How Players Shape the World of Godflesh

In this post:

Remember how I mentioned getting the gang back together to playtest my new game concept, Godflesh: Cycle of Inheritance, last week? Well, we finally had our session zero this Saturday, and it was a blast!

Instead of going it alone for worldbuilding, I decided to involve the group. Part of the reason was for their feedback, but honestly, building a world collaboratively is just more fun. Aside from my initial vision for the game and setting, the only prep I did was printing a map.

During character creation, I asked the players to consider their backstories, their location on the map, and the god they were born under. This twist placed them directly within the world and its power dynamics. The map revealed a region caught between two controlling deities.

From Bards to Dragon Slayers

One player chose the domain of a strict god of order and law. Think Spartan society, with a coming-of-age ceremony that sorts children for specific roles. Warriors, artisans, and those deemed “unfit” are all assigned their destinies. The unfit, interestingly, are cast out beyond a strait to fend for themselves – essentially becoming disposable scouts.

This player further fleshed out the god’s influence. Inspired by the order theme, they envisioned a bee motif, with the god itself taking the form of a giant, bee-covered tree. As we progressed, we even established factions that could influence the group’s actions. In this domain, the player-created faction – inspired by the bee theme – was named “The Drones.”

The other two players, hailing from the same domain within the map, collaborated on their backstory. Their characters originate under a god of wine and salt, placing the technological level somewhere in the late Bronze Age – think “antiquity” with a mix of Greek and Mesopotamian aesthetics. This naturally led to a wine-related theme for their characters, drawing inspiration from Greek and Italian traditions.

Our group boasts a diverse cast. One player chose the “Artisan” class, typically a tech-focused character in the original Demigods game (set in a modern world). Since technology wasn’t an option here, we had to retool the concept. We transformed the artisan into a skilled enchanter, wielding a form of magical “thaumaturgy” instead of gadgets!

Another player embodies the Muse, a class similar to a Bard from the Demigods game, drawing inspiration from myths while also possessing the ability to charm and inspire others, but also boasts moves reminiscent of a D&D Bard, complete with their instrument of choice – a unique Tambourine crafted from the scales of slain sirens! A truly fascinating backstory.

Crafting a World with Historical Context

The third player, after much deliberation, chose the warrior path. Their weapon? A colossal dragon-tooth hammer, a testament to their strength. Notably, due to the game’s Bronze Age setting, swords are a rarity – most warriors rely on spears and maces due to limited metal resources. This choice perfectly reflects the historical context we’re building.

Looking ahead to our next session, transportation poses an interesting challenge. While soldiers might have access to riding horses, they’re far too expensive for commoners. More realistic options include trireme ships or donkey-drawn carts. Interestingly, walking alongside a cart can be faster than letting the donkey pull it alone!

As a group, we’re actively pushing boundaries and crafting a world with a distinct identity. Gone are the generic fantasy tropes of a mixed medieval/Renaissance setting. While our world isn’t a perfect historical replica (spanning roughly a thousand years of real-world history), we draw inspiration from diverse sources for a richer experience. Just like the player who chose a unique instrument, we’re shunning historical clichés.

The Lifeblood of Game Development

From a game design standpoint, this playtest is invaluable. It allows me to tailor the game to our collective vision. Interestingly, the “how the group came together” section proved to be surprisingly useful for creating factions. It was a serendipitous discovery, but it became clear that this is where our focus should lie.

Based on their group backstory, we’ve fleshed out three distinct factions: the Wharfer’s Assembly (dock workers) who have conflicts with our heroes, the “Drone” followers of the god of order we discussed earlier, and a mysterious, yet collaborative, shady organization with which they share a sanctuary.

The process of creating factions has been incredibly fruitful. We’ve generated ideas for moves, game structure, and overall mechanics. As with any game development, playtesting is the lifeblood – without it, progress stagnates.

Overall, it was a fantastic session zero. We have a compelling group of characters, a world brimming with potential, and a whole lot of excitement for what’s to come in the next playtest. Stay tuned for further updates!