Fairy
Tales to help you create Fantasy Worlds and RPG's
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The Water
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Proppian
Functions, and the Fantasy Role Playing Game
Propp was one of the most brilliant
folklorists of all time, very knowledgeable of fairy tales, their
meanings, and
most especially their story structures. As people during his time
attempted to
classify stories by key features, and elements, something which led to
hundreds
of story types, Propp felt it would make more sense to examine story
structure
based on functions.
In his studies Propp found 31 fairy tale
functions, it was
his claim that while not all these functions where in any fairy tale,
fairy
tales where all driven by these functions which all occurred in the
numerical
order he outlined for them from least to greatest.
While it can be argued that there are
perhaps folktales
especially those in other cultures that do not follow exactly the
outline
created by Propp, he certainly discovered something that is true the
majority
of the time, and when talking about humans that is normally the best
one can
get, for humans have few if any rules regarding their imagination which
are
true all the time. It is wise then to utilize Propp's functions set as
a tool
to understanding fairy tales, rather then simply working to dispute it,
because
if you try to you will find fairy tales that don't match it, but you
will find
many more which do.
What
Propp means for fantasy stories and RPG’s
So
what do Propp’s functions have
to do with fantasy role playing games and fantasy worlds? Everything,
for it is
Propp's functions which have shown the outline for most all of the
early
fantasy stories, and certainly for the most famous of such stories. By
defining
this storyline Propp has not only created a tool for understanding
fairy tales,
he has created one for writing them, and fantasy stories structured
like them,
and considering the power and timeless nature of fairy tales this is
indeed a
valuable story tool. When creating a quest for your characters this
tool is
invaluable for helping to generate ideas, often times quests are merely
a
string of challenges rather then a story. Propp offers a more concrete
structure
for ideas. This way a game master creating an rpg quest could rather
then
simply stringing together challenges, string together events from
meetings with
hero’s, receiving of magical objects, and villain’s
natures being revealed.
Of
special interest to those
creating role playing quests includes the interdiction violated (the
players,
or someone close to them does something they where told not to). Common
in
fairy tales, someone is told not to do something, and so they must
inevitably
do it. In the case of a hero this could be a good opportunity to use
external
characters to pressure them. Someone close to them bothers them until
such time
as they do the thing they where told not to. Or the pc’s
could be forced to
choose between a known negative event and an unknown, as they are
chased by a
dragon, poisoned, or driven to do something they normally would not do
to
survive. For in fleeing the dragon they enter a fairies private realm
angering
it. To cure themselves of the poison they make a deal with a stranger.
There
are many other ways to direct the PC’s towards the breaking
of the
interdiction, allowing you to set them up for the fantasy quest.
Once
the interdiction is broken
the PC’s could find themselves in trouble, and so would need
the help of the villain
who at this point is disguised as a helper. One of the things that make
fairy
tales so interesting is the way in which villains often start out as
those
seeming to help the hero characters. Yet they do so only to cause some
sort of
harm to or to get something out of the hero. In your role playing game
this
duality of the villain character could add interest and of course a
more story
like feel.
On
the flip side of the hidden villain is the actual helper character,
someone who
provides magical aid to the hero. Fairies play in this role well for
they do
not have their own unknown reasons for helping and so could simply
choose to be
helpful if the player’s characters are friendly to them.
What’s important to
understand in this is that these are not simply random events; it is ok
if the
pc’s receive miraculous help from an outside source in this
story structure
because this structure is so well known to most peoples.
Propp’s structure
after all is the structure on which most of our fantasy stories are
originally
based.
Propp’s
function started with an initial set up situation of who, what,
when and where, after this the stories according to him would follow
along in
order some of the following 31 functions.
- A member of a family leaves home
(the hero is introduced);
- An interdiction is addressed to
the hero ('don't go there');
- The interdiction is violated
(villain enters the tale);
- The villain makes an attempt at
reconnaissance (either villain tries to find the children/jewels etc;
or intended victim questions the villain);
- The villain gains information
about the victim;
- The villain attempts to deceive
the victim to take possession of victim or victim's belongings
(trickery; villain disguised, tries to win confidence of victim);
- Victim taken in by deception,
unwittingly helping the enemy;
- Villain causes harm/injury to
family member (by abduction, theft of magical agent, spoiling crops,
plunders in other forms, causes a disappearance, expels someone, casts
spell on someone, substitutes child etc, comits murder,
imprisons/detains someone, threatens forced marriage, provides nightly
torments); Alternatively, a member of family lacks something or desires
something (magical potion etc);
- Misfortune or lack is made known,
(hero is dispatched, hears call for help etc/ alternative is that
victimized hero is sent away, freed from imprisonment);
- Seeker agrees to, or decides upon
counter-action;
- Hero leaves home;
- Hero is tested, interrogated,
attacked etc, preparing the way for his/her receiving magical agent or
helper (donor);
- Hero reacts to actions of future
donor (withstands/fails the test, frees captive, reconciles disputants,
performs service, uses adversary's powers against him);
- Hero acquires use of a magical
agent (directly transferred, located, purchased, prepared,
spontaneously appears, eaten/drunk, help offered by other characters);
- Hero is transferred, delivered or
led to whereabouts of an object of the search;
- Hero and villain join in direct
combat;
- Hero is branded (wounded/marked,
receives ring or scarf);
- Villain is defeated (killed in
combat, defeated in contest, killed while asleep, banished);
- Initial misfortune or lack is
resolved (object of search distributed, spell broken, slain person
revivied, captive freed);
- Hero returns;
- Hero is pursued (pursuer tries to
kill, eat, undermine the hero);
- Hero is rescued from pursuit
(obstacles delay pursuer, hero hides or is hidden, hero transforms
unrecognisably, hero saved from attempt on his/her life);
- Hero unrecognized, arrives home or
in another country;
- False hero presents unfounded
claims;
- Difficult task proposed to the
hero (trial by ordeal, riddles, test of strength/endurance, other
tasks);
- Task is resolved;
- Hero is recognized (by mark,
brand, or thing given to him/her);
- False hero or villain is exposed;
- Hero is given a new appearance (is
made whole, handsome, new garments etc);
- Villain is punished;
- Hero marries and ascends the
throne (is rewarded/promoted).
Learn More about creating a Fantasy Role Playing Game and a Fantasy World.
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