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Topic: creating a game about "real" fae?
Started by: Green
Started on: 4/1/2003
Board: Indie Game Design


On 4/1/2003 at 9:25pm, Green wrote:
creating a game about "real" fae?

I've been a fan of Storyteller games for a while, and recently I've been deeply interested in modern fantasy. After reading Emma Bull's War for the Oaks and Terry Pratchett's Lords and Ladies, I am seriously considering creating a game that deals with the activities of the fae.

Despite the popularity of games like Changeling, the presence of the Fair Folk in Exalted, and the elves in Lord of the Rings, it has become clear that in order to inject the things I enjoy about these games into actual play, I generally have to run a game myself. I don't have a problem with this, but I think that the things I have written and changed are so numerous as to warrant creating a new game. Or, perhaps developing a pseudo-supplement to a game I already have (see Kathanaksaya at this url: http://www.indie-rpgs.com/viewtopic.php?t=4627&highlight=kathanaksaya). This is my first question. Should I create my fae to gel with Kathanaksaya, or should I make a different game that puts these fae in the limelight?

My approach to creating these creatures is to use information gleaned from various resources (fairy tales, adaptations of fairy tales, and science fiction and fantasy novels/short stories/films) and creating an archetype for the fae which can be adapted to different cultural permutations. So, from a generic category called "fae," I want to be able to create Celtic sidhe, Japanese kami, Chinese xian, Yoruban orishas, etc. My rationale for this is that the fae, as creature of wonder, imagination, potential, and inspiration, could influence and be influenced by a variety of sources. A working definition I have of the fae is the following:


A type of spirit that originating and residing in the primordial chaos that makes creation possible. Like many spirits, they are possessed of mind, will, and substance. But their forms change according to the desires and expectations of those interacting with them. Their ability to tune into the minds of sentient creatures and manipulate them (creating wondrous, fantastic things because, well, that's what people expect the fae to do), often called glamour, allows them a great deal of influence over the perceptions and actions of other creatures. So much so, that by the power of suggestion, they can enslave or kill as they so desire.

Their only known vulnerability is iron, which is rigid, a direct counterpart to the fluid natures of the fae. When a fae touches iron, part of its rigidity seeps into it, "fixing" its form and thereby making them subject to the onslaught of entropy (just like every other thing in creation). This experience of limitation, of vulnerability, of encroaching doom, places them in a state of shock. When in direct contact with iron, even for a split second, fae are functionally mortal (and sort of puny ones at that). So, if you slit a fae's neck with an iron blade, chances are it will die. If a fae in the form of a cat is forced to wear an iron collar, it will stay as a cat until a few days/weeks/months/years (fae aren't good with telling time by mortal standards) the collar is removed. Unfortunately, situations like this tend to piss them off because they still retain their memories while in their fixed forms (unless a spell is placed on them that makes them amnesiac or changes some memories). Why iron makes them vulnerable and (for instance) diamond does not probably has more to do with humankind's expectations than any known properties of the element. Let's be real. People generally don't say, "Whoa, that boy has a will of diamond!"



The focus I want for this game/supplement is the relationship between fae and humanity insofar as their origins, natures, abilities, and dealing with one another are similar and/or different. This is my second question. What information would you, as a player, feel is essential to creating a character who is/knows of the fae? What, to you, is the amount of detail you feel you can absorb without it becoming too overwhelming? Please keep in mind that Kathanaksaya is an openly Narrativist game, so explaining things in Narrativist terms (or at least in terms that prioritize Narrativist concerns) is highly appreciated.

The third question I have is this: What would you like to see or do as a character who is fae or as a character who is knowledgable about them? What would make you choose to play fae over, say, vampires?

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Topic 4627

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On 4/1/2003 at 10:46pm, Sidhain wrote:
RE: creating a game about "real" fae?

Have er, you seen Otherkind?

Just a something which approaches a similar topic (although it is approaching a more down to earth and primal age feel rather than a pseudo "muse" feel.)


