What Can Hide In Your World?

Watching Hannibal – which is bad, by the way – I was reminded of an old conversation about hiding things in your setting. The same idea is root to the narrative of Brightburn, and in turn tangled around the root of the Marvel Cinematic Universe. Still, it’s a question that’s important to the world building in your games, because it shows what your world has room for.

In the Marvel Cinematic Universe, superheroes can ‘lay low,’ and be more or less well hidden, but once they start ‘doing stuff’ of any scale it’s pretty likely they get found. This is because that world has a organisation that makes a positive showing of constantly looking for these people (‘in some way’) and the narrative kind of doesn’t ask any questions about what that means. Now, in this world, the point of this is to bring superheroes into attention and get past the boring bits of an origin story – just have the Shield folk turn up a new hero, and get involved in the story at an interesting bit after all the tedious bits are over. This is to say that in the Marvel Cinematic Universe, there’s literally a heroic surveillance state that not only does things you want them to do (speed up superhero stories) but makes monitoring everything in the world seem cool and doable.

In Hannibal, there’s somehow enough means for multiple serial killers with lurid, vividly horrible modus operandi to spring up in one area over the course of a few weeks, with their activities overlapping, and the department of the FBI that was set to the task of dealing with them was like, five people. Now, that seems weird to me, but that’s what this setting needs – and I mean, if Hannibal Lecter is a wealthy millionaire then it’s kind of fine, I guess, that he can just murder people with impunity, but if that was the case why would he bother being so careful about his identity? The story already has a monster – Mason Verger – whose money makes him immune to punishment, so like, what does it matter that these things are hidden? How are these bodies being moved around, these elaborate tableaus being only discussed by one sleazy blog?

In Brightburn, the question is ‘how likely is a meteorite landing to be noticed in the year of our lord 2010,’ which I guess leans on the wall of what’s believable, but also then builds a story about ‘how creepy and invasive can a single kid be without anyone noticing it, and how likely is that to be de-escalated.’ That’s interesting.

(Brightburn doesn’t do anything interesting with it).

The thing is, in each of these cases, these are worlds that are meant to be like ours – some even give a specific date! In our world, it’s hard to maintain fictions about big events, because we have recording devices everywhere, a sort of sousveillance state.

In a fantasy setting, we don’t tend to have rapid communication, but we do tend to have a reasonably modern vision of trade. It’s one of the funnier things I’ve noticed in most fantasy RPG settings – there’s a vision of commercial trade that’s generally a lot further along than the technology and societies imply. I actually really like Erik’s term of Castlepunk for this – you’re not gunning to represent a real pre-rennaisance world, you’re just jamming the cool looking bits of it together and asserting that it would make sense, so relax. The point is, people are moving, and goods are moving, and people are buying and selling things in a meaningful way. That means they’re talking.

Something to consider for your D&D settings, then, to think about in terms of how well they know the places next door. Every place you go probably knows two or three things about the place one town over, and they probably know the biggest place in the region. Think about it as an exercise; three individual ideas about each adjacent place, and three ideas about the capital. You can even treat these lists as traits of the place.

For your town, jot down say, five traits. People in the town know five of them, people one town away maybe know three, and people another town over know one. This is a really simple, dirty trick for starting out your worldbuilding, but it does the job of representing the way information moves around from place to place.