Myth-building 101

From: James A. Holden <jaholden_at_sprynet.com>
Date: Tue, 6 Feb 2001 12:00:04 -0700


With HW, there seems to be much more room in Glorantha for "godlets," who will probably never receive detailed attention in publications -- there are simply too many of them, and their range is too narrow for any one to be important to the grand picture. But local minor deities and divine patrons might benefit from myths of their own, especially if they are to play important roles in someone's campaign.

So what makes a good myth? Have you discovered any useful principles of myth-building? Should myths be... short? long? simple? detailed? Should they tie in with well-known Gloranthan mythology? Should they be independent? Are there certain features myths should have (other than or beyond Joseph Campbell's analysis)? Do you start with a feat or heroquest idea, and then make up a myth to justify it? Or are feats and heroquests occasional byproducts of mythmaking? Should theistic myths be different from animistic, sorcerous, or mystical myths? Are there certain functions good myths fill in a game sense (perhaps but not necessarily the same as the functions of myth in our world)? How do you communicate these myths to players? Do their heroes hear a story? Enact a ritual? Is the myth-building process the same or different when you create new myths for existing deities?

James


End of The Glorantha Digest V8 #255


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