Hilander RPGs

The Ways of Folk - A Template for Cultures

The Cave of Hands, Argentina

Often, when I'm worldbuilding, I start with a map. 

I form coastlines, mountains, rivers, forests, deserts, swamps, etc. Then I sprinkle a few seeds onto the map; peoples, powerful beings, natural magical phenomena, etc. At this point I start writing history. How did the people interact with the contents of the map? Who ruled? Who served? Who was loved? Hated? How did borders move, and what unexpected events popped up to shift the world? The Game "Microscope" by Ben Robbins is a wonderful system to gamify this process.

However, when we come to the table to play a game, the history of the world is not immediately apparent. Nor is it always necessary to know. Nor should the DM spend several hours dumping lore onto the party (unless they really enjoy that sort of thing). 

What is useful, and what - in my opinion - shapes the memories of our players, is the culture they engage with at the table. Like stepping foot in a foreign city for the first time, the cultures presented in our games are unknown to our players. Unfortunately, those cultures are all-too-often the same, a vaguely medieval setting with nobles in castles and peasants working the fields, praying to a small pantheon of samey deities.

What if we tried a different approach?

What if we started with people?

History in Reverse

Travelers to the Holy City of Tu'malia may not know that it once experienced an epidemic of vampirism led by the cult of the Grey Star, but they know that columns sided with polished mirrors are present at every intersection, and every family - no matter their personal beliefs - engraves their doorways with the holy symbol of Garan'ri, The Rising Sun. Furthermore, requesting an invitation is seen as an afront, while granting one is seen as a sign of true trust and friendship.

Players - who live in the day to day world of Earth - should see the strange things around them as fascinating and memorable. A character from a culture may know the lore of "Why we do things this way", but characters from other cultures may be just as intrigued by the odd practices as the players.

To achieve this fascination we can engage in a method of worldbuilding that lends itself to creative thought and unique people groups. We can write out a region's culture, and then ask how things got this way. Some day I might make roll tables for these questions, but for now, look at real world examples, shift them around, and have fun.

A Template for Cultures

SYMBOLS (What is their Communal Truth?)

LANGUAGE (What do they Say?)

NORMS (What do they Do?)

VALUES (What do they Pursue?)

ARTIFACTS (What objects do they Treasure?)

If nothing comes to mind for one category, jump to the next. Then go back, then go forward. Let one category inform the others. Once you're happy with the culture, you start answering the question, "Why are these things important?"

The Talnish Culture

SYMBOLS

LANGUAGE

NORMS

VALUES

ARTIFACTS