In a recent post, I
talked about computing a value for nationalism using the trade system, getting
a value for each city based upon its proximity to nationalistic sites
(capitals, major battles, etc.), but I left myself room for some further
disambiguation.
1). I'm using the
word "nationalism" as a shorthand to talk about a larger group of
things you might call "cultural myths". A cultural myth is a behavior
or set of behaviors typically ascribed to some culture. The ideas that German
people are efficient and Japanese folks are hardworking and scrupulously polite
are both strategic essentialisms (to borrow from Spivak) that help define the
"national character" of a place. While in real life these things can
be terribly problematic (like the false impression that Christianity or Islam
condone the violence done in their name), these kinds of ideas can be
tremendously useful in an rpg scenario, where we don't have the ability to
model a city full of real and different people. "Cultural myths" is a
cleaner term for the intentional racism usually practiced in rpg worlds
(goblins are dumb and violent, orcs are soulless killing machines, elves are
haughty and/or hippy-dippy, dwarves are greedy, the list goes on and on). The
use here is to create a list of expected behaviors against which an individual
from a particular society can be measured against - i.e. how much does this
person cleave to a particular cultural myth.
2). The system I
outlined provides a number between 0 and whatever that measures the strength of
a given cultural myth in a specific city (nationalism, again, being one
cultural myth). I haven't adopted this yet (it's brand new), but my list of
cultural myths might look like this:
Nationalism
(Tarluskani Empire)
Nationalism
(Southern Kingdoms)
Nationalism
(Confederacy)
Nationalism (Nithya
Bairnedred)
Nationalism (Arein)
Nationalism
(Catacombs)
Nationalism
(Ferocia)
Religious ID (OTG)
R. ID (The Order)
R. ID (Splendor of
Sahargeen)
R. ID (Fiája)
R. ID (Ancestor
Spirits)
R. ID (Twin Gods)
R. ID (Mystery
Cults)
Ethnic ID
(Southerner)
Ethnic ID (Ferocia)
Ethnic ID
(Bairnedred)
Ethnic ID
(Archivist)
Ethnic ID
(Tarluskani)
Ethnic ID
(Confederate)
And so on.
What I'm interested
in is not the absolute values of any category. Instead, for each city, I want
to know what these values are, relative to each other. For example, let's
consider the nationalism of the made-up city of Gazildapop.
Gazildapop has:
Nat
(TE): .8
|
0.8
|
0.04
|
Nat
(SK): 2.65
|
2.65
|
0.14
|
Nat
(Con): 3.9
|
3.9
|
0.21
|
Nat
(Nith): 3.6
|
3.6
|
0.19
|
Nat
(Are): 2.25
|
2.25
|
0.12
|
Nat
(Cat): 4.8
|
4.8
|
0.25
|
Nat
(Fer) .85
|
0.85
|
0.05
|
We can then take
each number and divide it by the sum of all of the numbers to determine how
important that myth is to the overall picture, which looks like the second
column above.
The significance is
that if I want to know how an NPC in that city might act, I can now roll on the
table above to determine to which myth(s) that NPC subscribes. If Gazildapop
resides in an area politically controlled by the Tarluskani Empire or Ferocia,
it is likely a hotbed of resistance, given the antipathy the city feels for
both nations - it's a fairly even mix of Confederates and Nithya and Southern
Kingdoms and Areinians, which indicates a high degree of cosmopolitanism -
there's likely a sizeable population of each within the city itself, and/or the
city has regular and positive dealings with all 4 groups.
This, to me, is an
excellent way to get a feel for a fictional city and how it relates to the
larger geopolitical climate, as well as providing plenty of information to
inspire specific choices made about each site. Determining where monuments to
each of these ideologies will be a time-consuming process, but it will vastly
enrich my world. One more thing to the to-do list!
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