Now friend, you might ask & I will answer (I’m taking
this in a more conversational route because we’re friends. You’re a Ref, I’m a Ref – We Make Worlds –
that’s a lot for us to have in common, so I say we’re friends) – aren’t you
taking something mystical & maybe a bit sacred and making it into something…
not those things? You’re looking at my
modification of the tree of life thinking – are you a crazy person? Just wicked?
Well, let’s get right down to it friend. See, we make worlds. The tree of life, in the minds of the ancient
people who devised it, was meant to be a map to understanding the mind of their
creator. Well, here we are. Creating.
Creating rather a lot. You might
be running your game, building your setting and get the idea that really, you
need to rewrite the laws of physics for your setting. You wouldn’t be the first. This Thing We Do is an act of vast
creativity, and maybe, in our way, in our imaginations we are like gods. Don’t let it go to your head though – you need
players and they’re good at subverting your will – you’re a creator of place &
scene & people, but this Thing We Do – it’s still an act of supreme
creation & I realized that the map of understanding it from the perspective
of those who wanted to understand the mind of the creator was a good place to
start at mapping a path toward accomplishing This Thing We Do. The idea isn’t to subvert anyone’s mystical
or religious practice – rather, it’s to co-opt it whole cloth and use it as I
see fit.
Magicians & priests talked about the different sefirot –
the different sections of the tree of life as aspects of the world and they
devised a path through all of them to achieve the mind of god by passing from the
bottom to the top. Discussed here is the
journey from the top to the bottom – it’s a method & a style for running your
game that covers all the elements at work & that creates a journey of
creation, just for you.
The top of the tree is called Keter & it’s meant, in kabbalah to be the very peak, the Crown –
which is what I’ve positioned there. The
Crown. In the description of sub-games
previously the crown was shown to indicate the Duel. In this case, for your purposes – it’s a bit
of both. Here, you’re devising your
villain. The villain may seem like a
weird place to start, so let’s clarify.
This is the Conflict. There’s no story without a conflict &
creating one is what you’ll have to do to invent the story. In many cases what you’re creating is not
your players enemy – but a slate of potential enemies – a conflict in the game
that guides the events of the setting.
This conflict will draw sides & your PC’s will chose one or the
other or all sides or none- all of these
are choices & they’re forced, in some way, by the existence of the conflict
to make a choice.
The lightning path that goes from the top to the bottom –
the path we’re looking at follows from the crown of Keter to the scepter of Chokhma. Here we have the spiritual component of the
game. For the players this means vision
quests & battles of identity – it’s all very high level, in terms of
play. Not all players are up to this
kind of transcendent thinking at the table.
Insofar as you, the Referee are concerned this is the motivation. Villains exist, conflicts exist – but why are
they opposed & what is the threat that they pose to the setting & the
players thereby? This is where you put
together the villains ideals, their ambitions & plans. What’s the thinking that is the basis behind
their schemes? Knowing this, knowing the
rationale behind the conflicts allows you to really sell the conflicts as
concerns – things that the players can grasp & understand & get
involved in. You’re creating an ethos
here – competing ones - and this creates
a spiritual, ethical axis that the PCs are forced to put themselves on –
somewhere. Is this a battle between good
& evil? Where do the PC’s lie on
this spectrum? They’ll have to
decide - you’re just creating the
relevant options here.
From Chokhma we travel over to Binah – the spider. We’re doing away with Kabbalistic
approximation here to address the spider & its web. The spider is your conflicting forces – they
exist, so what then are their manipulations?
Who are their minions, where are they set up? You’ve got to establish mini-bosses,
hierarchies or orders – networks through which the villains & their plans interact
with each other & the rest of the setting.
If you’re pitting the gods of Law against demons of Chaos – here’s where
you’ll create the churches of Law & the cults of Chaos.
Now, on to magic. The
sefirot Da’at is the unity of all
the other sefira & is also knowledge.
Here we have it as magic & it is your magic, as the referee. Here you’re combining all you know of what
you’ve created to concentrate – to tell the story as it will happen – as it
will unfold without the intervention of the players. This is you, moving your pieces on the board,
playing chess against yourself – this is you communing with your creation to
really understand it, what forces are in motion & what will become of the
world. You’re creating a future here, predicting
it from the hints you’ve placed. This is
the whole of your invention – you’ll return here often, but for now, on the
path we are taking – you’ll be consider the conflict you’ve invented, its cause
& the groups & forces that work to create that future. Should good & evil be in collision,
should their Templars & Anti-Popes be battling it out – you’ll have to know, in your planning – what will
happen if the PCs don’t get involved.
The journey from this introspection flows to Chesod – to love,
in Kabbalah – for us it is the talking game – the social game. Here you’re going to conceive of allies &
friends - helpful contacts & allied NPCs for your PCs. They needn’t love the PCs, they could very
well hate them – but you, you should love these characters you’re creating because
you are going to portray them. Create
NPCs that you’d have as friends, lavish as much thought & attention as you’re
able onto these characters. The richer
they are, the more likable they are – the more the PCs will respond, the more
they’ll attempt to protect or serve or help them.
Now to Gevurah –
to the element of fire & to the fight.
Here’s where you need to put together some confrontations. You’ll run any number of fights in your
campaign – some may be completely incidental, those aren’t what we’re thinking
of here. Here we are planning out large
encounters, important & pivotal ones.
