Thursday, February 21, 2013
Monday, February 18, 2013
Hexographer: A Review
OPEN SOURCE WORLDBUILDING SOFTWARE
All this worldbuilding work lately highlights just how work-intensive the process is. Sometimes, as a DM or as a writer (or both), spending all of this time working on creating the setting can actually become a serious detractor to working on the actual project at hand - be it writing a chapter or fleshing out a character for a story or if it's basic prep for a typical campaign session for an RPG. Either way, not everyone has bucket-loads of time to spend working on what many gamers would consider to be among the most tedious, labor-intensive efforts. Citing myself in particular, time is really a luxury these days. The only reason I've been managing to put out a stream of posts on the topic is that I was able to work on them pretty heavily over the winter holiday between semesters. Moral of the story, sometimes, as a DM, you have to work smarter, not harder.
A long while ago, I stumbled across a freeware program called Hexographer. At the time the most useful version was a paid-only version, which is usually a big turn-off for me. I'm a big fan of open software and Open projects in general, and seeing something that is potentially very useful being kept out of my hands strikes me as jarringly anti-utopian. But that's another story for another day. The story for today is that the free version of the program is now actually incredibly useful. In fact, the RPG Tools website now has a plug-in for its random world generator that will output a .png image that is compiled using a streamlined version of the Hexographer software.
Here's an example of what you can get (for free, no less) just with a few clicks. The results can, of course, be customized to an extent, but this is already a great scaffold to move forward with:
You can see the similarities between the previous fractal-generated worlds, but with the exception that this world is more constructed and fleshed out. This is a priceless boon for any DM in need of ideas or details on the fly.
But I'm getting ahead of myself. What is Hexographer, you ask? The snide, concise answer is that it's a computer program. But it is ever so much more than that. In strategy games and in some RPGs you often see the field or map divvied up into hexes as a means of organizing the terrain into discreet parcels or tiles (typically as a way of tracking movement for units or squads or otherwise visualizing a self-contained battlefield so that it is manageable for the DM/GM). In a way, this is an alternative method of procedurally generating an entire region one tile at a time. It works a lot like Minecraft, where one chunk (regional location) loads at a time - the effect being that adjacent chunks, once loaded, blur seamlessly with one another creating a logical transition between tiles. Hexographer essentially outputs a .png file of a world that is broken into numerous hexes, each one identified as either a mountain hex, field hex, water hex, forest hex, desert hex etc. etc. The obvious advantage here is that, unlike in my worldbuilding series, you can procedurally generate a world that already has its terrain and geography figured out. The major geographical features are figured out, but the minor ones are left for the DM/GM to fill in. You can only expect so much work to be done for you, after all, and this is already a veritable gold mine of information.
Here's a screen capture of the RPG Tools hexographer interface - you can literally let it run on random settings and generate a pretty usable campaign world. Again, a lot of the names and features have a very, very random feel to them (cobbled together from numerous fictitious sources and some real world references, but many of the proper nouns have far too many vowels or awkward consonants to be spoken smoothly during any normal game):
In a way, I do recommend the RPG Tools plug-in a little bit more than the Hexographer software itself mainly as the world-generator at RPG Tools will automatically populate the hex image with towns, castles/ruins (dungeons of various types) and major landmarks. This can be an immense time-saver for the gamer that needs a generic setting on the fly, but the problem is that you will be sacrificing the richness and diversity involved in a custom-built campaign setting. Not to toot my own horn or anything, but Dragonsgate has a lot more uniqueness going on about it. However, for the gamer seeking a nostalgic setting more evocative of classic 2nd Edition experiences reminiscent of the original Greyhawk (*1) setting or Blackmoor (*2), using RPG Tools features/featurettes isn't a bad way to go. Nevertheless, using Hexographer is an excellent way to get the most difficult worldbuilding features done in an automated way leaving yourself to pencil in the customized details of the world itself.
Also, as kind of a legend for both Hexographer and RPG Tools, here are the types of hexes that the generators output - they are all pretty easily recognizable (cartography shouldn't be pulling any punches, after all), but I figured a handy reference for the uninitiated might be in order.
You can run Hexographer here - it's a pretty painless process. The one downside is that the free version requires an internet connection to run as it has to be run in your browser, rather than as an actual program per se. The good news is that means it can be run cross-platform without any issues. The site itself walks you through getting it up and running. Also, you can import an image file and have Hexographer trace it, adding hex tiles over the original image, allowing you to draw your own landforms and masses, which adds even more options for customization. The image added has to be a .png though - no .jpgs allowed, unfortunately. Although, I would argue that .pngs are superior images anyhow, but that is also beside the point.
When you get the program running, you should see a window that has a host of possibilities, options and specific settings for generating whatever kind of world map you want. There are even options to generate star maps/space maps for a science-fiction setting (which will be another project for me later on down the road).
