May
27, 2001
Even
if they saw no dragons in their own
neighborhoods, they were sure that some could
be found in far, unknown fearful
places. So that, in old maps of
unexplored lands we can still see blank areas
with the warning words, Here there be
dragons.
The
maps are all filled in now; the empty spaces
bear names like Caracas, and Vladivostok, and
Chicago
~~A
Book Dragon, by Donn Kushner
Fantasy adventure RPGs,
from CRPGs to paper-and-pencil games to MMO's
like Ultima Online and Everquest seek to a
simulate the experience of being an heroic
adventurer from legendary medieval times.
One thing most of them
have lost, since perhaps the earliest days of
D&D gaming, is the concept of the amorphous
wilderness. Or perhaps they never had it to lose.
They apply our modern
cartographic technologies to a psuedo-medieval
world, and lose the vast (unmapped and
unmappable) wilderness from which legends spring.
If you head west from
Midgard, you run into the Black Woods. And so do
I. And so does everyone else. Because as we can
see on the map drawn in excruciatingly precise
detail with a sophisticated CAD program, the Black
Woods are west of Midgard, period.
I submit, the Legendary
World is hardly so detailed.
One, it is anamorphic:
The world is distorted by the preception of it.
Like the old world map in The King and I
- if you're a citizen of Siam, then Siam is a
very large country, and China (say), is your
insignificant neighbor somewhere
"thataway". From an RPG perspective,
this means that you don't need to bind yourself
to the constraints of geography. You can start
out with a tiny little town and build it into a
vast empire - without worrying about just how
exactly that empire "fits" where only a
tiny hamlet used to be. In this fuzzy world, an
empire can grow without crowding its
neighbors. More importantly, civilization can
expand without diminishing the size of the
wilderness.

The wilderness,
meanwhile, is just wild-ness. If you
leave these familiar lands and head off into the
wilderness, then you might find the
Black Woods. You might find mountains though. Or
jungles. Or Dragons. If anyone knew what was
really out there in the wilderness then it
wouldn't be the wilderness, after all.
Ancient travelers relied
on an itinerary to get from
point A to point D. They might not know (and
might not care) where precisely one town was in
relation to the rest of the world: They knew they
could get there by travelling from A to B to C to
D.

Heroic adventurers, as
opposed to mere travellers (and cartographers),
deviated from their maps into the Great Unknown -
found new lands and new adventures that no one
else had ever seen before. New lands that quite
possibly, no one else would ever see again. The
wilderness was the timeless land of fey. In many
legends, travellers to the land of fey didn't
even age.
This ambiguous worldview
would be of tremendous use in fantasy adventure
RPGs such as Dungeons & Dragons (et al),
whether they are of the paper-n-pencil or
computer variety. It lends itself particularly
well to the distributed server model of the
upcoming Neverwinter
Nights: Where quite literally,
the manner of getting from point A to point D is
going to be by travelling to each point along the
way (through one server portal after another).
You get to point D by travelling from A to B to
C... and no other route will suffice. Deviate
from the path, and you find yourself in
undiscovered country - perhaps even a termporary
server that will vanish as soon as your adventure
has concluded.
It lends itself just as
well to offline, paper-and-pencil games. Those
weekly meets at the local game shop, where the
geography changes with each DM. Where heading out
into the wilderness is indeed a trip into the
land of fey - and what you discovered "out
there" last week has nothing to do with what
you might discover in this week's game.
Oddly enough, this is not
a concept that gamers in general embrace. They
spend their time mapping worlds in detail. Or
they rely on boxed campaign sets such as Forgotten Realms to provide them
with consistent geography among a plurality of
game masters. Neverwinter Nights' projects coordinate the
efforts of GMs to accurately recreate
("to scale"!) a fantastic world that
never existed, or give their worlds a fantastic
rationale for how it is travellers
are able to come and go from one world to the
next (e.g. "This world is a nexus of worlds
in the multiverse").
Is it because we're just
not comfortable with the medieval
worldview of an unmapped, unmappable world? Is it
such an alien concept that the notion of magical
portals between multiple worlds now strikes us as
being more "realistic"?
I don't know.
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