A Bit of History
Technology
The Paleolithic is defined by the prominence (real or illusionary) of lithic technologies. These technologies are based around the shaping of stone into useful tools. In general there are two types of stone tools, ground and knapped. Ground tools are just that, hard pieces of stone that are ground or pecked down to form a useful item. These were generally axes, but also a variety of smoothers and adzes. Making these tools took time and effort, and they may not have been subject to the culture of disposal.Knapped tools were usually made through the process of reduction. In reduction, a fine grained, silica rich stone, such as of chert, flint, or obsidian, has force applied to it to produce flakes of stone that can be turned into tools. These flakes are produced by direct impact with a hammer stone, or through the application of pressure flakers such as bone or antler. A flake that is knocked off the core can then have other flakes taken from it, or be used as a whole to make a larger tool. Most flakes have a sharp edge and a dull back, and it is unusual to find these blades mounted on a haft. Instead they were used in hand, retouched when dulled, and then discarded.
The main thing to consider when adventuring in the Upper Paleolithic is that the material culture is a disposable one. Items are crafted from materials that are easily broken or prone to decay. Stone chips, shatters, fractures, and dulls quickly. Wood, bone, leather, and plant fibers have a short shelf life under most conditions. This means that the PCs will be casually discarding broken or worn out equipment and replacing it in an equally offhand manner. The number of cast aside stone flakes is astounding, and we have no idea how often wood or bone tools were tossed away (they tend to decay rapidly). A stone flake may be struck, used to dullness, retouched, used some more, and then thrown out in a matter of days. After all, there is usually more where that came from, and the tool is not only easy to make but anybody can knock one out in a few minutes.
Many items will be made partially or completely of perishable materials. Although these items have a poor representation in the archaeological record, analysis of extant hunter-gather societies has yielded a wealth of evidence for non-lithic technologies. Your PCs will be making and using items made of boon, wood, leather, plant fiber, and even clay. Clothes will be made from animal products, but also from plant fibers. Wooden tools, especially for use in food preparation will be common, as will plant fibers for food storage. There has been some evidence for intentionally fired clay vessels from this period, though these are very rare. Often, the only items made from fired clay will be those of personal or religious significance, and even then they will be small. Most cooking is done through either direct means (roasting over or in a fire) or through the fired rock method. In this method, rocks are heated in a fire and then transferred to a cooking vessel (usually made of animal skin or plant fiber). The fired rock then transfers its heat to the water, bringing it to a boil. This causes the rock to crack, but these rock fragments sink to the bottom of the container.
Two technological developments are of special note, domestication of the dog and the atlatl. It is during the Upper Paleolithic that the common dog became men's best friend, a long process that has greatly benefited both species. Dog were used for companionship, as guards, for hunting, and in some cultures for food. Additionally, a band's dogs helped keep the camp clean of food scraps and small vermin. Looking at my dachshund laying in the corner and taking her fifth nap of the day, I wonder who has benefited more from this twenty-five thousand year relationship.
The atlatl is a prime example of Paleolithic technology, as it combines stone, wood, bone, and leather into a simple, but effective machine. Basically, an atlatl is a lever that extends your arm's length, allowing you to throw a spear with more force and over greater distances. Imagine holding a grooved stick in your stronger hand and placing a spear in the grove. With a few steps forward, swing your arm and throw (while holding onto the grooved stick) and voila, meat for dinner. It is a very complicated maneuver and requires a lot of practice, but the results are worth it. Other weapons for your party's arsenal should include throwing sticks, slings, spears, and axes. The bow will not be invented for some time, and generally replaced the atlatl due to its greater transfer of energy, easier use, and better suitability to forested environments.
