(After reading everything, I wanted to put in my two-cents and see how everyone feels about structuring a procedure for the history and geography.)
Outline for SOP'ing Historical and Geographical Records
This idea we're discussing is something that has been scratching around my brain like a spider for sometime.
I've only been playing for a few months, and recently I've been putting together a mission for submission, but I have been bothered by an undefined vagueness in the history and geography of the DarkMod universe.
I looked at the articles that were linked in the previous posts and there is a lot of good food for thought. But the goals commercial games have for a backstory don't really work with TDM.
When a commercial company produces a game, they have precise control over the whole storyline and universe. They define and design every nuance to fit. What we have is a herd of cool, creative cats all working on the same canvas, some on the front, some on the sides or back, but very few of them seeing all aspects as one work.
Please review and provide your opinion.
NOTE: For the proposed SOP, the term "peer review" is defined and used here as a voluntary, consensual disclosure of information to and between other members of TDM Forum. It does not imply any loss of independence, intellectual rights, or creative concerns for submitting party who chooses to submit to a peer review. The submitting party has no obligation to make any changes relating to any form of feedback generated during a peer review.
Other than through polite suggestion, parties that perform a peer review have no right to use —or attempt to us— coercion, force, or by any means try cause the submitting party to change their design or any of their ideas. Any suggestion than is rejected by the submitting party is not allowed to be repeatedly suggested, or pushed, by parties involved in the peer review.
For approval of any item to become canonical, there must be an agreement by the non-abstaining, majority members of the active forum members.
Consensual Continuities vs Strict Canonical Timelines
An astronomical calendar, sequencing all the major and minor events in the universe, won't work well for a creative, free-for-all of activity. A calendar-based system will only work well for when people are referencing larger events in the timeline like wars, revolutions, and significant personages —the big milestones.
It's better to detail modern events similar to shaggy-dog stories between beers at the local pub: "This happened before Joe's story, but at the same time as Anne's, only it was in Norfolk, not Italy…" Modern history should be mainly anecdotal. This will keep us within a flexible framework of good lore, but also provide enough structure to base strong connections between events.
Dark Continents, Empirical Empires, and Mysterious Metropoleis
Regarding a map of the world, there has already been some confusion as to locations and coastal outlines. We don't want or need to define all borders, but if a player goes South, they should at least know what will be in that direction and in what order. There needs to be some "loose" geography for better creativity.
The technology of the universe has both sail and flying ships. That implies a semi-effective mapping system for the coastlines and near the mountain masses. We also have complex machinery that indicates a standard rule of measurement, meaning that inland surveying is accurate withing areas controlled by ruling governments. Any area inside an empire or along its coasts should be treated with more precision than somewhere out in the boondocks of "Thar' be dragons."
Mapping the cities themselves is a really bad idea. This would put a tight stranglehold on a creator's ability to make missions effectively. They would spend so much time revamping and patching their visions and goals in order to match a predefined landscape, that the soul and vibrancy of their creation would be lost. Mapping the general outline of oblasts is fine, but leave the cities to mutate and be fickle within their walls.
How to Build Harmonious Chronology
Each contributor should make their own timeline of only their missions. All events that affect anything larger than a small, localized area must have a specific date, area of consequence, projected longevity of the effect, and list all affected entities. These timelines will be subject to peer review. Any other historical occurrences that they wish to include must be clearly noted as such and will be subject to peer review.
Basic Guidelines
The majority of the timeline should be based on a common oral history, and missions should use major historical events as a reference only when it's absolutely necessary for a story. Historical missions will need these references primarily, and they must be given priority for the use of major events in order to avoid possible paradoxes.
If a mission event could affect the timeline or conflict with an coinciding event, the story should be submitted for peer review and necessary editing.
Because many missions are not outright declared as occurring on a specific date, a standard mission only needs to be viewed as happening sometime in the modern era. We will define the modern era to be approximately a span of 30 to 35 years, plus and minus the character's age. This gives a total range of 60 to 70 years of events that could influence the player.
This span of time also allows for a wide range of minor and major technological and civic change without drastically changing the atmosphere between mission storylines. Architectural styles and events inside of this area will have plenty of room for change without causing disruption to the lore.
To help with continuity between created works, newspapers and other publications (even diaries) don't need anything beyond the day and month noted unless it's absolutely essential for the story.
Creating Cartography by Committee
The primary map should be of modern times. The map must include every important geographical feature that they either use regularly or is shared by other creators. Single mission features should be annotated as such, and will be subject to peer review.
If a map is for a historical mission, then an appropriate historical map also needs to be made. These need to be separate maps, not annotations on a modern map, and should follow the same guidelines as the primary map.
Mapping Guidelines: Human Geography
Each map needs to have these unnatural features: controlled borders; areas of influence (nomadic or indigenous people's territories, unincorporated areas, etc.); cities and towns; roads, trade routes, and other paths of travel (to include sea and air routes); main ports; notable inns and villages; mines, prisons, outposts, etc. If it's man-made, mark it.
Mapping Guidelines: Mapping Beliefs and Architectural Influences
Beliefs are important for lore construction. Everyone needs to know the areas that are influenced by different belief structures. Is an area Builder, Pagan, Agnostic, what? These sectors can overlap. Your main sectors will be up to peer review, but because beliefs are generally unbound, there can always be influence found as a minority in any area.
Architecture sometimes changes drastically in a inside a homogenous area. A mapper is always free to use whichever style they want, but there should be some evidence of the architectural source. A Builder outpost doesn't match the confines of a Pagan village unless there was some event that caused its inclusion.
If a contrast like the example above exists and it is a major feature outside of the single mission, then the creator needs to mark on a timeline when this occurred and annotate how it happened. (See: How to Build Harmonious Chronology)
Mapping Guidelines, Natural Geography
Each map needs to have these natural features: a rough coastal outline; major bodies of water (nothing smaller than a Great Lake unless it's utilized); mountains and valleys; rivers, swamps, and bogs; cave systems; forests, etc. Other features may be added upon peer review. Most of the area should be unused, allow plenty of room for growth and imagineering.
The degree of mapping will vary depending on how close it is to civilization. Features closer to civilizations that use a metered rule will have more precise measurements predominately along trade routes, around its ports and other shoreside structures, and in the vicinity of any habitation. Denizens outside the city, i.e. Pagans, will have less detailed mapping around there habitual areas. An indigenous village can be defined as being somewhere within a one or two-days travel of the location on the map.