These are the milestones of the character’s struggles – the points of articulation
where the campaign’s secrets will be revealed through some confrontation. Confrontations can be battles – big, interesting
fight scenes with all sorts of embellishment – fighting atop a collapsing, burning
castle – or aboard a sinking ship in a whirlwind – anything you wish – but just
make it a pivotal scene – something where great matters are decided. You want to have these scenes in your mind
far in advance of them ever being fought out at the table.
Now on to Tiferet
– the adornment, decoration. Now you’ve
got the big ideals, their resultant thematic allies, friends for the PCs and
big scenes for them to chew – now you’re into the biggest job – the most
rigorous of your tasks – now you’re building the world. The balance here is the balance between
effort & reward & that balance is always in your favor. This is where you, the referee – can lose
yourself into the deep wells of conlang & cryptozoology – you can spend a
lifetime on a world, figuring out every type of tree in every woodland and
every continent. This is the place where
you are thinking up the details that comprise your world. It is an endless task but its own
reward. The other aspect of balance here
is determining how much detail you can present to players, how much is too much
is a very difficult question to answer & it really is something each player
determines for themselves – but you can’t even ask the question until you’ve
created something for them to seek or ignore.
Good luck.
Everything below Tiferet
– the balance – the Adornment of your setting is a specific aspect of the
setting that you are adorning. These are
all deep wells of specificity that all relate to one another. The first thing we get to is the materialist Sefirot
– Netzach. Netzach suggests permanence & here you’re
filling in the blanks on what is, not permanent exactly, but what is permanent
in human perception – institutions, symbols, material wealth, magic
artifacts. You’re creating the material culture
of your setting – all that will remain for the archaeologists in all the
centuries to come. Corollary to this
creation is the invention of material wealth for your players. Treasures & relics – the wished for &
wanted trappings of power & wealth that drive so many PCs.
When working on Netzach you are creating your own
mithril-silver, your own unobtanium & your own master-sword & your own
great pyramids – you are making the materials that define your setting’s
civilizations – and by doing so you’re implying its history & its likely
futures.
From Netzach we move on the lightning path to the entertainment
Sefirot – Hod. The Glory, the Splendor. This is your performance – your ability to
manifest the setting as a shared imaginary place between you and your
players.
There’s no end of the tricks & tips that have been offered
to Referees for making all the player’s minds eyes focus into a single vision –
your narrative vision. Cues, including
music, artworks, cast-lists – there’s a lot you can do to try and make the
scenes pop out into shared existence.
For us, at this moment though – for us the thing that really
matters – that’s essential – is that this rests upon everything else, it’s
caught in a net with the rest of the Sefirot & contextually, it can’t exist
without the rest. Really Refereeing well
means being prepared. You have to have
all the rest of the setting, the world & its people well defined enough
that you can produce, at will, any variants or improvised elements of that
setting. Should the players choose (as
they are so often wont to do) to ignore a plot & to wander off in another
direction – you must be prepared with interesting locations, people &
events. More than that you must know
what occurs without the players’ actions.
Time must pass & urgent events must transpire whether or not the
players intercede – this is a lot to do at the table, and it’s often a virtuoso
performance for an audience of three or four – you must find the pleasure in
the performance itself, for yourself.
After Hod we find ourselves in Yesod – the foundation – the base.
This is matched to the survival, environmental game. Here’s where you’re creating an environment –
ecology & populations – maps & monster-lists. You’re making the world all the more real
through devising its rich substance.
Atlases of continents, maps of cities & travel guides – all the
distances between all the rest of the things you’ve created comes up here –
here you combine all you’ve made & apply it, like pigments to a
canvas. The map becomes the map of your
setting, of your whole creation. It is
the reference document, as well, that will guide your players- as the world
opens to them, as they experience more & more of it, the map is the
graphical chart of the group’s progress through your imagination.
And from there we find Malkuth – the kingdom – the world – or,
in this construction – the Table. The
place where we do This Thing We Do Together.
Here, if all has gone well, if you’ve made the magic that’s needed to
invent & populate a world of your own imagining – the game becomes
transcendent, the players are moved by your cleverness & the peaks of this
hobby rise above the peaks of other activities.
It’s also where the players roll dice, where they interject endlessly
with comedy references, where they get distracted & confused – but. But if you are on your game, if you’ve
mastered all the Sefirot – you’ll find that you have an attentive audience,
engaged players & a final outcome that is superior to the components that
comprise it.
“Alright Methuselah.”
I hear you sighing. Nice with the
rapturous, breathless tone. Nice work
trying to get all mystical with something that should be easy. Nice.
You clap slowly & smirk.
Well, maybe you’re not a sarcastic jerk, but you might be looking at all
of this thinking – well, that’s not how I
do it. I start by making the map – after all, conflicts come from
geography – not the other way around. Or
perhaps I start with the unobtainable
treasure – the McGuffin – these other steps fall into place after.
I hear you and
understand. I don’t present this map of
creation as a strict system of storytelling grammar – I think of it more as a
checklist – you need these things – all of these things – if you’re going to be
the best Referee. The order that I’ve
outlined here is one that I suggest, and that is working for me after having
made a few dozen pretty detailed settings.
That said- I think that it’s worth looking at the paths between these Sefirot. The routes are sometimes overlooked – but the
ways that the connect from one Sefirot to another does tend to give useful
instruction.
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