Last week, in the comments to last week's post, "Rules, Rules, and More Rules," reader Bonnacon asked me to elaborate on something I wrote there. Specifically, he wanted to know more about this:
However, I still kept the magic-user and priest classes as separate things with unique skills for each, along with lots of other stuff that doesn't quite "fit" into the setting as it evolved. My vision of Tékumel is my own and undoubtedly at odds with the "official" version in several places.
This is all in reference to my ongoing – and soon to end – decade-long House of Worms Empire of the Petal Throne campaign. When I began the campaign in March 2015, my intention was to stick with the original 1975 EPT rules as closely as possible. That was, in fact, part of the reason I started the campaign in the first place: to play in Tékumel using its original ruleset. Those rules are quite "primitive" by contemporary standards, being an offshoot of 1974 OD&D. For the most part, I'm quite fine with this, since I prefer minimal (even minimalist) rules over more complex ones.
Of course, in extended periods of play, especially over the course of ten years, it's all but inevitable that even minimalist rules will start to change in response to unexpected circumstances. That's certainly the case with the House of Worms campaign, where we've made little adjustments here and there. For example, I've allowed the optional adventurer character class from issue #31 of Dragon (and further developed by Victor Raymond). Similarly, I clarified the way that weapon skills work in the game, since the rules don't really explain what purpose they serve or what penalties a character might suffer if he doesn't possess the skill associated with a weapon he's currently wielding.
The matter is further complicated by the fact that Empire of the Petal Throne presents an early version of Tékumel, the earliest published. Although most of its setting is present in the 1975 rulebook, much of it is still vague. For example, clans are barely mentioned at all, despite later being a foundational aspect of Tsolyáni society. Now, since I was a long-time Tékumel fan playing in the 21st century, I was already familiar with many elements later added to the setting. Even though my goal with the House of Worms campaign was to go back to the beginning, so to speak, it was nigh impossible for me not include things like clans, even though EPT doesn't really include them.
Furthermore, even in later Tékumel materials, such as the encyclopedic Tékumel Source Book released in 1983, there are still matters that are not fully explained or even discussed. Any attempt to referee a campaign for more than a short period of time will certainly run into "blank spots" that needed filling. That's especially true of the deeper mysteries of Tékumel – prehistory, the gods, parallel worlds, the College at the End of Time, and so forth – but it's just as true of even more mundane topics, like the lands at the edges of the continental map.
It has sadly been my experience that a lot of Tékumel fans have been reluctant to come up with their own answers, instead rushing to the Source Book or archived Usenet posts from the 1990s for the Truth™. I think that's a mistake for many reasons, not least because the introduction to the Source Book itself ends with the following:
Even if we were to issue a monthly newsletter or exchange data by telephone, there is no real way to prevent your history from diverging from mine. I can indeed provide further materials – and some are already available from the publisher of this book – but we cannot keep your Tékumel from drifting away from mine. This is as it should be. You have just bought MY Tékumel. Now make it YOUR Tékumel.
I think this is good advice for a referee making use of any published setting, but it's especially so for Tékumel, whose idiosyncrasies are many. Trying to get every detail right and never deviating from every jot and tittle of its diffuse canon would be a Herculean task and, ultimately, a Quixotic one. That's why I decided early in the House of Worms campaign not to get too hung up on such matters. My goal was a fun roleplaying experience for everyone involved and achieving that often meant adding, subtracting, and otherwise altering previously established material about Tékumel.
I'll get into more specifics in Part II of this post next week. With luck, it won't be too "inside baseball" in its content and readers without much knowledge of Tékumel will also find it useful.