Showing posts with label Content Constitution. Show all posts
Showing posts with label Content Constitution. Show all posts

Thursday, June 2, 2016

New RPG Players

New Players in Games Today

Living in a Golden Age?

It seems like since I heard about David Ewalt’s Of Dice & Men, I—and everyone else—decided it was time to pick our dice back up and start rolling again.  I stopped playing when 2nd Edition was a big thing (the Dragon magazine 5 CD compilation was my last major purchase—and one I’m thrilled I held on to, if only out of chance).

Lately, it seems like everywhere I turn, there’s another article about how roleplaying games are becoming all the rage again.  The most recent was published in today’s Washington Post as a short comic (guessing online only!).  Some of the reasons listed are that the stigma’s been lifted, people never really knew what roleplaying games were before, among other things.
Although none of the major producers I know of release detailed sales figures, anecdotal sources tell us that the state of the hobby is strong.  ICv2’s most recent Internal Correspondence estimates that games sales are up 20% overall.  Internal Correspondence notes that RPG sales as a whole are increasing, led (unsurprisingly) by 5th Edition, with Pathfinder sales flat or declining—at least in retail stores. 
And yet, something must be going right for the kids over at Paizo.  Even if the industry insider is telling tales of their woes, Paizo’s gone and broken three of their oldest taboos.  First, they’ve consistently said no new edition for Pathfinder, at least not anytime soon.  Second, they’ve repeatedly resisted advancing their timeline, something popular with RPGs in both the domestic and international markets.  Finally, citing concerns that it was the creation of too many campaign settings that ultimately sunk TSR into Wizards of the Coast’s arms, they’ve refused to publish anything but their Golarion products—in house at least.  Instead, they’ve squared the circle, developing a new game mixing magic and technology and adding in a little interstellar travel.  Before this post devolves into a post on the merits of Starfinder (future topic!), I’ll leave it to say that Lisa Stevens at Paizo strikes me as a shrewd businesswoman.  If she didn’t believe there was space (double enténdres?) in the industry for a successful new product, it would not be happening.
Finally, we’ve seen a bevy of other games and game companies sprout up over the last few years.  This includes Monte Cook Games with their Numenera, the Strange, and Cypher System games; Fire Opal Media’s partnership with Pelgrane Press to publish 13th Age; Robert Schwalb’s Shadow of the Demon Lord (with a number of support products that are, frankly, mind boggling for a product with less than one year on the market); Green Ronin’s Fantasy AGE; and a new edition of Shadowrun, just to name a few.

What Does This Have to Do With New Players?

New players are how we keep growing our hobby!  And, because I need to write a blog post.  Because I want to see the less-well supported products succeed, I like to run 13th Age games at GenCon and other local cons I attend.  So, before GenCon 2015, I invited some friends over to my house for a little roleplaying session.  I planned on using four hours to run the first two-hour scenario in the Shadowport Shuffle series: Deep in the Red.  I felt like Deep in the Red would be a strong scenario because it offered a lot of roleplaying opportunities.  I provided pre-gen characters, but wanted to give people wholly ignorant of game mechanics quite some time to learn them.
I ended up with 7 players, only one of which had experience playing any RPG.  6 were heterosexual women, one was a bisexual woman, and 1 was a homosexual male.  That’s right our table had no heterosexual males (not that there’s anything wrong with playing with heterosexual males, but our group was NOT the norm)!  Here’s a quick rundown, all working professionals in the Washington, DC area:
·      Attorney for a large corporate firm
·      Property manager for an apartment building with 100+ units
·      Congressman’s scheduler
·      Charter school principal
·      Special events director of a museum
·      Office manager for a judicial advocacy organization
·      Partner of a real estate management and sales firm
One look at this list does not scream: members of the creative class!  There were no writers, no artists, no singers or songwriters, no architects, etc.  All in all, I was actually excited about this.  Of course, there were no engineers either, so we were killing the stereotypes on multiple fronts. 

What Actually Happened?

