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Friday, March 24, 2023

RPGs as Art: A System Matters Metaphor

This tired old debate* rears its ugly head with alarming frequency, and every time, I am left wanting from the answer.

Whenever someone complains about a system being "misused" — which is to say, not used for its intended or supported purpose, like using the Dungeons & Dragons game engine to run an Animal Crossing-style game — a version of the debate that I frequently encounter is that RPGs are tools, and you wouldn't use the wrong tool for a job. You wouldn't, say, use a hammer to try to turn a screw, as you're liable to ruin the thing you're attempting to build or fix.

This metaphor has never sat right with me.

For starters, table-top RPGs are art and are tools to make art. That's a bit different than attempting to use a screwdriver when you need a wrench; some of the most compelling art uses nonstandard components, like that one of the industrial robot trying and failing to clean the blood pooling around it. You know the one:

Beyond being short-sighted from an artistic perspective, it also ignores what a large swath of role-playing games do. Many games aren't tools, but toolboxes; the creators certainly hope that you'll take them, use them, and enjoy them, but once it's in your grasp, it's up to you to figure out how to use it. A lot of hacks, custom systems, and mini-games come from here: add the Objective rules from Unknown Armies; the fishing rules from Rod, Reel, & Fist; and the narrative rules from Let These Mermaids Touch Your Dick Maybe into Call of Cthulhu to get the Frankengame of your mad dreams!

(I don't know why you need rules for organizational agency, fishing, and thirsty-ass mermaids in your hypothetical Gothic cosmic horror game, but I assume you know your group better than I do. Maybe you want the game to be a little more player-directed than your typical Call of Cthulhu game, and you want to add options for SAN refreshes that include fishing and mermaid-mediated sexual healing. But I am here to tell you that if someone on the internet said you're playing wrong by making the eldritch horror fishing and mermaid seduction game of your dreams, they can go pound sand.)

And of course, I will again bang my drum that RPGs are art. Pretending that RPGs are tools ignores why people actually like a particular game, which often has a lot to do with the myriad (and often subconscious) reasons people like art. Is it accessible? Do your friends like it? Does it fulfill some need within you? Is it especially resonant with your background?

All this to say: the tool metaphor always rankles me when I see it, but I only recently realized why.

RPGs aren't tools. They're cars.

If you're not in the United States, allow me to set the scene: everywhere is too far to walk, and public transit is often underfunded, so that means you basically need access to a car to live. So cars are ubiquitous, but I suspect most people buy, rent, or borrow cars for very prosaic reasons: you had access, you could afford it, it suits your needs, whatever. For the vast bulk of people, they just need something that will get them to work and the grocery store.

These are the equivalent of the vast hordes that indie gamers mock when they wonder why someone is hacking Dungeons & Dragons 5e to make an unofficial Uncharted RPG. Such people may neither know nor care about other RPGs that would do what they want more "efficiently," they just want a game that will handle some action, is somewhat familiar, and has lots of online support in case they get stuck.

The bog-standard American car consumer just needs a car to get from point A to point B. If the brakes work, it's good enough.

Then there are the car guys.

These are people with Opinions™ about cars. A car isn't just a convenient way to get from place-to-place, it's a statement. A lifestyle. They study the breeds of car, they know their natural habitats and ecological niches. This one is built for speed and needs premium petrol and hood clips. This one is built for hauling and can add a trailer hitch and a tow reel in the front.

In this extended car metaphor, that's the sort of people who collect RPGs and dissect them. If you're reading this blog entry, chances are good you're the RPG-equivalent of a car guy. We know where the different breeds of RPG live and like to graze, and we will invent new taxonomies to explain why we know them better than anyone else.

The elaborate taxonomy of cars might be interesting to a car guy, but it isn't as helpful to the kid who just started driving to her part-time job. Likewise, the elaborate taxonomy of RPGs is probably overwhelming or boring to someone who isn't obsessed with this stuff.

That's all right. If they're interested in RPGs, they'll come around to it in their own time.


