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Episode 16: Meta-knowledge
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 consider how much knowledge players should have of the larger “meta” aspects of Tékumel’s setting. Should referees discuss the deeper secrets of Tékumel at the outset? Or, should they instead keep more esoteric matters to themselves, and reveal them over the course of play?
Show Notes:
[00:01:10] How much should a referee reveal of Tékumel’s history? Its detailed backstory is certainly part of Tékumel’s appeal, however most characters, existing in the world, will have only the vaguest knowledge of these things.
[00:02:30] Of course, this question presupposes that the players don’t already have this knowledge.
[00:04:20] Should you only give players the basic knowledge they need to play the game?
[00:04:40] What do we mean by “meta-knowledge.” Cosmology? History? Or more “street-level” things?
[00:05:37] Some players don’t want to sit through an hour of explanation before gaming. Of course, with a “fresh-off-the-boat campaign, the players don’t really need to know that much anyway.
[00:06:24] Through refereeing at gaming conventions, Victor has developed a short introduction to the setting that hits certain high points. These include: the gods are real; it’s a metal-poor society; nobody has horses; society is hierarchical and status matters. He tries to keep set up to 10-20 minutes, to maximize actual gaming time.
[00:08:00] There are numerous examples on the web of short introductions to Tékumel.
[00:08:45] Is there value in specifically excluding some deeper knowledge of the world, and holding it back for a later reveal?
[00:09:09] A prime example: Tékumel’s lack of stars implies a deeper secret. You don’t have to let the players know it’s because they’re in a pocket dimension.
[00:12:20] Dwell on the unique aspects of Tékumel to further players’ immersion in the setting. However, avoid an info-dump; this can actually take players out of the narrative.
[00:16:28] One of the ways that Professor Barker would introduce things is to simply describe what the character’s see, and let the players’ sense of wonder takeover from there.
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Episode 16: Meta-knowledge
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 consider how much knowledge players should have of the larger “meta” aspects of Tékumel’s setting. Should referees discuss the deeper secrets of Tékumel at the outset? Or, should they instead keep more esoteric matters to themselves, and reveal them over the course of play?
Show Notes:
[00:01:10] How much should a referee reveal of Tékumel’s history? Its detailed backstory is certainly part of Tékumel’s appeal, however most characters, existing in the world, will have only the vaguest knowledge of these things.
[00:02:30] Of course, this question presupposes that the players don’t already have this knowledge.
[00:04:20] Should you only give players the basic knowledge they need to play the game?
[00:04:40] What do we mean by “meta-knowledge.” Cosmology? History? Or more “street-level” things?
[00:05:37] Some players don’t want to sit through an hour of explanation before gaming. Of course, with a “fresh-off-the-boat campaign, the players don’t really need to know that much anyway.
[00:06:24] Through refereeing at gaming conventions, Victor has developed a short introduction to the setting that hits certain high points. These include: the gods are real; it’s a metal-poor society; nobody has horses; society is hierarchical and status matters. He tries to keep set up to 10-20 minutes, to maximize actual gaming time.
[00:08:00] There are numerous examples on the web of short introductions to Tékumel.
[00:08:45] Is there value in specifically excluding some deeper knowledge of the world, and holding it back for a later reveal?
[00:09:09] A prime example: Tékumel’s lack of stars implies a deeper secret. You don’t have to let the players know it’s because they’re in a pocket dimension.
[00:12:20] Dwell on the unique aspects of Tékumel to further players’ immersion in the setting. However, avoid an info-dump; this can actually take players out of the narrative.
[00:16:28] One of the ways that Professor Barker would introduce things is to simply describe what the character’s see, and let the players’ sense of wonder takeover from there.