[MINOR SPOILERS FOR THE 13TH AGE SCENARIO “SHADOWPORT SHUFFLE” FOLLOW]
We sat down and everyone but me opened their first drinks (did I mention this was a heavy drinking group?).  I gave a quick runthrough of the system’s rules: covering ability scores, races, classes, using d20 and other weird dice, and other information on their character sheets.  Then, we talked about backgrounds and how they interact with skill checks.  We talked one unique things and icon relationships.  Finally, we jumped into play.  Here are my quick takeaways:

Roleplay Attracts No Specific Type of Person

When I’d first put out the call for GenCon guinea pigs players, the call was wide and to a large group of people (about 25), because I thought that no one would be interested.  I found that quite a lot of people were.  Some were curious because they’d never heard of them.  Others were curious because they’d heard of them, but didn’t know what they were.  A surprising number did know what they were, and had played before. 
Three of my players are from another group that frequently discusses attempting to organize a book club dedicated to cheap wine and trashy, smutty fantasy novels.  I was not surprised when they signed up.  However, I was surprised that one of them was not a fan of the RPG experience.  Another participant, who was a last minute, day of, addition, has been hassling me to organize another home game.  (Don’t worry, law school’s over!  It’s happening!) 
Fortunately, at least one of them had some rpg experience.  This was useful from a numbers management perspective.  Having two people to help six new people wasn’t an optimal ratio, but we’ll discuss that later in the post.

Roleplay Can Be Intimidating for Newcomers

One of my players had initially emailed me saying that she’d love to help out a friend, but she just didn’t feel like she was creative enough to participate in something like an afternoon of roleplay.  I assured her that she was and that if she was uncomfortable, she should by no means feel required to do anything that would upset her.  I was thrilled when she showed up that day though.
This is an area where system choices can have a real effect on new players’ experiences.  Two of 13th Age system tools quickly came into play here.  First, its montage scene feature is a system-neutral tool (it’s not even mentioned in the Core book, just in the adventures and later products) that’s useful for helping players get into their characters. 
·      GM (to Player 1): It took you two weeks to make the journey from Alepha to Betatown.  On the way, there was a great challenge that threatened all of your lives.  What was it?
·      Player 1: A man-hunting bear trained in the art of the shuriken stalked us through the forest of Beasties.
·      GM (nodding): Yes, it was a terrifying time.  But, Jord the Crazed Sword Mute saved all of your skins.  How did he do it?
·      Player 2 (playing Jord): Well, you see, it went something like this…
Montage scenes involve no rolling of dice, merely storytelling.  They are a great way to invest players in the story without needing a single mechanic.  It’s also exteremely useful for helping those players who are concerned that they’re “not creative enough” to get involved.  It’s loads easier to ask a player to give a minor detail (or set up a problem) than it is to say, “You’ve got this sheet full of stats, tell me its story.”
Deep in the Red makes use of this in other ways two.  At one point, the players meet an NPC.  After the GM gives a very brief initial sketch, each player is invited to give a detail about that NPC’s appearance and/or mannerisms (which resulted in my having to act like a physically big man with a small boy’s voice).  That’s a great way to let players develop the world: it takes work of my shoulders while investing them in the experience at the same time.  Sure, it was a pain keeping my voice high and occasionally cracking it, but my players were invested and actively listened to what the NPC had to tell them.
Deep in the Red also assumes that each of the characters owes one of the Icons, major NPC organizations in the game system, a favor.  That Icon is the Prince of Shadows, an archetypical master thief figure.  The scenario begins with the Game Master informing the players of this debt.  Each player then has an opportunity to explain what, exactly they needed and how, exactly, the Prince helped them.  This was very useful for getting players in character.
And that player who thought she wasn’t creative enough?  Well, after the party recovered the MacGuffin they were sent to find, she had a really sneaky idea.  Since the party was working for a master thief, why didn’t they just have a copy of the statue made and sneak off with the real one themselves?  Not to spoil a major reveal at the end of the scenario, but what’s supposed to be a big surprise for the PCs turned into a much bigger surprise for the NPC questgiver.  And the PCs were thrilled to see that happen (not to mention paid double for stealing only once!).

Newer Players Preferred Story over Context

I provided the info map above as a flip map in the center of the table.  My goal was to quickly convey system information (yellow) and setting information (pink) with a visually appealing backdrop.  To some degree, it worked.  To other degrees it didn’t.