In general I think the reason Elves/Faeries are popular in other games are they are different, and the reason games like Changeling fail a bit is they focused on "variations of the same" that is you play a bunch of Faeries doing faery ish things with a backdrop similar to what your aiming for (fighting against mundaneness)--there wasn't any distinction or difference--they didn't interact per se with "normals" how does one inspire if one does not interact? How does one make a construction for inspiration that doesn't fail becaise being a construct it directly apposes the fluidity of Inspiration?

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On 4/1/2003 at 10:56pm, Green wrote:
RE: creating a game about "real" fae?

Sidhain wrote: Have er, you seen Otherkind?

Just a something which approaches a similar topic (although it is approaching a more down to earth and primal age feel rather than a pseudo "muse" feel.)


In general I think the reason Elves/Faeries are popular in other games are they are different, and the reason games like Changeling fail a bit is they focused on "variations of the same" that is you play a bunch of Faeries doing faery ish things with a backdrop similar to what your aiming for (fighting against mundaneness)--there wasn't any distinction or difference--they didn't interact per se with "normals" how does one inspire if one does not interact? How does one make a construction for inspiration that doesn't fail becaise being a construct it directly apposes the fluidity of Inspiration?


I haven't seen Otherkind. Could you tell me more about it?

I'm not particularly focused on a theme of fighting against mundanity. I am just more intrigued by the interaction of fae and mortals (being a mortal, I guess this is natural). I prefer leaving each Changeling's role in the world up to the players. Some may fight for the return of wonder. Some may just want to have some fun (although we humans may label this as torture, murder, and rape).

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On 4/1/2003 at 11:23pm, John Kim wrote:
RE: creating a game about "real" fae?

Green wrote: I haven't seen Otherkind. Could you tell me more about it?

Otherkind is a free game and fairly short, so it's much easier to just read it yourself. The URL is
http://www.septemberquestion.org/lumpley/lumpley.html

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On 4/1/2003 at 11:45pm, Green wrote:
RE: creating a game about "real" fae?

Hm. I looked over it. It's a bit to orderly for what I'm looking for, and the focus sort of limits the venues available for characters, since they are limited to being creatures of nature. The fae I'm imagining are certainly not products of what we consider the natural world, but they can put on a good show of it sometimes.

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On 4/1/2003 at 11:51pm, taalyn wrote:
RE: creating a game about "real" fae?

Aisling is in lines with Otherkind and what you propose, though the setting focuses more around mythic and political types of questions. This is probably because I'm interested in exploring the various mythico-political issues from a viewpoint incorporating experientially relevant spirits. That is, where I can explore and wonder about the idea of EarthFirst! from the point of view of Unseelie boggart or Seelie coyoteman or Fianna hob or Joe Shmoe.

Aidan

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On 4/1/2003 at 11:56pm, Green wrote:
RE: creating a game about "real" fae?

Taalyn> cool. where can i find it?

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On 4/2/2003 at 12:07am, taalyn wrote:
RE: creating a game about "real" fae?

well, it's still in production, as it were. The mechanic is pretty unique, and it's discussed here. Lemme know what you think - another head to bounce ideas off of is always nice, and let me know if I can do the same for you.

Aidan

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On 4/2/2003 at 12:18am, Green wrote:
RE: creating a game about "real" fae?

Well, I think more information about the world the characters live in and the themes you are dealing with in the game would be a good start. All I've gleaned so far is Seelie (pro-Human), Unseelie (anti-Human), and Fianna (indifferent). I need a bit more detail as to the importance of these distinctions, where these courts come from and how they deal with people, etc.

Basically, for a player who knows nothing about Celtic mythology, could you explain the premise of your game and address some of the basic themes in it?

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On 4/2/2003 at 1:45am, taalyn wrote:
RE: creating a game about "real" fae?

Well, you've read Emma Bull. Add in Clive Barker and Charles DeLint.

