Thoughts on Fourth Millennium
While I continue to make incremental progress on Architect of Worlds and Twice-Crowned, I also keep thinking about what’s likely to be my next big tabletop RPG project, beginning later this year. That’s a full-fledged historical-fantasy game, probably published under the Cypher System, with the working title of Fourth Millennium.
The premise is that this is the ancient Western world, centered around the Mediterranean basin, but it’s not exactly the world we see in our history books. There are fantastic elements: spirits that can be bargained with, gods who may or may not be kindly disposed toward mortals, magic that works more often than not, strange creatures that lurk in the wilderness beyond the borders of civilization. It’s also an alternate history, with several points of divergence: a survival of Minoan civilization, a Hellenic world that didn’t commit suicide in the fifth century BCE with quite so much short-sighted enthusiasm, an Alexandrian οἰκουμένη that managed to survive its founder’s death. The setting is divided between two incipient world-empires and a whole host of minor kingdoms and barbarian peoples, each with their own distinctive flavor.
One thing I’ve been thinking about is the “canonical adventure” for the setting. My past experience with RPG design tells me that this is really important. Potential players and game-masters need to be clear as to what they can expect to do in a setting. Dungeons & Dragons centers around the dungeon crawl. Traveller centers around doing odd jobs to survive on the fringes of interstellar society. Transhuman Space, when we first developed it, was a lovely rich setting that didn’t have a clear answer for “what do the characters do?” and that handicapped it for a long time.
So what will player characters in Fourth Millennium be doing? I think that boils down to the motto for the setting – something that may end up being the core book’s subtitle:
The future is in your hands.
The idea is that player characters will be thoroughly involved in history as it unfolds in this alternative world. They’ll start out as agents for powerful people – an ambitious Roman senator, a powerful post-Minoan priestess-queen, a provincial governor in the Alexandrian empire, that sort of setup. At first they’ll be carrying out missions for their patron – accumulating rewards of wealth and treasure, sure, but also gathering social standing and authority. Eventually they’ll become more independent, becoming movers and shakers in their own right. They’ll feel as if they’re making a mark on the future of the world – although, to be sure, Fate and the gods will have their own say.
So yeah, fighting monsters, but more often human foes: cutpurses and assassins, pirates, brigands, barbarian raiders. Exploring the uncivilized wilderness, traveling in strange foreign lands. Solving mysteries, making scientific discoveries, writing books that everyone wants to read. Making brilliant speeches, intriguing to discredit or eliminate political rivals, persuading people to vote one way or another. Making a fortune in trade or loot, or just collecting the revenue from big land-holdings. Fighting in wars, even commanding armies. Winning elections, holding political office, governing whole provinces. Eventually reaching the top of the social pyramid in whatever republic, kingdom, or empire you call your own. The end-point of a successful long-term campaign might be to gather such fame and glory that people will still be talking about you at the end of the Fourth Millennium.
One major inspiration here might be games like Pendragon or Paladin – games that aren’t just richly imagined settings, but structured campaigns that encourage play across years and even generations.
I know, I know. Ambitious as all hell, especially for a one-person development shop. Well, a man’s reach should exceed his grasp. And you never know, maybe the Muses are thinking kindly of me.