What Worked

Pelgrane Press provides a beautiful, hi-res, image file of the map of the Dragon Empire.  Gaming companies put these things out and as a Gamemaster, you should run with them.  Obviously, don’t abuse their intellectual property (most companies detail how you can use these materials for your home games somewhere in their core rulebook or attached to each product).  Remember, many gaming companies are small and thrilled to have you interacting with their materials and the authors themselves will love seeing what you did.  So, get out there and do it.  Focus on what you’re best at, but don’t be afraid to stretch out—graphic design isn’t my field of expertise, but I think I did a pretty good job throwing out a 24x30 inch flip map that got everyone’s attention.
The bare bones information was helpful here.  Being able to point to the gazetteer information on Shadowport (which paraphrases the 13th Age Core entry on the city with a bare-bones explanation) and then tell them, “And that’s ALL anyone…you or I…really knows about it right now,” helped cement the setting’s malleability in their heady.  Similarly, defining the Icons enough to give them flavor but without setting them in stone was helpful.  If I run a similar campaign, I’ll consider using the 7 Icon Campaign aid.  13 Icons are great if you’re a voracious reader or a regular gamer, but if you don’t have a wide breadth of fantasy they can get a little tough.  Additionally, at least for a one shot, I wouldn’t be afraid to cut down on Icons in the future.  I don’t remember if any of my players had a relationship with the High Druid, but I do know it likely didn’t come into play in a highly urban setting (though, who’s to say it couldn’t?).

What Didn’t

A wise man once said that the rent in New York was just “too damn high.”  Mechanics information is just too damned complicated.  I wanted a simple reference guide that my players could refer to while moving through the story.  What I realized is that mechanics information is something that really has to build upon a strong foundation.  Most of the yellow space on my map could easily be replaced with more pink content or (even better), freeing up some of the underlying map to be seen.

Newer Players Preferred Roleplay Over Combat – BUT mechanics matter!

Remember when I said that mechanics needed to be built over time?  I was blown away by this.  In fact, my last blog post of last summer posited that system mastery would be the least important factor for any new player—that was why I chose a rules-light game like 13th Age over something like Pathfinder.  But, without the concepts attached and a strong explanation of those rules, sometimes things felt a little bit arbitrary.
This was especially true in combat situations.  My characters did not like combat.  But, they loved skills challenges.  They even loved how ridiculous situations got when they failed forward and more and more off-the-wall ideas were required to get them out of a jam they’d just created.
One player commented that she wished that we’d had more time to go through the character creation process.  This has helped me a lot—I’ve realized that a session 0 and a Microscoping session for worldbuilding are essential for a longer-term campaign.  Similarly, for a one shot (especially one where the play is only supposed to last two hours), offering those who want to make their own characters an opportunity to drop by a couple hours early and do so will only enhance the experience.

Go Forth and Play!

So, those were my lessons:
·      Create situations where your players can ease into roleplay and they won’t even notice how deep they get – cook your players frogs slowly;
·      Make sure you’ve got a story everyone can relate to.  It doesn’t have to be plain vanilla European fantasy (Deep in the Red is a pretty obvious Maltese Falcon knockoff), but it does need to be relateable; and
·      Ensure that players get a good grasp of the underlying mechanics and they’ll come up with ways to employ them destined to drive you crazy.
Good gaming!


Friday, June 19, 2015

Gayming in Greendale -- Community Campaigning




So, I play RPGs.  But, my roommate doesn't.  Once, when my college roommate was visiting, we got her to play a game of Fiasco.  She was fantastic, taking on the role of a Swedish research scientist at an Antarctic research station.  But, from time to time, she'll ask about something in an RPG even if she's not interested in playing.

Lately, we've watched a lot of Community together.  There are two fantastic episodes of Community (called "Advanced Dungeons & Dragons" and "Advanced Advanced Dungeons & Dragons") where the gang actually plays an RPG.  On the show they claim it's D&D, but it's a highly modified version more suitable to TV.  The theory behind it isn't changed, it's just that the DM does all of the rolling.  I can get behind the idea of having the players do all the rolling (thank you Monte Cook Games and the Cypher System!), but making the GM do it is just one more burden when your GM could be doing something to make the game more interesting.

But, I'm digressing.  This weekend, I hit on an idea to introduce my sweet roommate to the RPG world.  I built a fantasy world based on the tropes in Community.  This is not the world that Abed creates for his games in the show.  Rather, this is a game that utilizes the tropes from Community to build something totally new (or, as we'd say in the world of copyright, an unauthorized derivative work).

One of the most difficult parts about campaign settings is getting into them.  If it's homebrewed, the GM knows everything and the players have no frame of reference and that's a lot to learn.  Ditto for other campaign settings.  I love Paizo's Golarion setting and dutifully subscribe to the Campaign Setting line as well as devouring gazetteer articles in Adventure Paths.  Most people don't.  Golarion is a tough setting to get into.  Ditto the Forgotten Realms, Dragonlance, Greyhawk, the 9th World, and any other setting you can think of.