Mindset
One thing to remember is that these folks aren't dumb. I know I said this last month, but it bears repeating, we are dealing with people who have the same intellectual capacity as current humans do. Prehistoric man may not have had access to all the information we have today, but that is largely a result of millennia of cultural and technological change. As Sir Isaac Newton said, ìIf I have seen further, it is only by standing on the shoulders of giants.î The Paleo mind is one that many researchers are still struggling to delve. Without the benefit of writing, we have only vague clues and the example of existing hunter-gatherer cultures. There is no possible way we can do anything but guess at religion in prehistoric cultures. Comparison studies of modern hunter-gathers have shown a great diversity in religion and worldview. A belief in the supernatural is common, so feel free to add whatever aspects of animism, totemism, shamanism or whaterverism you care to. It will be important to consider the basic skill set that any character will need. In most game systems, there is an underlying assumption that any given character will be reasonably proficient in the skills needed for day to day living. In a modern setting, using a computer to check e-mail, looking up a phone number, shopping, or any number of mundane tasks are not covered by specific skills. The same should be true for your prehistoric PCs. However, their skills are ones that later humans will not universally need. Prehistoric peoples would be able to dress game, find water, navigate the wilds (it was all wilds), make fire, not eat the purple berries, make simple tools, and a horde of other mundane tasks. These skills are generally covered under survival, woodcraft, wilderness lore, natural history, craft, and similar skills depending on your game system. It is recommended that the GM give the PCs extra skill points, ranks, or some such in order to represent the bare minimums needed to not die. Another option is to make these tasks the default; skill levels in woodcraft represent advanced knowledge or specific concentrations. Keep in mind when assigning skills and abilities for the PCs that this is a time before widespread specialization, most people are generalists, and even the specialists in a band will possess a broad range of skills outside of their role.'Round about the Year
Prehistoric life was closely tied to the change of the seasons. A band would migrate from one part of their range to another in order to take advantage of seasonally abundant resources. They might be at a seaside or lakeshore in the spring to take advantage of salmon runs, move onto the plains in early summer for the seasonal migrations of large herd animals, hit the nut harvest in early fall in the mountains, and then travel to a secure spot for their winter camp.This gives you, the GM, a readymade campaign based on a year in the life of a Paleolithic band. Start the PCs off in the spring, possibly just after their initiation into adulthood. Play out the initiation if you want to, or have the first adventure be a hunt. The annual spring migrations of herd animals would draw out bands from the surrounding area. This is a good place to build the rivalries and alliances that will feature into the rest of the year.
Follow the spring hunt with other stages of the migratory cycle, such as a late spring salmon run or berry harvest. In the summer there is more hunting and gathering, and a fishing trip to the coast. Fall brings another great migration (lets bag us a mammoth), the nut harvest, and the final preparations for the winter. Late fall/ early winter should find the band at their winter camp, which may already be occupied by strangers. By mixing in some religious observances (how about a quest/ hunt for the band's totem animal), the occasional encounter with other bands, or even a trading journey to the other side of the mountains, you can stretch this framework to fill a whole campaign.
The Catastrophe
This campaign seed is a great introductory adventure for young PCs. It is mid spring, and the band has taken shelter beneath a large rock overhang. During the night, there is an earthquake that collapses the overhang, wiping out the small band save for the PCs. Now the party is alone, probably lacking some crucial tools, and also without food or water reserves. With the loss of the elders, they have also lost the accumulated wisdom of their people (and possibly are defenseless against the spirit world). They must survive the coming seasons, gather enough food on their own to last the winter, and defend their band's territory against interlopers. All this, while still learning the skills necessary to not just survive, but prosper.Wow, this has been a rather longish column, but there was a lot of information to cover. Next month we move into the Neolithic and the Neolithic Revolution. Everything changes, society alters drastically, technology takes a leap forward, and folks begin settling down. Until then, take up your hammer stone, hold the chert core steady, and chip off a bit of prehistory.
In loving Memory of Duchess, 1990-2009, she was a good dog.
This column is dedicated to my recently deceased dog, Duchess. After suffering a stroke, I decided that a merciful end was best. Duchess was rescued from an abusive home, and spent the last seventeen years of her life with me. She was a gamers' dog, and loved nothing more than to hang out during a all night game session. For her, being passed from lap to lap was second only to begging for pizza. One night, as the adventure stretched deep into the nether pits, Duchess was not to be found. After an exhaustive search, she was discovered sleeping in an (now) empty pizza box, her belly swollen to bursting. It was decided to leave her there and not risk a catastrophic dachshund explosion. She is greatly missed.
If you are looking for a dog or cat, go to your local animal shelter or check out one of the many pet rescue organizations (easily found on the web and searchable by breed). They make the best pets, and need loving homes.

