Sunday, April 28, 2019

The Flow of Time in LSotN Part 1: Basics (campaign design post)

The second "second" post in April (sorry, just realized my mistake ... not that anyone cared). Maybe you can tell, I have time on my hands right now. And things to do long overdue. For instance: the campaign frame for Lost Songs of the Nibelungs. The seasons, how time is split between mundane living and questing and what the game does when the characters don't do much. It's been years since I last wrote about that. However, the little play-test campaign we got running is at a point right now where I need something to test. I haven't done a post like this in a long time (that is: long and meandering). Here we go.

Necessary Research I: What's already established?

I'd say I had 3 solid approaches at the topic so far. The first one was how the living conditions of a people will shape their culture (here). If nothing else, it's a reminder how the seasons will have an impact on a culture just like anything else would, but I get a little bit more concrete in 2015 when I actually talk about using seasons in role playing games and what I aim to so for Lost Songs, although on very vague terms (here). And finally I wrote one concrete set of rules that illustrates one major aspect of our perception of time and seasons, the weather (here).

The Wild Hunt [source]
Some things established over time, but didn't find much use yet in that regard. There's a working system for Status including, for instance (but not limited to) followers and henchmen and all kinds of implementations that I need to consider when talking intermissions. Especially higher level characters should indeed be very busy when not adventuring.

What else, what else ... Permanent damage has a chance of healing somewhat when characters are not questing. I had established 1 point per month (with the fiat that scars like that never heal completely and at least 1 point per scar has to remain). This was supposed to be connected to the way of life characters chose between adventures and should include marriage and politics and religion and research (magical or otherwise) and all that nice stuff.

There's also the idea of advancing a group's tribe in times like this or bringing their host honor by assisting in raids, open war, aiding defense or diplomacy (which is somewhat related to politics named above, but different in as far as I think I'll need/want a system where the game creates short spotlights where direct play becomes necessary or desirable). It's for those reasons that I want to add the Narrative Generator for story twists and the rune oracle I'm working on, as both are reliable tools so far to tell the stories Lost Songs needs to tell. They bring that kind of conflict.

Other than that there's bits and pieces all over the place when I talk about how to set the mood for a game like this or divine magic or how to pay respect to leaders or how magic changes with the seasons because other energies are available ... But it is all over the place, so not of much use, actually, for anything but being a document that I had this on my mind for a long, long time now.

That's about it. Time to look what else is around.

Necessary Research II: What's out there?

Pendragon is one great inspiration here, as is King of Dragon Pass. Both give a pretty good impression of where I want to end up as far as evocative intermissions go: the scope widens to the troubles that surround the community the characters chose to spend some time with. A little magic, some intrigue, little stories that resolve over a longer time. Not so much the rules, but the scope and feel.

Dungeon World comes to mind as well. Although I do not care much about the rules themselves, I think where the game really shines is with it's DM tools. There is a clear sense of distinction between what the designers thought deserves focus at the table and what could be glossed over, while taking the time to include little systems to make those intermissions relevant, if a bit detached. The divide is crucial and rules for situations different to actual play need to be distinct. I dig their approach but lean towards a little more complexity.

A big problem that kept recurring while doing research for that is the lack of advice on the timing needed to manifest spaces for intermissions during and between adventures. It's a tough one, isn't it, as it needs to manifest organically from play.

Situations need to play out and while you for sure don't need to play out how characters do some shopping or carousing or what have you, I at least have a hard time to skip from one mode to the other, so I'd really have appreciated advice on that. Alas, it is hard to find in role playing books other than in very general terms (I could be wrong, but I really haven't seen much of this for as long as I've been looking).

You don't need to play it all out in detail ... [source]
It begs the question, of course, how much of a game needs to be ritualized to a point where the transition between modes of play is accounted for. And consequently, how it will impact the story that manifests at the table. My games derive a great deal of tension from the fact that those cut scenes aren't coming easily. Playing scenes out helps evoking depth in a game that equals a more literary experience, while working in cut scenes makes for a more cinematic experience ...

Dammit, I think I just realized something. Anyway, I think we are done here for now. Other than the sources I named, I couldn't summon more than problems and questions by looking for other help. Onward. 