Here's a tiny, poorly written flavor intro thingy:

You've been out window shopping, enjoying the spring. The breeze is cool on your skin as you sit in the park, watching the children play tag and lovers whisper to each other as they picnic. College students are playing frisbee, and dogs run back and forth eagerly trying to catch the frisbee when someone misses. The day is relaxing, and you walk over to a foodcart for an ice cream treat.
Standing in line, you notice a red-haired bum with a floppy hat making balloon animals for passers by. He looks up and sees you watching him work, and gestures you over. Pulling a red balloon out of a grubby pocket, he starts talking in a low rumbly voice.
"Ah, now, I know you. Are you enjoying it? It's a nice day. What you like? No, don't say, I know just the thing. You work over to the bookstore, right? I see you putting books in the windows all the time, kids' books, mysteries, horror, fantasy. I like fantasy, with the elves and the trolls and the pretty princesses taking up swords to go lop the heads off some nasty ol' king who killed her parents. Though it's not like that, you know.
"Nope, never been quite like that. Like that musician girl who plays her flute outside your store on nice days? She's one of them princesses ? now don't go contradictin' me, you don't know her at all, so you don't know. You've always got your nose in one of them fantasies of yours. How could you know? Yep, she's a real live princess, lives over in Eastside with a troll friend of mine. Her ma's a nice birch tree over in Northbr.... yes, a troll. No, they don't all live under bridges ? have you been under a bridge lately? Nasty, dirty places. No Seelie troll would stay there, I can assure you.
"Then there's the computer guy next door to you. You know the one, with the glasses, always stands like this? Yeah, that's him, the Computer Wizard. You know, he really is a wizard. Yes, with the fireballs, but not with the staff and silly hat. No, he uses one of them little calculator things. Yeah, just stands there with his little 'puter, bip bip bip, and bing! He's got a good hoagie for himself, and he always shares. Nice guy.
"Well, do you know the girl who comes in and reads for kiddy hour? Did you know she goes all wolfy at the full moon? I shudder to think what she spends on Nair then. Yes, I am damn well saying she's a werewolf! How would you know, have you ever met one? Then how do you know they don't exist? Well, have you been to Uruguay? Look, a lack of pictures is not proof of nonexistence. Tell you what, you give this to her tomorrow and tell her Foxy John says hi. Then you'll see what I mean. I gotta go. Nice talking at ya!"
You look down at the balloon animal in your hands ? a bright red fox with a perfect bushy balloon tail. You look up curiously for Foxy John, and you catch him standing a bit away under a tree, watching you. He smiles toothily, tips his hat, and settles it back down firmly between two short, red, foxy ears. The fox-headed man turns and fades away into thin air.
You look back at the fox balloon in your hands, and wonder.

Welcome to Aisling.



The world is not a safe place. In addition to all the muggings, murders and missing people, it turns out that we have been living alongside 'beings' from the Tell (the Otherworld) for years and years, all unknowing. The fairy tales are true, and we've been blind to it. PCs are humans (tho' I have plans for detailing how to have non-human, Fae or Breed characters) who through some strange event have realized the fact. Perhaps they got hit on the head and can See now. Or weird drugs. Or recessive Otherworldly genes have surfaced. Whatever the origin, with the knowledge comes a responsibility to the Sleepers, the people unaware of the true story of reality. It's a fine line, keeping Humans from encroaching on and weakening/harming Seelie courts, while protecting the Sleepers from the schemes of the Unseelie courts and dealing with the strange effects the Fianna sometimes have in waking Sleepers.

Does that help?

Aidan

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On 4/2/2003 at 1:54am, Green wrote:
RE: creating a game about "real" fae?

Very much. Thanks.

I think fleshing this part out would add a great deal to your game.

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On 4/15/2003 at 9:00pm, Sidhain wrote:
RE: creating a game about "real" fae?

One of the best "standard" fantasy treatments of the Fae--that is making them people rather than preternatural creatures was Josepha Shermans Forging the Runes and, The Shattered Oath. On the other hand there are tons and tons of examples references and variations to be found in Folklore from the various colored Fary Book (Blue Fairy? Green Fairy Book) as well as a number of standar Fairy tales. I'd like to see your approach a bit more by the way, it seems similar to a concept I had once (without explicit ties to Faerie dome) which I was told "sounds like Nobilis" at the time I had no idea what Nobilis was--now I do, and realize that while such concepts are similar they broach very different levels of topics---your game sounds like what I'd want Nobilis to have been--about interacting with mortals.