After the map is generated, you can customize the output by playing around with the various icon and tile settings listed in the large sidebar to the right of the map itself. You can left click on the specific icon you want to add, left click on the destination hex and then right click the same hex; it will overlay that icon on to the specified hex, indicating that there is a specific feature at that location. The kinds of icons are pretty varied and useful - you can even place infantry icons for use in large-scale groundwars, something that would be heavily useful for very strategic-combat-oriented games or campaign missions.
At this point, you can get as detailed as you want. The hex output here is much more sophisticated and complex than the RPG Tools output, so, providing a legend here is a bit moot. The sidebar explains every hex and tile pretty thoroughly, but given the high degree of flexibility and customizability, I highly encourage playing around with the program to see what your preferences are. The one major downside to the output here is that the hexes form a much more blocky map, which gives it less of a realistic look. Each method seems to have its advantages and disadvantages. Well, when dealing with the Realm of Open-Source Products, one can't have everything.
Well, having let the cat out of the bag, hopefully these prove to be useful resources for some of you. I know that I'll end up using both for any of my campaign storybuilding endeavors in the near future (post-Dragonsgate).
Also, following the suggestion of a friend, I've decided to hold most links or other citations/references to the end, placing them as footnotes for the article. We'll see how it works out - I'm a fan of the idea though. Footnotes are, after all, quite fun.
1. The World of Greyhawk: one of the original prototype campaign settings, designed by Gary Gygax himself beginning in the '70s. It's a fairly traditional high fantasy setting, spilling over with the details that he hammered into it over decades and decades. Interestingly enough, the setting is massive, and there's an odd analogical overlay between Greyhawk and our own world (in fact, regions of the world of Greyhawk correspond to regions of our own world - weird. Apparently, Southern California corresponds to Nyrond and Nevada corresponds to The Theocracy of the Pale. Fun stuff. There's also a lot more information on Wikipedia.
2. Blackmoor: the actual first campaign setting developed by Dave Arneson (co-creator of D&D).
All this worldbuilding work lately highlights just how work-intensive the process is. Sometimes, as a DM or as a writer (or both), spending all of this time working on creating the setting can actually become a serious detractor to working on the actual project at hand - be it writing a chapter or fleshing out a character for a story or if it's basic prep for a typical campaign session for an RPG. Either way, not everyone has bucket-loads of time to spend working on what many gamers would consider to be among the most tedious, labor-intensive efforts. Citing myself in particular, time is really a luxury these days. The only reason I've been managing to put out a stream of posts on the topic is that I was able to work on them pretty heavily over the winter holiday between semesters. Moral of the story, sometimes, as a DM, you have to work smarter, not harder.
A long while ago, I stumbled across a freeware program called Hexographer. At the time the most useful version was a paid-only version, which is usually a big turn-off for me. I'm a big fan of open software and Open projects in general, and seeing something that is potentially very useful being kept out of my hands strikes me as jarringly anti-utopian. But that's another story for another day. The story for today is that the free version of the program is now actually incredibly useful. In fact, the RPG Tools website now has a plug-in for its random world generator that will output a .png image that is compiled using a streamlined version of the Hexographer software.
Here's an example of what you can get (for free, no less) just with a few clicks. The results can, of course, be customized to an extent, but this is already a great scaffold to move forward with:
You can see the similarities between the previous fractal-generated worlds, but with the exception that this world is more constructed and fleshed out. This is a priceless boon for any DM in need of ideas or details on the fly.
But I'm getting ahead of myself. What is Hexographer, you ask? The snide, concise answer is that it's a computer program. But it is ever so much more than that. In strategy games and in some RPGs you often see the field or map divvied up into hexes as a means of organizing the terrain into discreet parcels or tiles (typically as a way of tracking movement for units or squads or otherwise visualizing a self-contained battlefield so that it is manageable for the DM/GM). In a way, this is an alternative method of procedurally generating an entire region one tile at a time. It works a lot like Minecraft, where one chunk (regional location) loads at a time - the effect being that adjacent chunks, once loaded, blur seamlessly with one another creating a logical transition between tiles. Hexographer essentially outputs a .png file of a world that is broken into numerous hexes, each one identified as either a mountain hex, field hex, water hex, forest hex, desert hex etc. etc. The obvious advantage here is that, unlike in my worldbuilding series, you can procedurally generate a world that already has its terrain and geography figured out. The major geographical features are figured out, but the minor ones are left for the DM/GM to fill in. You can only expect so much work to be done for you, after all, and this is already a veritable gold mine of information.
