure Ideas.

I have recently begun to modify this setting to be used for 5th Edition Dungeons and Dragons play.

GAMING CAMPAIGN TYPES

This is a list of my Gaming Campaign Types.  These are the types of Campaigns I develop for my various games. It can be applied to any type of game, from RPGs to Alternative Reality to Video Game Scripts.

You might also find it a useful guide-typology for your campaigns, games, and game designs. Or even for your fictional works and writings. If you have another type of Game Campaign you’d like to list then please feel free to do in the comments section.

Enjoy.

 

GAMING CAMPAIGN TYPES

Historical Campaign
Alternative History Game
War or Wargame Campaign (Offensive Warfare)
Invasion Campaign (Defensive War)
Ethnic Cleansing Campaign (Genocide)
Quest Campaign
Diplomatic Campaign
Agency Campaign
Personal or Character Driven Campaign
Achievement Campaign – first one ever to do it, or one of few to ever do it
Training Campaign
Frontier’s Campaign
Psychological Campaign
Thriller Campaign
Criminal Campaign
Law and Order Campaign
Hunt Campaign
Monster Campaign
Geographic Campaign
Political Campaign
Mystery/Detection/Investigative Campaign
Academic or Scholarly or Research Campaign
Transferable Skills Campaign – relate game to real world interest of players
Mythological Campaign
Status (Kingmaker) Campaign – where one of more players seek power, status, wealth, or influence
Legacy Campaign – fulfilling a personal or family legacy
Heirloom Campaign
Religious Campaign
Ritual Campaign
Occultic Campaign – hidden or secret knowledge
Horror Campaign
Clash of Forces Campaign – clash between opposing groups, powers, interests, or parties
Nemesis Campaign – campaign against your nemeses
Illusion Campaign
Magic or Change in the Nature of Magic Campaign, also called an Arcane Campaign
Nature or Environmental Change Campaign
Fate Campaign – one or more party members has a particular Fate to fulfill
Scientific or Technological or Invention Campaign, also called a Progress Campaign – where some scientific, technological, magical (a new spell or device or artifact is created), or invented machine, device, artifact, or discovery threatens to fundamentally transform or alter the world
Geographic Campaign
Relical Campaign – involving some ancient and powerful relic, artifact, or ancient device
Disaster or Catastrophe Campaign
Discovery or Exploration Campaign – discovery of some new area of the world, or of some ancient yet unknown/little known section of the world
Heroism and/or Self-Sacrifice Campaign
Disintegration Campaign – slow disintegration of a structure or system or government or a nation
Rebirth or Renaissance Campaign
New Race or Species – discovery of a new race or species
Weird Campaign

HOW ADVANCES AFFECT THE WORLDS – REAL AND IMAGINED

This subject has enough relationship to both the Real World and the Gaming Milieus that we create that I thought I would link it from Launch Port:

 

http://launchport.wordpress.com/2014/07/21/the-sceince-and-the-art-of-technological-and-industrial-development/

A friend posted this article earlier today on his Facebook page and I have enough personal interest in the subject and the idea occurs often enough in my own inventions, business projects, and writings that I thought I would comment here on the Launch Port.

The iron could have been inserted later, but my general supposition is that Iron, and possibly even Steel development occurred long before what is historically accounted, in certain isolated areas or as a result of individual experiments by certain particularly gifted smiths.

The “Ages” we attribute to history are really just generalizations on wide-spread (what we would call today industrial and/or historical) development. History implies within the very term that there must be an historical record of a thing, and that this record must be available for recognition and study. Without an historical record of some kind there is no history, but whether any particular thing actually exited or not sans an historical record, that is an entirely separate matter…

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