Necessary Research III: Any historical hints?

Now, that's a big one. As always with Lost Songs of the Nibelungs, I'm faced with a plethora of choices, which is just as bad as having none at all. I can't really be arsed to write up calendars for every culture that was around at 550 AD. For one, no one will ever use more than small fragments of it, but far more problematic is the fact that I'd end up having all those little sub-systems for every iteration to do all the intricacies justice.

[source]
I had that problem with magic and I'm telling you: it can't be done. Or rather, shouldn't be. Of course I could start with something basic you could use in the game right away and plan on doing little supplement for all the variations. Our little hobby has enough money grabbing like that, and I'm not going to participate. Won't do it.

It's also a shitload of work with almost no benefit. I really don't have time for that.

With magic I decided to go as abstract as possible to give room to individual interpretations of what magic in that time could have been. It's a far better approach, in my opinion, and way more satisfying for players and DM.

That said, I will need a general frame to go with. Not as much a calendar with fixed dates (maybe) but more something like distinct phases within a year that add circumstantial necessities to the game proper. Because abstraction only goes that far, we also want to evoke a sense of how those people back then could have seen and explained the world around them.

Therefore, we have to look at common denominators across cultures: premonitions, weather and gods. People have a way to go about their year because its changes dictate so many necessary behavioral adjustments to ensure survival. People also have a way to explain what they can't understand through gods. Both translate to traditions and oracles that might vary from tribe to tribe, but will also always serve the same principles as described above.

Easy. So I just have to look for this and make it work.

However, as I started to dive deep into this topic, I found it to be a mess. There's almost no reliable data on how the Germanic tribes did any of that and of course you'd have a unholy mess of names or dates or holidays as a result of the Roman occupation and good old Christianisation. Clever Christians, of course, went as far as just assimilating what was already there (Baldr's birthday became Christmas, churches had been build on holy places ... that's just two examples among a huge list of assimilations like that).

There's also a shitload of neo-pagan pseudo-historical humbug, full with half-truths about how our ancestors went about all this. It's so weird and complex and unclear that ... well, that no one will care for any of it in a game, historical or not. It's all very frustrating and reminded me why I avoided doing this for so long (want an example: early translations often were, well, heavy-handed interpretations). There are reasons why they call it a Dark Age. Harrumph.

Well, not all is lost. If nothing else, it'll result in some freedom of interpretation. I need it done and it can be done. Onward.

Synthesis

Now we have all the pieces in place. Somewhat. At least to a degree where we can answer some serious design questions. I'm almost tempted to make this a two-parter and call it a day (okay, yeah, it's going to happen). I shouldn't stop here, though, as I'll lose the momentum this should have gotten by now.

Alright, let's push this a little further. A little note to all the historians reading this (you know who you are): if you haven't already gathered this, I won't (can't) go for historical accuracy here, therefore it will be a hot mess of everything I deem fit. Sorry.

Anyway, we have the Julian calendar we all know as a good base line and we know the very onomatopoeic Old High German, Dutch and West Frisian equivalents. We also know some of the holidays and festivals people most likely held.

Furthermore we know that the year had only two seasons: winter and summer (summer started with Easter as the victory over winter). Their calendar was lunisolar and months began with a full moon and they had an extra month between the seventh and eighth month if there was a new moon to be seen in the 12 days after Yule (Midwinternight). So here's what we got to work with (one wiki-source, I'll translate where appropriate):

JANUARY = After Yule/Second Yule (Old English), Winter Month/Hartung (Old High German), Tanning Month (Dutch)
Holiday: Lesser Blessing of Thor
FEBRUARY = Mud Month (Old English, either because of the shitty weather or the brown cakes that got sacrifced that month), Hornung (Old High German), Month of Gathering (Dutch), Filthy/Unclean Month (West Frisian, they are funny like that)
Holidays: early Valentine's Day (Feast of Vali) and a week long festival where all tribes come together in a great Thing
MARCH = Month of Wildness (Old English), Spring Month/Lenz Month (Old High German)