Here's a screen capture of the RPG Tools hexographer interface - you can literally let it run on random settings and generate a pretty usable campaign world. Again, a lot of the names and features have a very, very random feel to them (cobbled together from numerous fictitious sources and some real world references, but many of the proper nouns have far too many vowels or awkward consonants to be spoken smoothly during any normal game):
In a way, I do recommend the RPG Tools plug-in a little bit more than the Hexographer software itself mainly as the world-generator at RPG Tools will automatically populate the hex image with towns, castles/ruins (dungeons of various types) and major landmarks. This can be an immense time-saver for the gamer that needs a generic setting on the fly, but the problem is that you will be sacrificing the richness and diversity involved in a custom-built campaign setting. Not to toot my own horn or anything, but Dragonsgate has a lot more uniqueness going on about it. However, for the gamer seeking a nostalgic setting more evocative of classic 2nd Edition experiences reminiscent of the original Greyhawk (*1) setting or Blackmoor (*2), using RPG Tools features/featurettes isn't a bad way to go. Nevertheless, using Hexographer is an excellent way to get the most difficult worldbuilding features done in an automated way leaving yourself to pencil in the customized details of the world itself.
Also, as kind of a legend for both Hexographer and RPG Tools, here are the types of hexes that the generators output - they are all pretty easily recognizable (cartography shouldn't be pulling any punches, after all), but I figured a handy reference for the uninitiated might be in order.
You can run Hexographer here - it's a pretty painless process. The one downside is that the free version requires an internet connection to run as it has to be run in your browser, rather than as an actual program per se. The good news is that means it can be run cross-platform without any issues. The site itself walks you through getting it up and running. Also, you can import an image file and have Hexographer trace it, adding hex tiles over the original image, allowing you to draw your own landforms and masses, which adds even more options for customization. The image added has to be a .png though - no .jpgs allowed, unfortunately. Although, I would argue that .pngs are superior images anyhow, but that is also beside the point.
When you get the program running, you should see a window that has a host of possibilities, options and specific settings for generating whatever kind of world map you want. There are even options to generate star maps/space maps for a science-fiction setting (which will be another project for me later on down the road).
After the map is generated, you can customize the output by playing around with the various icon and tile settings listed in the large sidebar to the right of the map itself. You can left click on the specific icon you want to add, left click on the destination hex and then right click the same hex; it will overlay that icon on to the specified hex, indicating that there is a specific feature at that location. The kinds of icons are pretty varied and useful - you can even place infantry icons for use in large-scale groundwars, something that would be heavily useful for very strategic-combat-oriented games or campaign missions.
At this point, you can get as detailed as you want. The hex output here is much more sophisticated and complex than the RPG Tools output, so, providing a legend here is a bit moot. The sidebar explains every hex and tile pretty thoroughly, but given the high degree of flexibility and customizability, I highly encourage playing around with the program to see what your preferences are. The one major downside to the output here is that the hexes form a much more blocky map, which gives it less of a realistic look. Each method seems to have its advantages and disadvantages. Well, when dealing with the Realm of Open-Source Products, one can't have everything.
Well, having let the cat out of the bag, hopefully these prove to be useful resources for some of you. I know that I'll end up using both for any of my campaign storybuilding endeavors in the near future (post-Dragonsgate).
Also, following the suggestion of a friend, I've decided to hold most links or other citations/references to the end, placing them as footnotes for the article. We'll see how it works out - I'm a fan of the idea though. Footnotes are, after all, quite fun.
1. The World of Greyhawk: one of the original prototype campaign settings, designed by Gary Gygax himself beginning in the '70s. It's a fairly traditional high fantasy setting, spilling over with the details that he hammered into it over decades and decades. Interestingly enough, the setting is massive, and there's an odd analogical overlay between Greyhawk and our own world (in fact, regions of the world of Greyhawk correspond to regions of our own world - weird. Apparently, Southern California corresponds to Nyrond and Nevada corresponds to The Theocracy of the Pale. Fun stuff. There's also a lot more information on Wikipedia.
2. Blackmoor: the actual first campaign setting developed by Dave Arneson (co-creator of D&D).
Sunday, February 17, 2013
Speedpaints Update
Saturday, February 16, 2013
WORLDBUILDING: PART 6
A B R I D G E D
W O R L D H I S T O R Y
LAYING THE GROUNDWORK
When we last left off, we had finally developed the rudiments of our somewhat complex world theater in Dragonsgate. It's been somewhat of a daunting task to develop the particulars of this quasi-historical world, but I think it's really starting to emerge with a clear, articulated shape. Within the next two steps (perhaps 3), we'll really start to see some layers of realism take shape.
In this article, I'll explore some of the major historical events that have occurred in Dragonsgate within a reasonable time-scale. This will include geological events (ie. catastrophes or significant shifts in weather patterns, such as a major drought or an ice age) as well as Events of Civilization (major historical occurrences - battles, treaties, discoveries etc.).
