Roleplayer #20, June 1990
Riverworld and the Village
Combining Two Unique Backgrounds
by J.M. Caparula
Part of the fun of a universal system like GURPS
is that it provides the ability to mix genres and game worlds
and come up with something new. The "Alternate Realities" chapter
in GURPS
The Prisoner showed
how the Village can be incorporated into a number of different game worlds,
but there's another interesting one to consider -- that of GURPS
Riverworld.
The Riverworld and the Village have much in common as gaming environments.
Both place the PCs in a mysterious world that is secretly controlled by
unseen but obviously powerful forces. Agents of these unseen forces operate
secretly among the population and may even be members of the player characters'
party. The technology of the controllers of the two worlds is highly advanced,
yet the PCs primarily exist in a low-tech environment (unless they can access
higher technology through their own cunning).
There are also important differences between the Riverworld and the Village.
The most obvious difference is physical size; the Riverworld is an entire
planet, while the Village is an area of a few square miles. The Valleydwellers
of the Riverworld are free to move about the planet and do as they please,
despite their limited access to resources, while the Villagers are strictly
controlled and monitored. Both gaming environments create a sense of paranoia
among the PCs, but where the Village represents social and political paranoia,
the Riverworld is one of religious and philosophical mysteries.
Nevertheless, the creative GM should have no trouble combining the two worlds.
This would be an interesting solution to the problem of the players' familiarity
with the Prisoner
TV series and the Riverworld books. By combining the most
interesting elements of each, the players will never be quite sure of what
they are really up against. Two approaches to the Riverworld / Prisoner
hybrid are possible, and each are presented below.
Ethicals in The Village
The first approach is to incorporate elements of Riverworld into the Village
as it is presented in GURPS The Prisoner.
This means that the Village is somewhere on Earth in the 20th
century and is controlled by some powerful agency. Naturally, this agency
would be the Ethicals, the race of highly advanced extraterrestrials that
built the Riverworld and resurrected the human race upon it. The purpose
of the Village could be as mysterious as that of the Riverworld. The Ethicals
may want information about humans who have knowledge of them and their plans.
They may use the Village as a "recruiting ground" for potential
human Ethicals to act as agents on the Riverworld. It may simply be a controlled
environment in which to observe the development of wathans. Or
perhaps the Village is a renegade plot to enlighten selected humans about
the presence of the Ethicals.
Once a purpose has been established, a Prisoner cam-paign can be run pretty
much as normal. How the GM involves the PCs in Ethical plots is up to him.
The characters may have some knowledge or skills that the Ethicals find
useful or interesting. This may give them special treatment or attention.
The GM may wish to have the PCs ultimately learn that something extraterrestrial
is operating the Village -- perhaps Monat himself is No. 1, and the PCs
catch a glimpse of him during the climax of the campaign.
The Ethicals possess a technology at TL15, so anything mentioned in Chapter
5 of GURPS The Prisoner could
be used in an Ethical-Village campaign, and then some. Matter-energy conversion
is possible, enabling the Ethicals to create virtually any object (organic
or otherwise) out of nothing -- and to reduce it to nothing again. Organic
androids, indistinguishable from humans but soulless, are commonly manufactured
by Ethicals and could be passed off as Villagers. The Ethicals also use
"light rods" to question humans, letting them detect the emotional
condition of the subject. See Chapter 4 of GURPS Riverworld
for a complete list of the Ethicals' technology.
The biggest advantage to running an Ethical Village is that it can prepare
the PCs in an interesting way for a full-fledged Riverworld campaign. Adventures
in the Village could end in the death of PCs (heroically, we hope), who
would then find themselves reborn on the Riverworld. Depending on what happened
in the Village, the PCs may be armed with more information about the planet's
caretakers than most of the other Valleydwellers. Lazari who were in the
Village on Earth will probably attract special attention from the Ethicals
-- renegade or otherwise. Players unfamiliar with both The Prisoner
and the Riverworld books should find this type of campaign puzzling
-- going from the Village to the Riverworld will be disorienting in the
least! The paranoia of such a situation should be played up by the GM --
who are these "Ethicals," and why have they taken such an interest
in me?
The Village on the Riverworld
If the GM of a GURPS Riverworld
campaign wishes to incorporate GURPS The
Prisoner, he can simply place the Village somewhere
on the Riverworld. Many variations of this are possible. The Village could
be built by a group of humans using their own technology for their own purposes
-- perhaps they wish to "weed out" the Ethical agents among the
Valleydwellers. In fact, the human operators of a Riverworld Village could
be the same as those of the terrestrial Village -- British Intelligence,
the CIA, the Illuminati, etc. In this case, the Village would probably be
isolated from the rest of the Valley, either by tall cliffs or man-made
walls. Prisoners could be brought here after capture, or they could arrive
randomly by translations through the Village's own grailstones. Once in
the Village, a Prisoner campaign could be run normally, as long as the GM
fully defines the extent and limitations of the masters' technology, and
how they arrived at it.
A more likely prospect is that of a Riverworld Village controlled by the
Ethicals. The Council would have the ability to bring selected Valleydwellers
to the Village (by intervening in the translation process), and they would
have all the wonders of TL15 at their disposal. The purposes of such an
operation are obvious, especially if there is a renegade attempting to subvert
the Project. The Council might have brought someone like Richard Burton
to the Village in an attempt to get information about his contacts with
X.
The Ethicals could hide the Village among the high cliffs that line the
Valley, making escape virtually impossible. The Village might also be within
the Dark Tower, perhaps in one of the world rooms. Thus, escapees might
be able to confront the Ethicals directly. This would give the GM an easy
way to start a Dark Tower campaign.
In any of these scenarios, unique situations arise when the Village is part
of the Riverworld. The Villagers would include people from all across history,
not just 20th-centurians. They would certainly not be as docile as the typical
Villagers from the Prisoner series, unless the Ethicals choose
such a populace and focus on one small set of prisoners (i.e., the PCs).
In fact, the Ethicals may employ androids as their Villagers for just such
a purpose.
In the end, what benefits the participants of a Prisoner/Riverworld hybrid
is the double mystery. The players will have two enigmatic worlds nested
together, one providing some of the answers for the other. The creative
GM can construct elaborate schemes for the Ethicals and their enemies, weaving
plots and subplots behind the scenes while dropping careful hints to the
PCs as they interact with the Village and the Riverworld. Both worlds provide
unique roleplaying opportunities that will allow the players and the GM
to create a very different sort of campaign.
(Back to Roleplayer
#20 Table of Contents)
Copyright © 1997 by Steve Jackson Games.
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