* As you might surmise, my overall view of the "system matters" debate is, "It depends." Certain systems give you certain tools to do some things more easily than other choices, but my experience teaches me that most GMs tend to run games the same way no matter what system they're using — and that they often bring their assumptions to a new game without familiarizing themselves with it. Once again, the book is less important than the thing that happens at the table, and that is the thing that ought to be judged.

Friday, March 10, 2023

No Prep Is Wasted

If you run games long enough, higher-order patterns begin to emerge without your direct input. A campaign setting is a thing better divined than made.

I have previously posted about Arctic Death, Infinite Night, my "arctic Ravenloft" campaign. (If you want the basic setup, this post has all the details.)

Well, that section of the campaign has wrapped, and as they say, the slime's coming home. They killed the darklord, did the obligatory bookkeeping, and now the wizard has built a spelljamming helm and they have acquired a vessel in the hopes of returning to the home they fled via the Gardens of Ynn, essentially causing most of the issues in the campaign to date. As for the Domain of Dread of Isiksivik, when they slew the darklord, the whole realm fell back into the world it left centuries ago.

But which world is that?

I've been ruminating on that particular question for months now, but then I remembered What Luck Betide Us. Many years ago, some friends asked me to run a 4e campaign, and I did a lot of work on it before we started. Like, I made a map of a region a million square miles in size and filled in the settlements with procedural generation before the campaign started. (To contrast, the Sorrowfell Plains map for Crux of Eternity is still mostly empty, with landmarks only going on the map as they come up in play.) While a fun exercise, I wouldn't recommend trying to build a campaign setting from the ground-up like in What Luck Betide Us, and I certainly wouldn't have the time to do it now unless someone were paying me.

Well, as with most campaigns where you front-load much of the work, that game died a horrible death after only a couple of sessions. So it goes.

But that just means that there's an unused campaign setting just sitting in my notes, one that I know fairly well because I made it up. Isiksivik can easily sit to the far north of the region from What Luck Betide Us, and what's more, the dwarf's sketchy backstory fits nicely with the overall aesthetics of the dwarven theocracy of the Farhelfik Commonwealth and the elvish magocracy of the Lanirilis Protectorate. She can just as easily be from the same world!

(The characters in Arctic Death, Infinite Night subsequently met the major campaign villain from What Luck Betide Us, because they fit well with her agenda in the service of Chaos.)

Years ago, I also teased The Wizard at the End of the World. I didn't know anything more about this entity than I put into the blog post, but I figured the rest would sort itself out in the fullness of time. In trying to solve this problem, I also solved that problem: The Wizard is indeed the second iteration of a BECMI-style Immortal, originally from the Sorrowfell Plains but now ascended after some time shenanigans, and What Luck Betide Us features the world she made during her first ascension. (I already knew she made a world, I just didn't know that it was clearly this one. But it nicely explains a couple of things I never quite figured out during the course of What Luck Betide Us.)

(The characters in Arctic Death, Infinite Night subsequently met this Immortal in her guise as the elf Archdruid Lueliten. She has ties to the dwarf's backstory and clearly has some future knowledge about what has happened and will yet happen.)

If there's a takeaway from all of this, it's the advice I gave at the start: leave gaps in your campaign creation where interesting things might go. The players don't need reams of epic backstory to jump into a game, so you don't need to make them. However, if during the course of planning or play, you determine interesting connections between your disparate, intriguing details, give them context and make them matter. (Remember: nothing the GM does matters unless it emerges at the table. This is why the other players ultimately have more power than the GM, because every decision they make matters.)

It's the Tim Powers design principle, but applied to one's own writing: in a couple of places (I'm citing this one in particular), he references doing research for his latest book, giving this anecdote, "Half the time, if it's very late at night, I find sometimes when I open some new research book, it'll appear to confirm my fictional theory, and I’ll think, 'Oh my god, Powers, you’re not making this up. You've stumbled on the actual story here.' Except in the morning, I'm sane again." Leave gaps, interrogate those gaps, and then divine your own campaign setting from what you find.

Now the only way to truly recycle all my ancient prep is to find a way to re-use plot points from my aborted Spelljammer campaign from ten years ago...

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