For starters, how did things begin? We can really explore two possible routes: (1) a supernatural creation mythos centered around the dominant pantheon of deities in the world of Dragonsgate (extant deities, not defunct ones); and (2) a more geological, scientific-oriented method. Given that we've already been treading the line between possibilities thus far, I think it's within reason to say that, given the level of realism I'm aiming for, why not go through the planetological particulars of the world and its evolution AND create a mythological genesis legend to accompany it. That we get knowledge about the world itself and some elements of its culture.
Also, planetology really is a word. It's most recognized in fiction from Frank Herbert's Dune (If you haven't read it, I highly recommend it. A bit tricky to navigate, but very conceptually relevant to our ecologically frail era).
I mentioned that we'll have a creation myth to go along with things, but at the moment, we've still yet to explain the history leading up to the modern era of Dragonsgate, so let's not jump too far ahead of ourselves. All in due time.
There is always a cradle of civilization to consider, and it creates a logical starting point for humanoid history, even if all the races aren't necessarily related. Also, the fact that we have more than just humans here does complicate any "creation myths" associated with the presence of sentient life on this world. We'll have to, as necessary, explain the presence of each of the different peoples of Dragonsgate.
I think things really should begin with the following considerations: (1) this is a low-magic setting (exploring the 'why?' behind this fact); (2) there is a society of reclusive tieflings that are associated with the bottleneck in magical power; (3) is the status quo of the world stable or turbulent? Considering this will help me lay the foundations for historical events that contributed to a predominant era of peace or discord, respectively; (4) how active are the gods or divine agents in this world (if at all)?; (5) what point in the history of the world is our setting going to be focused? We need to know how far along the world has come if we're going to explore what has happened in the intervening time between Now and the Beginning; (6) what is the health of the world at large? Are we looking at something primordial? A world in its infancy? Or are we looking at a world that has seen much, much history in its time with successive ages and eons fading to distant memory, approaching its inevitable end?
Related to that last point, that brings up an interesting issue. This is probably something I should have explored in more detail in the early stages of the worldbuilding process, but hey, hindsight is 20/20. There is a setting called Dawnforge that addresses a world in its primordial state, though, it frames the world as a more classical setting, a very fantasy-veneered take on a more mythological world, like those portrayed in Clash of the Titans (the original 1981 version) or something more modern, like Immortals or the God of War videogame series. Worlds like this have a very real, very visible footprint from the gods and supernatural elements are mundane, powerful and terrifying for everyone that witnesses them. Running a campaign in this vein is very much an Age of Legends. Alternatively, you can push the clock back even further, designing a setting that is very much prehistoric in nature and scope, becoming almost a Land of the Lost or Beastmaster inspired world. While those would have too little history to be viable options at the moment, they do create interesting possibilities for parallel worlds in the greater cosmology of Dragonsgate (something we'll have to look into a bit later).
Addressing the other end of the spectrum, is a world that is in decline, such as that seen in Jack Vance's Dying Earth series. In those works, the sun is in the final stages of its life cycle and the earth is very, very old. It makes for a very bleak setting with a wash of nihilism coating everything. One of the major advantages of this kind of setting is the shear abundance of rich history and strange, inexplicable devices or ruins. Things could be present which literally cannot be explained or analyzed because there is no one alive with knowledge of the events and even the recordings of such events have long since been reduced to dust or lost to some severe catastrophe. Another interesting possibility is blurring the lines between magic and technology, so much so to the point that they are almost indistinguishable from one another, and to the people of such a world, there is no reason to understand a difference between them. For example, in Gene Wolfe's Book of the New Sun, one of the guild's in his setting uses a device that generates 'lightning' which they use for purposes of torture. Mystified, they use this 'magical' device without understanding something as fundamental as electricity. It's a paradigm-shifting concept - that, if the knowledge of what electricity is and how it acts in the universe is forgotten, we immediately revert to our ancient, natural state of clouding the unknown with the Divine. Interesting notions to consider, of course, but unfortunately, I've spent far too much time and space on this matter - much more than I wanted to. To condense all of that, I will continue my Middle Path ideology and explore elements of both. Dragonsgate will be an older world, but one that is just starting to climb another peak on the sinusoidal path of its world history. Literally starting fresh, in a way. It won't be primordial, but much of the history of the past cycles will be buried in the Substrata of Time.
For number 3, the status quo is always turbulent. Always. For a campaign, it can start in peace-time or otherwise stable eras, but that needs to change quickly. This is also a good rule of thumb for any fictitious story. Stable is boring. People don't read (or in the case of a game, play) something because it is static and blissful. I'm not saying that the world needs to be on the brink of utter destruction constantly (unless you're running Die Hard: the CamPAIN), but something needs to happen, and quickly. The best way to grab your players' (or readers') attention is to throw them into the deep end, fast.