APRIL = Easter Month (Old English), Easter Moon (Old High German), Grass Month (Dutch)
Holiday: Easter, the beginning of summer and the victory over the giants of winter
MAY =  Month of Three Milkings (Old English), Bliss Moon/Pasture Month (Old High German), Month of Joy/Flower Month (Dutch)
Holiday: a celebration of those who have died in battle and are brought to Valhalla (Einherjar)
Walhalla [source]
JUNE = Before Midsummer/First Summer (Old English), Brachet/Fallow Month (Old High German), Weed Month (Dutch)
Holiday: Midsummer
JULY= After Midsummer/Second Summer (Old English), Heuert/Hay Month (Old High German)

LEAP Month = Third Midsummer (Old English), Twimoon (Old High German)

AUGUST =  Plant Month (Old English), Harvest Month (Old High German), Flee Month (West Frisian)
Holiday: celebration of the harvest
SEPTEMBER = Holy Month (Old English), Wood Month (Old High German), Oats Month (Dutch)

OKTOBER = Winter Full Moon (Old English, because Winter began on the full moon of this month), Gilbhart (Yellowing)/Vine Month (Old High German), Sowing Month (Dutch)
Holiday: "Halloween" festival to celebrate the beginning of winter
NOVEMBER = Blood Month/ Month of Sacrifice (Old English), Autumn Month (Old High German) Fog Month/Slaughter Month (Dutch)

DECEMBER = Before Yule/First Yule (Old English), Holy Month (Old High German), Wolves' Month (Dutch)
Holiday: Yuletide/Yule
And that's that. At least on the surface. We can already see how real world necessities helped forming those words and using it as-is will create a very specific atmosphere from the get-go. That's a good base to go from.

There's also lots of room for individual holidays that might be different from tribe to tribe (I skipped the ones in the source, but there are precedents). Let's keep that in mind as well.

Days and other designations

Normal years have 360 days, with 30 days a month (390 in Leap Years, one moon cycle more). Days start with the dawn of the day and Sunday is the first day of the week. Germanic people adapted the Roman system for days early on (wiki-source), but gave it their own spin. We use traces of this transition to this day. I would, however, keep it closer to the original usage to give it some authenticity:
  • Day of the Sun/Sun's Day (Sunday, Roman: Dies Solis)
  • Day of the Moon/Moon's Day (Monday Roman: Dies Lunae)
  • Day of Tyr/Tyr's Day (Tuesday, Roman: Dies Martis/Day of Mars)
  • Day of Woden/Woden's Day (Wednesday, Roman: Dies Mercurii/Day of Mercury)
  • Day of Thor/Thor's Day (Thursday, Roman: Dies Iovis/Day of Jupiter)
  • Day of Freya/Freya's Day (Friday, Roman: Dies Veneris/Day of Venus)
  • Day of Saturn/Saturn's Day (Saturday, Roman: Dies Saturni), also Washing Day and Sunday Eve, a day of rest (traditionally so instead of Sunday)
Tacitus had something to say about this as well (source):
"They assemble, except in the case of a sudden emergency, on certain fixed days, either at new or at full moon; for this they consider the most auspicious season for the transaction of business. Instead of reckoning by days as we do, they reckon by nights, and in this manner fix both their ordinary and their legal appointments. Night they regard as bringing on day."
Stuff like that is fascinating to me. So they'd say "We met three nights ago." instead of days and, very much like language, customs change in a more fluid way, something ripe to randomize, I'd say. And all those little details will obviously enhance the narrative at the table.

What's left?

Next we should talk about how they knew which day was which. Did they use rune calendars? Was it the holy men or women doing all the book keeping? I'll have to tackle that next.

But we should leave it at that for now. This is long enough as it is, to be honest. It's really all in place: all the names and holidays, some logic behind it, some room for individual touches. What's left to do now is devising a system around all that. A system that allows an inclusion of all those nice little differences to how we perceive the world today in way that makes it all come alive in the game. Arguably, the harder part of the whole endeavor.
So, stay tuned as I will get to it in the next couple of weeks (as I said, I have to have something presentable for our campaign right now, so I need to get there soon, dammit).

If you guys feel like commenting, I'd ask you to tell me a bit how you use that kind of stuff in your games. Do you have elaborate systems? Do you o by the books (if you use official material)? Or are you not feeling it and think it's too much effort to get involved in? Your thoughts are, as always, appreciated.

[source]


 

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