Writing about working with the core of your world has got me thinking again about world building. We talk about this a lot in fantasy and science fiction literature, but one of the best examples I’ve seen doesn’t come from books. It’s a wiki for a live roleplay game. So today I’m going to enthuse about Empire.
A damn fine game
Empire is a fantasy live roleplaying (LRP) game run by Profound Decisions (PD). It’s a game designed for thousand of players, set in the high fantasy world of an empire on the verge of collapse, with barbarian orcs battering at its borders, the empress dead, and internal machinations capable of tearing the whole thing down.
To support the game, PD have written and published a huge background wiki. This gives the people playing their game an opportunity to fully immerse themselves in the world, creating something that’s complex, consistent and completely engrossing. For a LRP, this is great for creating immersion and atmosphere – a point Matt Pennington, PD’s founder, talks about so eloquently that I’ve cited him when writing about teaching.
The aims of a LRP background are somewhat different from those of world building for a novel, but there’s also a lot that’s the same, and that’s what I want to look at here.
Working from what’s known
As long as there has been fantasy literature it has taken features from the real world and from established mythology, using them as shortcuts to evoke atmosphere. If an author shows you a world of samurai and ninjas, you immediately fill in a lot of the gaps around them – geisha, robes, minimalist furniture, translucent partition walls, whatever says medieval Japan to you.
Empire uses that. By creating nations that seem familiar, such as evoking Medieval English yeomanry in the earthy Marchers, they let your brain fill a lot of gaps.
But they don’t just present you with real things. Where would the fantastic be in that? They mix it up, showing how these countries are different from the ones we know, how their magic and history make them distinctive. It’s not some hotchpotch re-enactment of the past – it’s something fresh derived from it.
Working out the detail
One of the things I most admire in China Miéville’s writing is his clear grasp on the deeper structures of his worlds – the economic, social and political elements that hold them up. This applies in Empire as well. Each nation has its own culture, costume, magical traditions, social hierarchy, military structures, and so on and so on. You can even hear what sort of music they like to make, and read about how they treat children. It’s an extrapolation from the starting point of each nation, just like Chew extrapolates from food super-powers, and it’s fantastic. It’s a depth and richness of background that’s pretty much incomparable in its detail.
Which results in…
Of course, by running a game for all those people, PD stop being the sole authors of their world. Every single player contributes. And it’s those players who take this material and, like Layman and Guillory in Chew, push it in all sorts of logical but crazy directions, bringing the world to life.
As a player, I initially found it intimidating. But then I realised that, as with the background to a well written fantasy novel, I didn’t need to know it all. In the same way that a novel can give you just enough information to be getting on with, and let you learn the rest as you go along, this wiki let me learn just enough to get started, then soak up the rest from the atmosphere other players created.
Even if you’re never going near the game of Empire, give their wiki a look. It’s a great example of world building, peeking into what’s hidden behind many authors’ story telling. If you’re the sort of person who likes to read guides to Middle Earth, or who buys D&D supplements just to read about the cities and monsters, then you’ll love this.