In regards to (4), I say that gods will be minimally "active" in the worldly affairs - after all, they're probably jaded after seeing the world be blown up not too far ago in the past. They might keep a watchful gaze on the doings of the newest denizens of their world, but they may be waiting to see how things begin to play out. I do like the idea of them occasionally walking the earth disguised as mortals to keep informed about the health of their precious world. Also, they would probably want to keep tabs on the access to magical power to ensure that the past doesn't repeat itself. And lastly, we've already addressed points (5) and (6) with my lengthy discussion just a little while ago.
So...now that I've spent far longer just laying the groundwork for my discussion of Dragonsgate's history, I'll try to keep the rest of the post to a minimum and break it up into a second post detailing the most major events (mainly to spare you readers from going cross-eyed staring at the screen for too long).
LAYING THE GROUNDWORK
When we last left off, we had finally developed the rudiments of our somewhat complex world theater in Dragonsgate. It's been somewhat of a daunting task to develop the particulars of this quasi-historical world, but I think it's really starting to emerge with a clear, articulated shape. Within the next two steps (perhaps 3), we'll really start to see some layers of realism take shape.
In this article, I'll explore some of the major historical events that have occurred in Dragonsgate within a reasonable time-scale. This will include geological events (ie. catastrophes or significant shifts in weather patterns, such as a major drought or an ice age) as well as Events of Civilization (major historical occurrences - battles, treaties, discoveries etc.).
For starters, how did things begin? We can really explore two possible routes: (1) a supernatural creation mythos centered around the dominant pantheon of deities in the world of Dragonsgate (extant deities, not defunct ones); and (2) a more geological, scientific-oriented method. Given that we've already been treading the line between possibilities thus far, I think it's within reason to say that, given the level of realism I'm aiming for, why not go through the planetological particulars of the world and its evolution AND create a mythological genesis legend to accompany it. That we get knowledge about the world itself and some elements of its culture.
A
planetary nebula - how a galaxy gets the ball rolling.
Also, planetology really is a word. It's most recognized in fiction from Frank Herbert's Dune (If you haven't read it, I highly recommend it. A bit tricky to navigate, but very conceptually relevant to our ecologically frail era).
plan·e·tol·o·gy (pln
-t
l
-j
)
n. The branch of astronomy that deals with the planets of the solar system.So, we've established that the planet on which our setting finds a home was established through the conventional means of gradual aggregate assembly by way of a planetary nebula or some other such gravitational phenomena of comparable potency (that's getting a bit too "beyond what's necessary" I feel, so I'll keep moving). For the purposes of creating a world that isn't too alien or bizarre, we'll say that for all intents and purposes, this planet is a Class M planet (for those of you unfamiliar with the nitty gritty of Star Trek and its numerous intricacies: Class M Planet ) with all the usual amounts of Oxygen, Nitrogen and Water to make life comfortable and, well, normal.
I mentioned that we'll have a creation myth to go along with things, but at the moment, we've still yet to explain the history leading up to the modern era of Dragonsgate, so let's not jump too far ahead of ourselves. All in due time.
There is always a cradle of civilization to consider, and it creates a logical starting point for humanoid history, even if all the races aren't necessarily related. Also, the fact that we have more than just humans here does complicate any "creation myths" associated with the presence of sentient life on this world. We'll have to, as necessary, explain the presence of each of the different peoples of Dragonsgate.
I think things really should begin with the following considerations: (1) this is a low-magic setting (exploring the 'why?' behind this fact); (2) there is a society of reclusive tieflings that are associated with the bottleneck in magical power; (3) is the status quo of the world stable or turbulent? Considering this will help me lay the foundations for historical events that contributed to a predominant era of peace or discord, respectively; (4) how active are the gods or divine agents in this world (if at all)?; (5) what point in the history of the world is our setting going to be focused? We need to know how far along the world has come if we're going to explore what has happened in the intervening time between Now and the Beginning; (6) what is the health of the world at large? Are we looking at something primordial? A world in its infancy? Or are we looking at a world that has seen much, much history in its time with successive ages and eons fading to distant memory, approaching its inevitable end?
Related to that last point, that brings up an interesting issue. This is probably something I should have explored in more detail in the early stages of the worldbuilding process, but hey, hindsight is 20/20. There is a setting called Dawnforge that addresses a world in its primordial state, though, it frames the world as a more classical setting, a very fantasy-veneered take on a more mythological world, like those portrayed in Clash of the Titans (the original 1981 version) or something more modern, like Immortals or the God of War videogame series. Worlds like this have a very real, very visible footprint from the gods and supernatural elements are mundane, powerful and terrifying for everyone that witnesses them. Running a campaign in this vein is very much an Age of Legends. Alternatively, you can push the clock back even further, designing a setting that is very much prehistoric in nature and scope, becoming almost a Land of the Lost or Beastmaster inspired world. While those would have too little history to be viable options at the moment, they do create interesting possibilities for parallel worlds in the greater cosmology of Dragonsgate (something we'll have to look into a bit later).
