In the last Razed post, I talked about the crypt of civilization at Oglethorpe University. Today I’m talking about another of Georgia’s great post-apocalyptic treasures: the Georgia Guidestones. You’ve heard of these, right? These monumental megaliths were designed and erected by anonymous benefactors intent on helping humankind rebuild after the apocalypse. They include a message to future, post-apocalyptic generations, etched in eight languages on four massive slabs. They are advice to the people that come after us.
Wired had a great article about these back in its formidable puzzle issue; read that here.
How do the Georgia Guidestones play into Razed? Symbolically, mostly. They’re not magical. They don’t have special powers in any literal sense. Instead, I’m using them as narrative devices — indicators that the scale of the story is changing.
My current Razed campaign is about survival on a small, local scale. Our three protagonists aren’t in a position to rebuild all of civilization, they’re just trying to make things in their little refuge safe for a while. But my game is set in Atlanta, not far from the Guidestones themselves, so I wanted to roll them in somehow.
So, in my campaign, they’re a kind of pilgrimage destination for travelers on the highways of the kudzu-choked American Southeast. Not because they contain actual powers or invaluable knowledge — the apocalypse in Razed is still going on, really, so the pre-apocalypse is still a vivid memory — but because they are monuments to hope.
Or are they? The Guidestones are introduced in my campaign as dream imagery first, and then expanded into the reality of the player-characters after they make their first post-apocalyptic foray from the ruins of Atlanta to investigate what remains of Savannah. The characters discovered evidence of an expedition searching for the Guidestones (without GPS or the Internet) and have a choice to make: do they pursue their hope that Savannah is a safe zone, or do they turn from that path and visit the mysterious Guidestones?
What this shows, in part, is how exploration is investigation. Clues winnow an overwhelming number of destinations down into a digestible number of choices to pursue. The world is still a veritable sandbox, insofar as the characters are free to pursue leads in any order, as far as they like, but the GM doesn’t need to devise every square inch of the world for play. Rather, she can devise branching channels to explore and interact with, giving the players a combination of options (”Do we go to Savannah or to the Guidestones?”) and guaranteed storylines (because no matter which way they go, there’s a story waiting along the road).
Once the characters are exposed to the Guidestones, in a scenario called “Dreams of Savannah,” the megaliths start to insinuate themselves into the characters’ dreams — including into unwanted visions that seem to increase in intensity as the characters approach Savannah. The Guidestones become a powerful symbolic presence, and part of the dream language that makes up the visions of those characters who are subject to the transmissions of… but I haven’t talked about that here, yet, have I? More on that later.
What’s important is that dreams were a facet of the scenario’s storytelling before literal visions were a part of the story, but as soon as the characters were exposed to the Guidestones (through a copy of that very Wired magazine article, found in a derelict car left running on a dead highway), the Guidestones began to loom. It’s what megaliths are meant to do, after all.
The Guidestones are, for my campaign, a literary device. Part MacGuffin and part raw imagery. In yours, they could be something else. What they’re meant to represent, to my players, is the scary reminder that their characters are now on the other side of the apocalypse from the world that built those stones. History has turned on a terrible hinge, and the characters are now on the other side of it. Maybe, then, it is up to them to rebuild civilization.