My little snippet (unfairy is this..)

Throughout the eons of known history they have existed, synergistic expressions of virtue, of emotion. Immortal essences who are born only to die when society expunges the fragile frameworks which birthed them, though they wear human flesh, and human bone, the are as far from human beings as man is to the common dust mite. They shape history and man not through will, or war but by their very existence that bleeds into reality and infects those about them with the contagion of their essential selves. Now in an era of virtual demand where every era of history is lived and relived for mass consumption in a game or on a video-screen, they appear again, in numbers far greater than ever before.
They are the fulcrum that will support change, or the anchor, which will sink it. The world isn't black or white. The world is indigo, and violet, crimson and viridian.

Something dark weighs upon the souls of man, and it is up to them the few born of vivid technicolor daydreams to reshape the real world before it is lost. Legend and myth dance around them like mad rainbow born of a summer’s shower. The Future is liquid to their natures, mercury to their souls.


Sparks, creatures with human form, but with need to create, expand, infect others with their essence: Hate, Love, Peace, Art, Passion, Honor, Valor, Terror, Love, Lust and so on.

Some sparks fight a war amongst each other for dominion over mankind.
The Virtues, Love, Peace, Honor, Valor, and other good ideals band together to face the Dark Vices who are strangely empowered by the stark world around them.

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On 4/16/2003 at 12:09am, Green wrote:
RE: creating a game about "real" fae?

Sidhain> Was that a reply to me or to taalyn?

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On 4/16/2003 at 1:35am, Sidhain wrote:
RE: creating a game about "real" fae?

Well I was addressing it in general to the idea of Muse/Fae--combining topics.

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On 4/16/2003 at 2:46am, taalyn wrote:
RE: creating a game about "real" fae?

Well, Sidhain, you do make some pretty specific comments about "your game", so I'm wondering who you meant too.

Your idea of 'sparks' is pretty cool. They're called Dreams or Ecstasians in Aisling, a variety of Breed (Otherworldly beings not directly linked to a Natural phenomenon). Some other Breed include werewolves and vampires...

Aidan

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On 4/16/2003 at 3:46am, Sidhain wrote:
RE: creating a game about "real" fae?

I was merely addressing how I approached the idea of "Muse" rather than Fae--since Fae do vary a lot based on the fictions and folklores one reads.

Just trying to get some information on /how/ this ideal can be presented, and show how I would (and have) approached it.

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On 4/16/2003 at 6:11am, taalyn wrote:
RE: creating a game about "real" fae?

Okay, I get you. Well, I've twisted the ideas of the seelie/unseelie courts into political factions. And I've brought back the idea of an interrelationship between the Otherworld and this. This idea is really prominent in Celtic folklore, and basically involves the idea that the Otherworld does things for us in exchange for the things we do for them. The Compact in Aisling has been broken, and some political factions are slowly trying to rebuild it, while others don't care or want revenge. Then there are also the additional effects that Humanity has had on the Otherworld and its inhabitants, creating Breed. These are manifestations of human needs, desires, fears, and such like. The interplay of all of these things, Fae Rades (the factions), Breed and their needs (which vary quite a bit as well - from Muses of Love to Vampires and Gemmin (the Memories of Place), and finally humans, Awake and Sleeping.

Aidan

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On 4/16/2003 at 3:36pm, clehrich wrote:
RE: creating a game about "real" fae?

For a brilliant, elegant take on fairies, you really ought to read John Crowley's novel Little, Big. The writing is extraordinarily beautiful, and you've never seen fairies like this.

I have some ideas how you'd use it in an RPG, but I think anyone who reads it is going to get something rather different out of it.

Just a point of advice: when you read it, allow yourself time to go back and re-read it. The second time through, it's a totally different book.

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On 4/16/2003 at 6:38pm, taalyn wrote:
RE: creating a game about "real" fae?

Thanx, Clehrich, I'm going out to get it tonite. I always appreciate good recommendations.

Aidan

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