Greek
hoplites depicted on an ancient piece of pottery.
Addressing the other end of the spectrum, is a world that is in decline, such as that seen in Jack Vance's Dying Earth series. In those works, the sun is in the final stages of its life cycle and the earth is very, very old. It makes for a very bleak setting with a wash of nihilism coating everything. One of the major advantages of this kind of setting is the shear abundance of rich history and strange, inexplicable devices or ruins. Things could be present which literally cannot be explained or analyzed because there is no one alive with knowledge of the events and even the recordings of such events have long since been reduced to dust or lost to some severe catastrophe. Another interesting possibility is blurring the lines between magic and technology, so much so to the point that they are almost indistinguishable from one another, and to the people of such a world, there is no reason to understand a difference between them. For example, in Gene Wolfe's Book of the New Sun, one of the guild's in his setting uses a device that generates 'lightning' which they use for purposes of torture. Mystified, they use this 'magical' device without understanding something as fundamental as electricity. It's a paradigm-shifting concept - that, if the knowledge of what electricity is and how it acts in the universe is forgotten, we immediately revert to our ancient, natural state of clouding the unknown with the Divine. Interesting notions to consider, of course, but unfortunately, I've spent far too much time and space on this matter - much more than I wanted to. To condense all of that, I will continue my Middle Path ideology and explore elements of both. Dragonsgate will be an older world, but one that is just starting to climb another peak on the sinusoidal path of its world history. Literally starting fresh, in a way. It won't be primordial, but much of the history of the past cycles will be buried in the Substrata of Time.
Moving on, I want to consider the other points that I brought to attention a couple of paragraphs ago. This is a low-magic setting, something that is easily justifiable enough considering the age of the world. Perhaps magical energy/fields/powers ebb and flow with the cycles of the earth's age. I like that notion, and I'll say that in this particular cycle, magical activity is at a low. On top of that, it is something that is safeguarded. I like the idea of magical power being a Pandora's Box, so, I'll say that unstewarded use of magical powers contributed to the catastrophe that ended the previous cycle of the world's history. The tieflings that guard the mystical well I'd mentioned in Worldbuilding 4 need to have a reason for doing so. Tieflings are not necessarily evil, so I don't like the idea of them selfishly hoarding the access to magical power for no reason other than the fact that they are vile and depraved. No, I actually think that the tieflings will be the survivors of the previous apocalyptic event, and their diabolic nature is a mark of the gods they are marked with as punishment for their hubris and misuse of magical power in the past. This simultaneously addresses points 1 and 2 and also creates a lot of mythological fodder for later.Book of the New Sun, Part One for those of you that are interested.
For number 3, the status quo is always turbulent. Always. For a campaign, it can start in peace-time or otherwise stable eras, but that needs to change quickly. This is also a good rule of thumb for any fictitious story. Stable is boring. People don't read (or in the case of a game, play) something because it is static and blissful. I'm not saying that the world needs to be on the brink of utter destruction constantly (unless you're running Die Hard: the CamPAIN), but something needs to happen, and quickly. The best way to grab your players' (or readers') attention is to throw them into the deep end, fast.
In regards to (4), I say that gods will be minimally "active" in the worldly affairs - after all, they're probably jaded after seeing the world be blown up not too far ago in the past. They might keep a watchful gaze on the doings of the newest denizens of their world, but they may be waiting to see how things begin to play out. I do like the idea of them occasionally walking the earth disguised as mortals to keep informed about the health of their precious world. Also, they would probably want to keep tabs on the access to magical power to ensure that the past doesn't repeat itself. And lastly, we've already addressed points (5) and (6) with my lengthy discussion just a little while ago.
So...now that I've spent far longer just laying the groundwork for my discussion of Dragonsgate's history, I'll try to keep the rest of the post to a minimum and break it up into a second post detailing the most major events (mainly to spare you readers from going cross-eyed staring at the screen for too long).
- The Great Mishap. It won't be called that, but it needs a suitable placeholder name for now. This will be the event that caused the end of the previous age of the world. It needs to be sudden, violent and dramatic. I think a battle or other major threat should be involved - maybe a monster or alien entity of considerable power that was defeated only at the cost of accidentally destroying the world itself. Maybe a Cthuluesque monster or the infamous Tarrasque was responsible. It could have even been a Godzilla or Cloverfield situation. A cadre of brave spellcasters set forth to stop the threat and unleashed a Pandora's Box spell. Tragic irony. In fact, I think I have it. A powerful villain's plans were nearing the dramatic crescendo, and the world was almost in his hands; a powerful group of heroes stepped up to stand in the villain's way, calling upon potent magic to thwart their enemy. But the spell was too potent and perhaps too poorly understood. The spell succeeded in stopping the enemy, but only because a more powerful and more uncontrollable entity was summoned through the dweomer. Ultimately, this entity would probably be some sort of terrible, Lovecraftian entity that devoured the denizens of the world or reduced the survivors to madness before departing back to the Far Reaches of the Cosmos. Now that it knows the location of this world, it could return, any day, to continue its rage.
