Worldbuilding isn’t an easy task, and in this new series of posts, I will show you
some tips and tricks to make it easier.
This week, it’s the people of your world.
It
doesn’t matter what kind of world you are building, steampunk, fantasy, science
fiction… Chances are, there will be groups of people in it, and more
importantly, the stories you weave will involve the groups of people as well.
To make a believable and interesting story, you need to create believable and
interesting people…
1. People are different
People
are not simple creatures. If you are not creating a society of mindless drones,
you cannot let yourself to create a mass of boring uninspired clones.
Most games (and stories) make the mistake of pigeonholing whole species/races into badly written stereotypes… Orcs are aggressive, dwarves are greedy, elves are haughty etc. These
standardized descriptions are really bad for your storytelling, as they limit
your thinking, not even mentioning the thinking of those who do not possess the
intimate knowledge of your own world like yourself.
Let’s
say your world has dwarves.
(Dwarves are an easy example,
because many works of fiction used dwarves, and therefore there are many
different stereotypes available.)
When writing about your dwarves, from an
objective point of view, try to avoid sentences like “dwarves are all greedy,
foul-mouthed drunkards”, instead try to write behavioral thresholds, that they
fit into. You need to find axes of principles the group would find important,
to find what values they hold dear. 5th Edition Dungeons and Dragons
describes dwarves as long lived people who like to hold a grudge, value their
gods, clans and golds above all.
Based
on this, we can set up what are the most important things for their culture.
Gods, Clans and Gold are clearly very important aspects. Therefore Piety,
Loyalty, and Ambition would be the things this culture would value the most,
but, just as humans, dwarves aren’t perfect either, so let’s find the extremes
of these values. Piety becomes Zealotry, Loyalty becomes Mindless devotion, and
Ambition becomes Ruthlessness or Greed.
Based
on these, the behavioral threshold for this particular dwarven culture would
somewhat look like this:
- - Religion tends to be very important in the life of the dwarves. At their best, dwarves are very spiritual and enlightened, while at their worst, they are zealous and unaccepting of other beliefs.
- - Clans are the dwarves’ extended family, neighbors, guild mates and friends as well. Being part of the clan means very much to most dwarves. At their best, dwarves are loyal, and they treat clan as close family, loving them, despite their flaws and mistakes. At their worst, dwarves are blinded by their loyalty to the clan, and this unquestionable loyalty can lead to horrible things.
- - Achieving prosperity in a barren environment like mountains is no easy task, and it demands dwarves to be the very best. At their best, dwarves are ambitious, and they strive to achieve greatness for themselves, their family and their clan, but at their worst, dwarves may forget the reason behind the hard work, and care only about the results, doing more and more, caring not about others or the consequences.
Characters
may embody one of the extremes, but more often than not, they are somewhere
between. Try to create a behavioral threshold like this for your players when
you start your next campaign, and watch as the players bring more interesting
characters to the game, and you will also find it easier to create an NPC with
this method.
Also,
using words like “tend to”, “often”, “mostly” or “rarely” and “unlikely” helps
a lot. Never write absolutes about any race, just write general tendencies.
2. Races are not
cultures!
Most
games (and stories) also make another mistake, namely, creating a “dwarven”
culture, or “elven” culture… If you think about it, just for a little while,
you can surely see the problem with that. Let me help. Have you ever been
abroad, and seen how people acted differently than your folks? Even though they
are humans, just like you? (If you are a martian, I can’t speak for you) Can
you see it now? Yes, you guessed it right. Cultures differ racially. Just
because you are the same species, you will not have the same beliefs, customs
and traditions as the rest of your people.
(These cultures are all the same people... Why can't you have the same with other races?)
When
creating a country, any kind of country, you should consider creating a culture
for it as well. I will detail this more thoroughly in another post about
creating countries, but the idea is the following. Each race should have more
than ONE culture, and if you create aspects for a race, consider creating them
for the culture rather. Two groups of people from the same race can be
drastically different, to the point where you start doubting they are the same
people. Compare Japanese stereotypes with American stereotypes, and you will
have an idea of what you should strive for. Don’t have a single culture for a
whole race, try and create several different cultures. Using the methods
detailed above, you can create several distinct cultures for each race.
3. Damned Scots…
They ruined Scotland!
Are
you familiar with the common idea that elves hate dwarves, and vice versa? Of
course you are, and why wouldn’t they? Elves are noble forest people, in tune
with nature, while dwarves are greedy mountain dwellers, trying to extort the
land as much as they can. They are polar opposites, completely different
people, living in completely different places, doing completely different
things… But why do they hate each other then? They are not competing for the
same resources, they are not MEETING each other in most cases, and I am pretty
sure that most dwarves haven’t seen an elf in their entire lives. Elves have
little to no business in the deep mines, and dwarves get itchy when not
underground.
Here
is the thing. Groups of people do not hate each other because they are
different. They hate each other because they are the same. If you think about
our world’s history, you can recognize this pattern. The Inquisition was fighting against other Christians most of the times.
When
you were a kid, you didn’t fight with the neighbor kid for that slice of cake
served on your birthday party… He wasn’t even there! You were fighting over it
with your siblings. Brothers and sisters are natural enemies (like Scots)
When
creating a group of people, and you want to include a “hated enemy”, do it
within their own race (which now has several cultures), or at least with some
other group that they have contact with, and compete for resources. The desert
people won’t hate the people living on the icecaps. They don’t even know what
an icecap is!
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