What does it mean to
model nationalism in an RPG context? Certainly this idea goes far beyond
anything Gygax or Wizards considered, and a search for D&D and nationalism
does not bring you anywhere you want to go.
If I am considering
modeling a new concept in my game (i.e. not an extension of something already
present but a wholly new idea), if needs to fulfill a couple of basic criteria.
1). It makes the
game more engrossing/enriches my world.
2). It does not
infringe on anything I already have in place
3). I can expand
upon it later.
2 and 3 are solved
by default here. 1 is the tricky one. This thought process stems from a comment
I left on Alexis' blog about the bard. In it, I commented that rather than
create a bunch of bard-specific rules, the bard's abilities let them affect
culture and politics, so we need rules about culture and politics (in this
case, nationalism is the starting example).
Now, I will be the
first to admit that nationalism is a problematic word to apply to the middle
ages, really to any European-based civilization until the 19th century.
However, the same kinds of identification that occurs in nationalism does
appear in different time periods - it'd be religious fervor, devotion to the
feudal lord, commitment to the city-state, etc. So, really what this rule needs
to represent is the degree to which the populace is strongly attached to
whatever thing they hold onto.
Necessarily, this
comes in two forms: cultural and personal. Personal is easy - an individual's
feelings about the subject of devotion. Cultural represents the degree to which
"nationalism" is baked into the customs and behaviors constructed by
that culture - it sets the baseline for all of the culture's members, from
which their personal values will deviate.
OK, great. But how
do we apply that in practice?
Nationalism extends
through its display of power - a force that can visibly accomplish things is
more valuable/believable than one that can't (or is not seen as effective). So,
our model of nationalism is also a model of state power distributed geographically.
State power will be concentrated in capitals and around national symbols (sites
that display the power of the state or commemorate previous actions
(successfully) taken by the state). [I think we can already see the role of a
bard in this construct] and radiate outward, losing strength with each
iteration (and losing additional strength when applying to a population somehow
removed from that of the governing body, racially, religiously, or so on).
Of course, state
power is opposed by other cultural myths, concretized in resistance symbols -
sites where other narratives hold sway and act against the state narrative.
The next question is
to determine how distance affects nationalism. Each site (whether pro-state or
anti-state) has a fairly limited geographic spread - affecting only the
community that interacts with it on a fairly regular basis. In my 20-mi map,
that means a site directly influences its hex and the neighboring ones.
Ideas of nationalism
are most important in urban and suburban populations - rural folks are unlikely
to harbor strong opinions on the issue because it simply doesn't affect them
(they'll be farming no matter who's in charge) - and it makes some sense that
nationalism and similar ideas travel along economic routes (as the symbols of
nationalism will travel along these pathways as well).
So, we could think
of nationalism as an economic good (governed by the trade system) but produced
at a variety of locations (not just markets). A reference of nationalism exists
wherever:
1): some monument to
the state exists (palaces, fortresses, etc.)
2): the state
triumphed in a (major) conflict (The Alamo)
a)
either within the past 100 years or
b)
one of those wars that will go down in the history books (War of the Ring, 30
Years Wars, etc.)
A reference of
counternationalism exists wherever:
1): a monument to
state excess, corruption, or violence exists (The Alamo)
2): the resistance
thwarted outright or delayed state victory, subject to the same constraints as
before
Now, 1) and 2) could
be conflated into the same place. Each such location contributes either 1
nationalism or 1 counternationalism.
However, the
ethnicity and faith of the dominant population affects the value of this
reference. If ideology in question does not directly affect the
ethnic/religious majority, the reference's value is 1. If it interacts in a
positive way, the value increases by 1/3 per relevant factor. If it interacts
negatively, the value is halved for each relevant factor. So, the Tarluskani
Empire invaded the Southern Kingdoms and outlawed their religion. A site
supporting the Tarluskani Empire in the Southern Kingdoms would only provide a
nationalism reference of 1/2/2=.25. A resistance site, however, would have a
nationalism reference of 1*4/3*4/3=16/9=1.7778.
The ratio of
nationalism to counternationalism determines the general attitude of people in
the city of interest towards the idea of nationalism/counternationalism.
Clearly, if the ratio is some number greater than 1, nationalism rules and if
it is close to 0, counternationalism rules (and a value of roughly 1 indicates
ambivalence). Pulling some numbers out of a hat:
Nationalistic
|
Ambivalent
|
Counternationalistic
|
Ratio>1.5
|
1.49>ratio>.51
|
.5>ratio
|
Bards, interacting
with this system, can increase the references produced by a location by calling
popular attention to the site and the nationalist (or counternationalist)
monuments/victories there. They could decrease the references produced by
spreading a counternarrative discrediting the official (or resistance) story
surrounding the site.
Thoughts?
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