- The War of the Nine Wands. Not too sure where this fits, but I'm digging the name. Automatically it has something to do with magic, and the name makes it sound suitably epic and dramatic. Perfect for a major event. This does imply that it takes place before the Great Mishap, though it could also be early on in the New Era before the tieflings stake out and control access to the Well.
- The Northern Exodus. This could be the event that explains the concentration of nations and people around the mid-latitudes of the world. It could also be precipitated by the Great Mishap. Still, it's getting difficult to envision how new races that would have been unaffected by the Mishap would be able to spread through new areas of the world without knowledge of the previous events or era. Maybe the gods seeded new races in the New Era. I dislike the idea due to its supernatural feel, but it might be possible to "rationalize" it. I doubt it though. Maybe the tieflings created new races to act as their successors, perhaps in an attempt to seek out penance for their previous wrongdoings. Although, if I go with the Great Mishap incident, this is hardly an act worthy of cursing the individuals responsible. They acted out of good intentions, but achieved disastrous results. Perhaps the tieflings that guard the Well are not an entire community or city, but just a cadre - the original heroes that were responsible for the summoning to begin with. Maybe the survived and were punished for their crime of using forbidden magic to summon an entity beyond their control. I like that - lots of layers. It's easy to see that we're fueling a lot of mythical elements into the early history of the second age though. Oooooh. Idea. Not sure what the technology level of Era One (prior to Era Two, aka the New Era), but what if there was a 'genetic ark' of entities that were being constructed or engineered (this is starting to become a science-fantasy setting) by the previous population prior to the Mishap and the surviving tieflings used those samples to introduce new life-forms to the broken, charred world of Dragonsgate? I'm starting to feel like there's a vein of Prometheus going on here, which is all well and fine. It's worthy of exploration later, but this could explain the vast diversity of races on Dragonsgate, their relative close proximity and distribution to one another and it also creates another ethical issue for which the Precursors (tieflings) could be held responsible and judged for their 'hubris'.
- The First Council of Nations. From the get-go, I liked the idea of the nation of Pazu being a highly peaceful and diplomatic nation, defying the typical trope of making orcs, goblins, trolls and ogres mindless, evil and depraved entities. Given the nature of the world, I think it's somewhat appropriate to have the paradigm inverted a bit (ie. a lot). Nevertheless, it would be a landmark event to note when all the major nations of the era convened to establish general protocols and relations with one another. It's not necessarily saying that the times since the first council have been sunshine and butterflies entirely; it's more interesting that it creates the possibility for a tense, dynamic, political theatre that can create and exhibit numerous sources of intrigue and political strife or tension. Those are great plot-points for any story and create a natural way to discuss the status quo of the world.
- The Construction (and War of) the Librams. No idea what this is yet, but it sounds good, whatever it is (yes, these are mostly just ideas that are coming to me as I write).
- The Maradi incursion;
the Andujan unification; the division of the crown of Algard into
the Kingdoms of Seagate and Windmarch. These are a few major
political/historical events that need to be discussed at length, and
I'll discuss them next time.
Saturday, February 9, 2013
Materials + Methods: Bimetallic Strips
In
biology, there are numerous examples of systems intrinsically keeping
themselves in balance (bonus point: if the word "homeostasis"
jumped into your brain, you get a gold star) through feedback loops
of various degrees of complexity. Feedback loops, in and of
themselves, operate through mechanics that can be simulated or
imitated in artificial methods. We see this done everyday in mundane
devices, and sometimes it scarcely even dawns on us just how
important it is that systems are capable of self-regulation without
human input or intervention.
The notion of incorporating this concept into the built environment is something appeals to me greatly, and with any luck, I'll be able to work toward my thesis exploring this notion. However, my research goals aren't the point of this article. It's about creating smart buildings. Structures that can self-regulate critical functions and possibly even due so without requiring power in the traditional sense. Thus, self-regulating buildings represent a particularly inviting paradigm-shift in the modern setting - a structure that can reduce it's ecological footprint and increase efficiency.
I have no doubt that there are other materials that are capable of being applied to this sort of system, but for now, the material I want to talk about are thermo-bimetals, or more accurately, bimetallic strips. These are comprised of two strips of different metals that are bolted, welded or otherwise permanently connected together. Each piece of metal has a different coefficient of thermal expansion, which causes them to act in opposition to one another as the unit is exposed to heat.
At this point, I think a quick explanation of the mechanics is in order. So, they have two different coefficients. So what? Well, to put it simply, as the metal unit will expand and bend one way if exposed to heat (due to the coefficient of one of the metals) and will contract and bend the other way if cooled to a point below the baseline temperature. Therefore, we have a system that can react in two possible directions based on a gradation of a particular stimulus (heat, in this case).