Shadowrun might be able to overcome this problem since it's setting is based on the modern world.  Unfortunately, Shadowrun's gameplay is so totally opaque that I have no way to evaluate this statement.  In fact, I'm attending a two-hour GenCon session that's just about creating Shadowrun characters.  There's no adventure--just character creation.  Maybe.  Just maybe, after I get back I will have an idea about how Shadowrun is supposed to go down.

So, a campaign setting is probably best if it's accessible.  One way to do this is to create it from the ground up.  The GM doesn't know anything more about the setting than the players do because the GM hasn't invented anything yet.  Have a player that wants to be a cleric?  Okay, pick a couple of domains and tell me about the god(dess) you worship.  Is there a cobbler in town?  Hmm...okay, sure.  Her name is Shawna Tumbletights and she's an ancient gnome who's warding off the Bleaching by investigating all forms of footwear.  She'll provide you a discount on a pair of shoes created custom for your feet if she can investigate your strange bunion...

But, worlds built from the ground up fall easily to internal discontinuity.  What if you need the Vermin domain to be the sole province of the evil insect god and your player already picked it as part of her worship of the goddess of music, who happens to be incarnate as a giant cricket?  Well, you either have to take something away from the PC (never a good idea) or be SOL.

I won't dwell on the problems of playing in a setting familiar to just about everyone, like Middle Earth because we've all hung out with that one guy that can recite the entire Silmarillion.  So, back to Community.  This seems like a great compromise.  My roommate's already familiar with the show's tropes, so it's accessible to her.  There will be some changes, of course, but she should get the general concepts.  Greendale is a good place.  The Pala-Dean is a good guy.  The Greendale Seven are good guys.  Commander Chang is a bad guy.  Etc.  Etc.

I shared the one-page Google doc with her last night.  Thus far the only comment is that the Pala-Dean sounds a little bit like Paula Dean--which only goes to show you why accepting feedback is important.  Anyway, I thought it would be fun to share the one-pager with y'all as well.  Since my family is visiting this weekend, I'll plan on posting the stats for a few of the characters, including Dingleberry the Troll(kin) on Monday.

Harken close to hear the tale of Greendale...

latestOnce upon a time, in the Aumverg region of the Idlemann River Basin, the bucolic Kingdom of Greendale flourished under the rule of King Greendale, the Human Being.  The king was advised by Baron Carl Bladt of Rusty Bucket Manor; Duke Richie Countee, an overweight alcoholic who believed he could read others’ minds; and Benjamin Chang, known today as the Betrayer.  After consultation with his council, King Greendale directed the Pala-dean, a holy warrior dedicated to love, education, and fabulous costumes; to enact his will.  The Pala-dean was assisted by great champions, known collectively as the Greendale Seven.

But all was not well in the kingdom.  Chang played to the fears of the little people within the kingdom; the dwarves, the halflings, and--especially--the gnomes.  In secret he recruited them to his cause.  Chang made common cause with a band of wizards that operated a bakery.  The wizards wanted to corner Greendale’s grain market.  The wizards carved secret passages beneath the city of Greendale.  When the time came to strike, his Changlorious Bastards attacked through these tunnels, known as the Subway.  

Chang coopted Baron Bladt and Duke Countee.  They sent the Pala-Dean to challenge the dread dragon, Draconis.  With the Pala-Dean distracted, there was no one to protect the king when Chang struck.  By the time the Pala-Dean realized Chang’s plan, the deed was done.  The Pala-Dean returned to Greendale, making haste to the castle.  Fighting through Chang’s midgets, the Pala-Dean entered the inner keep.  He exited an hour later, spurring his horse to the east.  None have seen him since.

The Greendale Seven attempted to free the king, but were repelled by Chang’s men.  Early on, Chang was successful in framing them for the coup.  By the time the truth came to light, the Greendale Seven were scattered and unable to form effective resistance.  Shirley the Cloying, ever an enemy to the wizard bakers, fled south to New Fluffytown.  Troy the Obtuse and Abed the Undiagnosable vanished.  Only Britta the Needlessy Defiant attempted to organize resistance, but none rallied to her cause.

