Hall of Blue Illumination

Episode 13, “The Difference Between ‘Real’ Tékumel and ‘Game’ Tékumel”


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Episode 13:  The Difference Between “Real” Tékumel and “Game” Tékumel

Welcome to The Hall of Blue Illumination, the podcast dedicated to the world of M.A.R. Barker’s Tékumel.  In this episode, our hosts discuss an article written by Professor Barker that appeared in Dragon magazine #9. In his introduction, the Professor draws a distinction between the “game” and “real” (i.e., non-game) settings of Tékumel.  He then answers several questions regarding the world of Tékumel and the rules of Empire of the Petal Throne.

Show Notes:

[00:00:51] Introduction to the relevant “Seal of the Imperium” article.

[00:01:40]  As I have said elsewhere, we must at once distinguish between “real” Tékumel — the fantasy world — and “game” Tékumel — the abstracted, simplified, and somewhat altered version which results from playing “Empire of the Petal Throne.”

[00:02:21]  There are many differences — things which become over-emphasized in the game, things which were peripheral and unimportant to the game while being of value to the people of Tékumel, etc., etc.

[00:02:50] The “etc., etc.” shows how important — and how much Professor Barker thought about — this topic.

[00:03:31] The basic question here came up relatively soon after Tékumel was published.  Ultimately, the game is a simulation of more complex source material.  Contemporary analogs are early miniature war games, whose armies and scenarios were based on those of ancient “real world” civilizations.

[00:04:27 ] “Real” Tékumel has less magic and magical items lying about.  Victor finds it interesting that this is mentioned so early after the release of EPT.  During his time with the Professor, he often complained that players had access to too many spells and could cast them too often.

[00:05:40]  “Monty Hall” gaming.  Pathfinder fans, take heed, and send your angry emails to Victor.

[00:07:37] Early attitudes to incorporating players’ characters from other games, and adjusting their items as a result. Gary Gygax speaks about this in the original Dungeon Master’s Guide (pp. 110-111) and in an article for White Dwarf #7, “Thoughts on the Proliferation of Magic Items in D&D.”

[00:09:29]  Part of this emphasis on magic items is a result of the immensely powerful items players came into contact with in the first decade of gaming.  When players have access to powerful magic items, games must be run very differently.

[00:10:46]  Early on, there was no frame for understanding what a proper game was, or how it should be run.  Scott proposes that this might be the result of isolated gaming groups not having

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