We see these in use in everyday items such as a typical thermostat, which uses the difference in expansion coefficients to trip the circuit responsible for heating your home when the ambient temperature becomes too cold. Also, the materials used are typically steel and copper, which makes these devices somewhat affordable for any potential architectural applications.
Speaking of architectural applications, what are they exactly? Glad you asked. Ironically, it's not just a coincidence that bimetallic strips are seen in use in thermostats - they also possess a remarkable potential for regulating the interior temperature of a building. Imagine a lattice or even a wall woven out of bimetallic strips. If the interior temperature becomes too hot, the strips will deform and create an aperture that allows for air ventilation and circulation, thereby cooling the room back to baseline and causing the strips to return to their original state. Boom. Feedback loop.
It's amazing to see how a biological concept can translate so well into a potential tool for the built environment.
As a caveat, I'd like to say that I have practically zero knowledge when it comes to the statics of these materials or any of the actual engineering parlance and technical jargon that would be required to implement such tools in practical use. But then again, the first step is often simply identifying a potential solution. The details will work themselves out, usually. However, I simply wanted to bring this sort of possibility to the attention of anyone out there with a vested interest in the architectural field. The scope of reality in the built environment is changing just as rapidly as the world around us. Finding solutions that can work smartly, effectively, and yes, as the risk of sounding passe, sustainably, is not necessarily the necessary choice, but the wise choice.
As they say, work smarter, not harder.
Also, if anyone is interested, there is an architect at USC who is doing a substantial amount of research into this concept - Doris Kim Sung. There's a video of her explaining her research and the applications of thermo-bimetals on TED, which I will provide below:
I
hope to write additional posts on other unusual materials and methods
later in the future, but I figured this would be a good place to
start. These are the sort of things that captivate the imagination of
both designers and any people that come to a place, I would think.
Definitely feel free to post any suggestions about other ideas to
explore or take a look into - I don't mind researching new and
exciting things.
The notion of incorporating this concept into the built environment is something appeals to me greatly, and with any luck, I'll be able to work toward my thesis exploring this notion. However, my research goals aren't the point of this article. It's about creating smart buildings. Structures that can self-regulate critical functions and possibly even due so without requiring power in the traditional sense. Thus, self-regulating buildings represent a particularly inviting paradigm-shift in the modern setting - a structure that can reduce it's ecological footprint and increase efficiency.
I have no doubt that there are other materials that are capable of being applied to this sort of system, but for now, the material I want to talk about are thermo-bimetals, or more accurately, bimetallic strips. These are comprised of two strips of different metals that are bolted, welded or otherwise permanently connected together. Each piece of metal has a different coefficient of thermal expansion, which causes them to act in opposition to one another as the unit is exposed to heat.
At this point, I think a quick explanation of the mechanics is in order. So, they have two different coefficients. So what? Well, to put it simply, as the metal unit will expand and bend one way if exposed to heat (due to the coefficient of one of the metals) and will contract and bend the other way if cooled to a point below the baseline temperature. Therefore, we have a system that can react in two possible directions based on a gradation of a particular stimulus (heat, in this case).
We see these in use in everyday items such as a typical thermostat, which uses the difference in expansion coefficients to trip the circuit responsible for heating your home when the ambient temperature becomes too cold. Also, the materials used are typically steel and copper, which makes these devices somewhat affordable for any potential architectural applications.
Speaking of architectural applications, what are they exactly? Glad you asked. Ironically, it's not just a coincidence that bimetallic strips are seen in use in thermostats - they also possess a remarkable potential for regulating the interior temperature of a building. Imagine a lattice or even a wall woven out of bimetallic strips. If the interior temperature becomes too hot, the strips will deform and create an aperture that allows for air ventilation and circulation, thereby cooling the room back to baseline and causing the strips to return to their original state. Boom. Feedback loop.
It's amazing to see how a biological concept can translate so well into a potential tool for the built environment.
As a caveat, I'd like to say that I have practically zero knowledge when it comes to the statics of these materials or any of the actual engineering parlance and technical jargon that would be required to implement such tools in practical use. But then again, the first step is often simply identifying a potential solution. The details will work themselves out, usually. However, I simply wanted to bring this sort of possibility to the attention of anyone out there with a vested interest in the architectural field. The scope of reality in the built environment is changing just as rapidly as the world around us. Finding solutions that can work smartly, effectively, and yes, as the risk of sounding passe, sustainably, is not necessarily the necessary choice, but the wise choice.
As they say, work smarter, not harder.
Also, if anyone is interested, there is an architect at USC who is doing a substantial amount of research into this concept - Doris Kim Sung. There's a video of her explaining her research and the applications of thermo-bimetals on TED, which I will provide below:
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