Today Chang imposes arbitrary law and rules with an iron fist.  Chang keeps Baron Bladt and Duke Countee loyal by plying them with alcohol and women.  Anyone who speaks out against Chang is jailed as are any even suspected of defying Commander Chang’s authority.  Just last night, you were imprisoned.  Perhaps you were taken by surprise, perhaps the guards tricked you into coming in for questioning, perhaps they threatened your family.  Now you sit in a cell among other suspected traitors, awaiting what passes for justice in this Chang-blasted country.

Monday, April 6, 2015

Content Constitution: Inle Lake

As we expand on our country of Menas, I want to do something that will help establish that Menas is a more temperate area than the real country that inspires it.  Recently I ran across an article on io9 about a lake in Burma.  Satellite pictures of the lake over time show the lake shrinking.  But, it's not drying up.  What's happening instead is that farmers are planting crops directly on the lake's surface (see below for how) so that it appears to be shrinking, but isn't.  I like the idea of sticking a lake somewhere in the Hadria, about where the foothills transform into mountains.  A giant lake helps telegraph, "this place is not a desert," which I think goes a long way to helping us split our fictional kingdom from its real world inspiration point.

NASA satellite photo of Inle Lake, Burma
Lake itself
The lake itself is medium sized and freshwater.  It's not particularly deep.  Most places the lake floor is no deeper than a foot or two beyond the height of the tallest men.  However, in some areas the lake can be twice as deep as that.  One large patch in the southeastern part of the lake is about this deep.  Areas in the northwestern part of the lake, where its watershed feeds into it, tend to be shallower.  These depths are for the summer evaporation which can lower the water's elevation by as much as five feet before temperatures cool at the beginning of September.  At the end of spring, when runoff is highest, all points in the lake are at least five feet deeper (12-17 feet depth).  Islands dot the lake.  The lake dra"lake drains from two rivers on its southern shore.  One of these runs eastward, and forms the boundary between areas considered part of the Hadria/Menas' coastal cities and the eastern steppes.  The other, larger river runs south towards Aden, where it meets the ocean in the Gulf of Aden.

On Inle, crops are grown directly on the lake  
IMG_1568, (c) 2011 Ken Marshall
Over twenty species of snails and nine species of fish in the lake are found nowhere else in the world. Some of these, like the silver-blue scaleless Sawbwa barb, the crossbanded dwarf danio, and the Lake Inle danio, are of minor commercial importance.  The Sawbwa forms the basis for a spicy local paste made by crushing its bones and combining them with spices.  Both danio species are large, carnivorous fish.  They hunt outsiders, but avoid the native Intha for reasons unkown.

On the lake's eastern shore, about 2/3 the way northwards up the lake, lay the Tather Caverns.  The Caverns are accessible only via an underwater tunnel for most of the year.  Only during height of summer are the caves accessible due to seasonal evaporation.  Even then, most entering the caves must wade through water that's chest-deep.  There's a small shrine/temple to [insert deity here] located here.  This works as a shrine to a good or an evil deity.  If a shrine to a benevolent god, it would be cool if there were people who live in the shrine year-round and who can only access the rest of the world during the month the caves are dry.  This is also the month of the major religious festival, when the blessed shrine dwellers return to the population at large.  Additionally, some roles in the region's society (definitely priests, probably some other civil leaders) must spend apprenticeships of at least one year in the shrine purifying themselves before they can be vested with their roles.

Canal in the Inle Lake Area, (c) 2011 Exotissimo Travel

People of Lake Inle
Those who live on Lake Inle's shores are known as the Intha.  The Intha are known as living in harmony with nature.  They claim a greater share of Andaran blood than most humans, and for that reason are left in peace by the Hardan dwarves, who see them as a symbol of the blessing of [insert deity's name here] on the area.

Unfortunately, Menas civil war affects the Menas of Inle Lake as well.  There is a force loyal to Rodrick I nearby.  Pinned in by Hardan forces all around, this group has retreated to the Inle Lake area, which they are able to hold due to the difficult passes that provide the only known means to reach the area.  Unfortunately, the large military force and the Intha require more food than the lake can easily grow.  The soldiers have requisitioned food from the locals, causing strife among them.  It's a matter of time before hungry mouths among the locals spark violence, though it is anathema to the Intha's ways.  The people are waiting now, but if the priests within the sunken shrine of [insert deity's name here] proclaim war upon the invading force when their surface access returns, a bloodbath could easily ensure.
The Inthas' homes are built on stilts.  Inle Lake Mynamar, (c) 2014 Clay Gilliland

Inle Lake 06, (c) 2008 Ben Belske

The Intha live in simple houses of wood and woven bamboo on stilts; they are largely self-sufficient farmers.  Transportation on the lake is traditionally by small boats.  Local fishermen are known for practicing a distinctive rowing style which involves standing at the stern on one leg and wrapping the other leg around the oar. This unique style evolved for the reason that the lake is covered by reeds and floating plants making it difficult to see above them while sitting. Standing provides the rower with a view beyond the reeds. However, the leg rowing style is only practiced by the men. Women row in the customary style, using the oar with their hands, sitting cross legged at the stern.

