Adventures on Barsoom

"As I approached the city I reduced my speed and dropped lower that I might obtain a better view of it. What a beautiful city it must have been in its time! Even to-day, after all the ages that have passed since its broad avenues surged with the life of hapy, prosperous throngs, its great palaces still stand in all their glorious splendour ..." (FMoM, 2)

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The Barsoomian Milieu

Barsoom is a world of perilous adventure and romance. The ancient, dead cities and dried sea-bottoms of Barsoom, its war-torn civilizations, the constant clashes between primitive and advancing cultures all combine to create a world where death and danger lurk around every corner.

Adventure gaming in the Barsoomian milieu is not like other games. On Barsoom, the lines between fantasy and science fiction are often blurred or even crossed. Barsoom is a world of stark, often incongrous, contrasts. High-tech navies course across the sky in great airships to do battle using swords and daggers. World-spanning empires rely on primitive city walls to protect their citizens. Technology is used to prolong life to hundreds, even thousands of years, yet on Barsoom human life has little value.

As you prepare to begin your Barsoomian adventures, you must consider these points:

  • Most Barsoomians know they are living on a dying world. For all the technological advancements being made today, Barsoomian society is still only a pale shadow of what it was in the past.

The most advanced of Barsoomian cultures will regard this as tragic, but a fact worth remembering and a past to be aspired to rather than mourned. The primitive cultures may think of the past as a period of weakness and decadence. In many ways, both are correct. The ancient Barsoomians built for themselves a wondrous and enlightened society and, despite their extinction, their legacy still lives on in the form of the great Atmosphere factories.

  • The future of Barsoom was irreversably changed by the arrival of John Carter. The presence of the Earth-man brought a badly needed infusion of new life to the dying world, and has spurred a new age of advancement in technology and exploration. Since his advent upon Barsoom, he has worked tirelessly to unite the greatest of the Red nations under his flag, and has charted out new and unexplored regions of the ancient planet, and has spurred others to do the same.

The wilderness of Barsoom offers many challenges and opportunities for the adventurous wanderer.

  • There should always be an opportunity for romance. Nearly all of Edgar Rice Burroughs' stories have, at their heart, the quest for love and the pursuit of romance. The hero and his lady are always being separated from each other by some new peril or being beset by a new tragedy. Often he must prove himself and his worth to her before she admits she will accept him.

The last sentence is very important. The hero must prove his worth. The storyteller must never let the hero achive any of his goals too easily, especially this one. The "kill" is not as important as the "chase".

Finally, on the subject of romance, once the hero has won his lady (or vice-versa, as the case may be), any consideration of sex should be kept strictly off-screen! This is romance, not pornography. After the happy couple are finally reunited, allow time in the game for a quick hug and a kiss, but then "fade to black" and end the session.

The Storyteller

The Storyteller is the person responsible for setting the story, creating encounters, building the world and generally making life difficult for the players. The Storyteller has three basic functions.

  • Referee - As referee, the Storyteller must know the rules of the game (whichever system you have chosen) and be able to interpret them during play. Players tend to try to do things that may not be within the scope of the written rules. The Gamemaster must be ready for any and all events and be prepared to interpret the rules and apply them fairly.

Always remember that the game rules aren't intended to cover every possible action or outcome. Be prepared for arguments and discussions with players, but keep in mind that another function of the referee is to keep the action moving. Don't let the game get bogged down by rules lawyering. Keep things flowing, fast and fun.

  • Storyteller - Every game you run is called an "adventure". The players' characters are the central characters of their own Barsoom novel. Adventures focus on the players' characters and what happens to them. Even if the action does not directly affect them, they will have the chance to affect the storyline by the things they do, the people they meet, and the places they visit.

Players like to feel as though their actions are important, and have consequences that affect the world their characters live in. Give them enough freedom of action for the game to be fun for all, and don't try to direct their actions.

  • Mood Setter - The Storyteller should make the players feel as though they really are on Barsoom. Dying planet, ancient cultures, fantastic technologies, pseudoscientific gobbledygook, and strange races are all hallmarks of Edgar Rice Burroughs' adventures. Use all of them to give the proper tone to your adventures.

The Players

The job of the players is to have fun and make the Storyteller's job difficult by foiling his nefarious schemes. The players' characters are the heroes of the story. They can be reluctant heroes, enthusiastic heroes, or any other type of heroes they wish to be, but they should always be important, if not integral, to the plotline.

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