A Series Bible is a reference document that some screenwriters
for TV shows use to keep track of characters, settings and other notes. It
actually has two uses. One is when it is used to promote the show before it
becomes produced. This use has character notes, interactions and setting
details designed to showcase the potential of the show. Second is when a series
is in production and things change to the characters and locations and need to
be kept track of for future episodes. Obviously, there is a direct parallel between
the format of an episodic TV show and an ongoing rpg campaign.
As an example of a series bible let’s take a look back at
the old Lone Ranger TV series from the 1950’s. (For the record I am not from
the 50’s, but I did see a lot of the show in reruns growing up.)
Here are a few guidelines set down for the series…
-The Lone Ranger is never seen without his mask or a
disguise.
-The Lone Ranger always uses perfect grammar and precise
speech completely devoid of slang and colloquial phrases, at all times.
-When he has to use guns, The Lone Ranger never shoots to
kill, but rather only to disarm his opponent as painlessly as possible.
-Logically, too, The Lone Ranger never wins against
hopeless odds; i.e., he is never seen escaping from a barrage of bullets
merely by riding into the horizon.
-Names of unsympathetic characters are carefully chosen,
never consisting of two names if it can be avoided, to avoid even further
vicarious association—more often than not, a single nickname is selected.
-Criminals are never shown in enviable positions of
wealth or power, and they never appear as successful or glamorous.
There were also other things such as “Kemosabe” meaning “trusted
scout” and the name Tonto meaning “wild one”, which became a part of the regular
lexicon of the show, even though neither is a real word…except that tonto means
“dumb” in Spanish and his name was changed to Toro in Spanish language versions
of the show. They were made up words that the shows writers gave meaning to,
much the same way an rpg writer will give meaning to people and places within
their own setting.
I do the same thing when I’m designing my own worlds for
gaming. I tend to associate a particular race with a specific real-world
language. For instance, I might have my dwarves’ language based off of
Lithuanian. When naming locations or NPCs the players might meet or know of, I
translate a word I want to associate with that person/place into the foreign
language. For example, the king of the dwarves might be Rokas Kateras, which
means “rock cutter” in Lithuanian. From there I make a note in my “campaign
bible”, otherwise known as “campaign notes”, that dwarven names and locations
are based off the Lithuanian language.
Having a Campaign Bible allows for greater consistency
within a setting/campaign. By tying my dwarves into a specific language I can
be consistent in my naming habits. It can be real jarring to have your player
characters meet Rokas Kateras and his two sons, Charles and Emanuel. The son’s
names are perfectly fine but not when placed into the same culture. It breaks
the immersion a good designer wants to build.
That is the greatest strength of building a Campaign
Bible during world building. It allows the writer to check back to what is behind
the choices they make in their design. All world designers keep notes, but
sometimes we forget where we get the ideas from. For instance, if I’m working on
race design but then move onto some other project, I may forget I chose
Lithuanian as the default language of the dwarves when I get back to working on
the dwarven lands. Keeping the notes of how we make decisions can help down the
road.
However, a Campaign Bible is also good for a game after
the world building is done and play has started. Player characters are always
meeting new NPCs and finding new adventures that were not there during world
creation. Adding them to an official list of notes keeps a GM from forgetting
them. Also, relationships of the player characters will change over the course
of a campaign. The characters may be banned from certain villages or a cult may
be eager to gain revenge on the party or the GM may have had to invent a
relative for a PC in order to move a story along. These are all the sorts of
things that need to be recorded. Our
memories are never as good as we think they are.
Why is this important? Let’s
look at the Lone Ranger again, specifically the movie recently released in 2013. The movie is considered a “commercial failure” for many reasons. While not the only reason, I think one cause was that many of the things set down in the original Lone Ranger series bible were ignored or outright contrary. In the movie, the Lone Ranger was unmasked for much of the film, he killed people, the criminals had full names and the criminals were in positions of authority. Sure many of these changes were subtle and no one consciously made note of them, but there was an undercurrent throughout the movie that this was not the Lone Ranger. It had diverged too much from its source. The viewers lost faith in the movie.
look at the Lone Ranger again, specifically the movie recently released in 2013. The movie is considered a “commercial failure” for many reasons. While not the only reason, I think one cause was that many of the things set down in the original Lone Ranger series bible were ignored or outright contrary. In the movie, the Lone Ranger was unmasked for much of the film, he killed people, the criminals had full names and the criminals were in positions of authority. Sure many of these changes were subtle and no one consciously made note of them, but there was an undercurrent throughout the movie that this was not the Lone Ranger. It had diverged too much from its source. The viewers lost faith in the movie.
By forgetting what has come before the concepts can
fall apart. The same can happen to an rpg campaign. A solid base and a consistent world
can elevate a campaign from a random series of un-connected adventures to something
truly special. A Campaign Bible can help with that.
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