Floating farms
The io9 article notes "the tomatoes aren't literally floating, they're being supported by a vast network of water hyacinth roots that have grown together so tightly that they're capable of supporting another plant on top." What happens is that farmers gather up lake-bottom weeds from the deeper parts of the lake, bring them back in boats and make them into floating beds in their garden areas, anchored by bamboo poles. These gardens rise and fall with changes in the water level, and so are resistant to flooding. The constant availability of nutrient-laden water results in these gardens being incredibly fertile. Rice cultivation is also significant."
Plants on the lake grow so thick that the surface appears to be ground rather than water.  
Inle Lake, Myanmar, (c) 2014, Ken Marshall
In addition to crops grown on the lake, there are also the famous Inle Carp, a regular part of the Inthan diet.  They're popular lightly oiled and fried as well as part of htamin gyin - 'fermented' rice kneaded with fish and/or potato  Another well-known Inle dish is Htamin jin - a rice, tomato and potato or fish salad kneaded into round balls dressed and garnished with crisp fried onion in oil, tamarind sauce, coriander and spring onions often with garlic, Chives root, fried whole dried chili, grilled dried fermented beancakes and fried dried tofu are frequent side dishes or accompaniments.

Water hyacinths near tangling the gate to one of the floating
gardens.  
Inlé Gate, (c)2014 ALWinDigital
The water hyacinth is the plant that allows the food crops to rest on the lake without sinking.  At one time, all boats coming into Nyaung Shwe were required to bring in a specified amount of water hyacinth.  But, it's not native to the lake.  In recent years, this has created challenges.  Because the water hyacinth grows so quickly, its starting to fill in the smaller streams and large portions of the lake.  This problem is less pronounced on the lake's northern shores.  Locals believe that non-native plants grow poorly in that area due to the ruined temple's influence.  But in the other sections of the lake, water hyacinth is growing with abandon and robbing native plants and animals of nutrients and sunlight.
The Maccarian Temple is located on the western side of Lake Inle.  Like all
habitations on the Lake, it has docks for easy water access.  Unlike many
other structures, it sits on solid ground, housing the five sacred statues.

Mandaly Inle_3, (c)2007 Oriol Gascon

Maccarian Temple
The Maccarian temple is located on the western side of the lake, roughly two-thirds of the way towards the southern shore.  Its pagoda houses five small gilded images of [insert deity here], which have been covered in gold leaf to the point that their original forms cannot be seen. The gold-leaf application to such excess is relatively recent. Older Inthan remember a time when the images were unadorned. There are rumors that some of gold has been removed on occasion.  Whether this removal was for proper religious reasons or represents nefarious activity by the clergy is up to the GM.  Maybe some local bad seeds have been removing gold while the pure-hearted clergy are holed up for eleven months out of the year.

The five statues are of differing sizes and range from about nine to eighteen inches tall. Made of gold, they are extremelly heavy.  According to Inthan beliefs, the statues were placed in the temple by Inthan's mythic Andaran forebears during the time when the Andarans ruled over humans in the area, before their leader was slain by the first Nulkavii Emperor.  Although the temple is open to all, only men are permitted to place gold leaf on the images.  Such a sing of respect is believed to bring [insert name of deity here]'s blessing.  However, only women are permitted to place a small robe or other article of clothing around the images.  This article can be taken back to their houses and placed on their own altar to invoke [insert deity's name here] blessing on all that live within the home.

Local market far away in the south of the Inle Lake (Myanmar)
(c) 2009, Dieter Zirnig
A local market serves most common shopping needs and is held daily but the location of the event rotates through five different sites around the lake area, thus each of them hosting an itinerant market every fifth day. Sometimes it is held on the lake itself, and trading is conducted from small boats.   Shan-bags, a type of tote-bag, are produced in large quantities here. Silk-weaving is another very important industry, producing high-quality hand-woven silk fabrics of distinctive design called Inle longyi. A unique fabric from the lotus plant fibers is produced only at Inle lake and is used for weaving special robes for [insert deity name here]'s statues.  These are called lotus robes.  The Inthan also make handmade cigars cheroots (from tobacco, honey, rice flour, tamarind, banana, and anise).

