Making myths & place names

From: D. Pearton <pearton_at_u.washington.edu>
Date: Sun, 12 Dec 1999 20:06:36 -0800 (PST)


> Kevin Rose
>
> Well, there are a couple of answers. Some groups seem to basically take
> the position that there is (Nearly) always a myth out there you can steal.
> The GM just makes it up. This seems to be the Seattle theory, judging by
> the descriptions I have seen of their games.
>
> In this situation I would probably go with that approach, as it seems
> sensable. The problem is the GM gets to make it up. Have fun. Exactly
> what this creates is up to you.

Actually, it is usually up to the players or the entire group to come up with the requisite myth. We've come up with a great number of fun myths that way. Of course the characters never know all the myth - something is always lost in the telling which leaves the GM free to throw a few googlies in every now and then - or for you to screw up other people's heroquests (what the hell are the Orlanthi doing in our Trolls squash elves HQ?).

A few other odds and sods:
You can count me as part of the pro-dog Seattle posse, altough I'm sure that most of the herding is done by dedicated shepards and young boys. Of course they might have a dog or two for help and guard duty, but who care about them anyway - they're cottars for Orlanth's sake.

Talking about odd names, my home city's name in Zulu is "Tekweni" which translates as "The place of the one testicle" due to the rather unfortunate shape of the harbor area. Other great names in SA translate as "the place of the Elephant" (please don't ask me to spell the zulu word anymore ;), Egoli (city of gold = Johannesburg) and the famous "Tweebuffelsmeteenskootfontein" = Two buffaloes with one shot springs. We won't go anywhere near "Swartgat" or similar places... I'm firmly in the odd names = MGF camp, particularly when they encourage interesting and fun explanations.

The Hunting of the Snark, Lewis Carroll

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