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<!-- Motivation.xml (c) 1999 Shawn P. Vincent (svincent@svincent.com) -->

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<title>Motivation</title>
<summary>The Motivation for the Crystal Obelisk Project</summary>

  <head>Introduction</head>

    <p>The real world is an extremely rich and complex place.  Just
    glancing about yourself in a typical city, one can be overwhelmed
    by the amount of depth and complexity is inherent in the things we
    see every day.</p>

    <p>Take your typical automobile.  You see them all the time:
    driving here and there, you probably own one or two, but very few
    people take into account the sheer number of people who go into
    its construction.</p>

    <p>Leave aside, for the moment, the engineers who designed the
    car.  Take the paint job, instead.  Some group of people, probably
    including focus groups and statistics experts, decided that a
    particular shade of aquamarine would sell.  Somebody was
    responsible for the machine that actually applied the paint.  Some
    other company hires people who develop paint colors, swatch books
    of these colors to send away to car companies, chemical engineers
    who develop new fixatives and compounds for long-lasting paint,
    people at universities developing new theories on these compounds
    and fixatives that the people at the paint labs use the results
    of....</p>

    <p>It's elephants all the way down.</p>

  <head>What's this all about?</head>

    <p>Yeah, yeah.  So the world's a complicated place.  Nobody ever
    said it wasn't.  So what's the point?</p>

    <p>The point is that roleplaying worlds cannot possibly be this
    way.  No single person can possibly make up a world as complex as
    the real one.  It's too big.  Thus, the challenge of a game master
    is to develop it as needed, ad libbing material on the fly to fill
    in the gaps.</p>

    <p>Great in theory, but it's a hard skill.  Coming up with that
    much material on the fly is very difficult.  Some people have an
    inherent skill for this: they are the truly great game masters.
    But what about the rest of us?</p>

    <p>Well, one choice, and the default one at that, is to have lame,
    flat game worlds.  Worlds where every innkeeper is burly and
    cynical.  Where every non-player character has the same
    personality.  Where houses are all identical, even when the
    characters travel across half the planet.  It's just too hard to
    come up with that much unique content, and many (possibly most)
    game masters take the easy way out.  I know I do.</p>

  <head>So what can be done?</head>

    <p>I don't claim to have the answer.  It's just a problem that's
    been bothering me for a long time, and the Crystal Obelisk is yet
    another attempt to take a bite out of it.</p>

    <p>Crystal Obelisk is intended to be a series of articles fitting a
    common framework: making game worlds richer and more alive.  It
    will describe tons of content by the time I'm done, if all works
    as planned.</p>

    <p>My hope behind Crystal Obelisk is twofold: first, I hope it
    serves as a resorce for game masters who wish to make their worlds
    more detailed and alive.  My second goal is more selfish: I hope
    that in writing these articles, I will implant in my brain the
    seeds of this stuff, so that when I referee 'on the fly', this
    material will come oozing out.  It's also a good way to learn
    history.  &lt;grin&gt;</p>

    <p>Anyway, take care and good luck.  I hope this material is of
    some use: if it works well, or if it doesn't, <mailme/>.  I'd like
    to hear about your experiences.  I can use them to make Crystal
    Obelisk that much better.</p>

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