Buddha festival at Phaungdaw Oo Paya, (c) 2013 Zniper
Locations of interest in the area include: The Gypsy Inn (boarding house), the Smiling Moon (sprawling tavern cum boardinghouse.  The main structure floats on the lake and is several stories tall.  Guestrooms are separate structures accessed via boardwalks from the main building.), the Red Mountain Winery (located in the hills on the eastern side of the Lake Inle valley and known for its spectacular sunset views), and Inle Speaks (claims to host an oracular water spirit tied to the lake which tells fortunes for those who pay a fee or perform a service to the spirit and/or its handlers).

Harvest Festival
During the festival, the statues travel the lake on barges
built to look like mythical birds.
 Inle Lake Myanmar,
(c) 2014, Clay Gilliland
The Harvest Festival begins on the night of the full moon halfway between midsummer and the autumnal equinox.  During this 18-day festival, four of the Buddha images are placed on a replica of a royal barge designed as a coatl and taken throughout Inle Lake. The elaborately decorated barge is towed by several boats of leg-rowers rowing in unison, and other accompanying boats, making an impressive procession on the water. The barge is towed from village to village along the shores of the lake in clockwise fashion, and the four images reside at the main monastery in each village for the night.  One image always remains at the temple.  Though the local story is that statue prefers not to travel, the truth is that during a particularly windy day, when the waves were high on the lake, the barge carrying the statues capsized, and they tumbled into the lake.  Divers could not recover one image.  When the priests returned to the temple, a translucent image of the missing statue glowed in its traditional place.  Those viewing the statue's outline then saw the sanctuary transformed.  Only the oldest of them recognized it as the sanctuary of the former ruined temple now in ruins on the northwestern corner of the lake.  Locals believe that the statue traveled there through [insert deity's name]'s will.  It was at this time that non-native plant life began withering near that portion of Inle Lake.

The statues travel across the region, visiting
towns as well as the four minor temples on
the lake.
  Inle Lake, (c) 2013 Christopher
Michel.
The high point of the festival is on the day when the images arrive at the main town on the lake's eastern shore.  There most pilgrims from the surrounding region come to pay their respects and veneration to [insert deity's name here].  Originally, the high priest of [insert deity's name here] would personally welcome the statues to the town. They would be taken from the barge and a grand procession would take them to the palace, entering its prayer hall from the western entrance.  Unfortunately, the high priest vanished on the night that a star fell from the heavens, bringing both darkness and flame to his temple on Inle Lake's northwestern shore.  Since the temple's ruination, the priests of [insert deity's name here] spend the night before traveling to the main town with the statues on the lake in memory of the night when the statues would spend time at the former temple.


Haunted Ruined Temple
Abandoned Temples, (c) 2009, Ed Brambley
On Inle Lake's northwestern shore lies a broken temple and a nearby hot spring.  At one time, it was the largest temple to [insert deity's name here].  It's sprawling campus was the center of his/her faith.  Then, years ago a star fell from the sky (or a meteor, or there was an earthquake, or magma shot from the earth, or other apocalypse of your choice) and brought the temple low.  The accident happened on the last night of the Harvest Festival, which is traditionally a time for contemplation.  Lighting any light is forbidden on that night.  People woke abruptly to cacophonous sounds and bright lights.  The following morning the few survivors began streaming into other settlements.  The high priest was dead.  Rescue parties were sent to the temple, but none returned.  None have visited the temple since that time and returned, save those who did so in a vision when one of the traveling statues of [insert deity's name here] was presumed to have been transported from the bottom of Inle Lake to the ruined temple's sanctuary.

An artists' rendering of the haunted temple.  Magical Myanmar,
(c) 2013 Christopher Michel
Inle Lake io9: http://io9.com/how-this-lake-in-asia-became-a-floating-tomato-farm-1695012409
Inle Lake Wikipedia: https://en.wikipedia.org/wiki/Inle_Lake
Hpaung Daw U Pagoda Wikipedia: https://en.wikipedia.org/wiki/Hpaung_Daw_U_Pagoda
Inle Lake Wikitravel