This entry is part 7 in the series Priorities Of Graphic Depiction

So this was all ready to post – and then my internet connection went out. Thankfully that was only a problem for a day or two. But it has delayed the series slightly.

The story so far…

This is the sixth in a set of mini-posts that I’m writing and publishing as quickly as possible, something I’m calling a mini-blitz. My normal publication schedule will resume at the end of the series.

Each post examines one of the specific image categories nominated in the first post of the series, dividing them up into strata of commonality.

So far, the series has looked at Objects, People, Monsters (and other encounters), Vehicles, and Locations. In this penultimate post, I turn my attention to Events that may need depiction.

The goal is to define a set of policies, processes, and principles that use the game value of the result to define how and how hard it is worth searching for a particular image within each category / strata combination.

There are all sorts of things that occur in an RPG which the GM might wish to depict for various reasons. Most of those reasons would contain no surprise for those who have read other parts of this series; a common frame of reference, for example. Others speak to the integration of a location within an environment, or bringing a dramatic presence to an event that would otherwise be unremarkable..

Most of these fall into the general category of weather effects, but there are others – avalanches, flash floods, lava flows, spell effects – that lie beyond this simple classification. “Effects & Events” is very much a catch-all label for anything that doesn’t fit the earlier categories.

In general, the contents of this category are all things that can happen to, or be encountered by, the PCs, but that don’t fit one of the earlier categories.

Image by Pexels from Pixabay, contrast enhanced by Mike

Mundane

The most common effects are mundane interactions that are essentially the same everywhere and every time they are encountered – campfires, for example.

There functionality of such illustrations is analogous to some that have already been considered – they act as punctuation within the game-play, for example, and the darkness can be a location in its own right. Like a vehicle, there is also an implied passage of time inherent in the depiction of such phenomena. So there are lots of good reasons for presenting a graphic depiction of such phenomena at appropriate times..

This game value is even greater in proportion to the difficulty in locating a suitable image. As a general rule, you will be spoilt for choice. This is a good thing, because it permits a different image to be used each time, useful in a repeating and regular event.

I actually suggest gathering a dozen or so examples and rotating between them, perhaps in a random sequence. Once these become familiar, you can add to them.

Most weather events are common effects. Like bathing an island fortress in cloud, or an extraordinary sunset (even if it happens around lunchtime).
Cloud image by Pexels (minor edit in lower corners by Mike),
Sunset image by David Mark (vertically stretched by Mike), both from Pixabay.

Common

Common images are weather phenomena. A group of adventurers will encounter weather every day, but sunny days and good weather tend to be incorporated into location images and taken for granted. It’s exceptions to this that generally need to be depicted, and those exceptions will be different on a regular basis.

Consider a rainy day, for example – the rain can be light, heavy, or monsoonal. It can and will be affected by wind, and what can be seen through the rain is always going to be different – rain in a forest is quite different to rain on a plain.

This sub-category can also include other temporal markers like dawn and sunset.

All this means that generic representations have only a limited utility, and greater specificity is required – and that means that ‘common’ images can actually be specific in their requirements, and rare and hard to find.

It can be tempting to attempt to create your own images, adding weather effects to preexisting location images. Unfortunately, that’s not as easy as it sounds; weather effects beyond fog and mist are extremely difficult to do well, at least with Krita. Other packages might offer better options.

It also has to be noted that such specificity is often a task that often far exceeds any reasonable game value (there can be exceptions), but – again – to some extent that’s a limitation of the software that I have available, and hence, subject to change.

In the meantime, it can be necessary to use generic images; these can be enhanced by structuring the narrative accordingly.

Weather happens all the time, even if it’s usually less than noteworthy. Some events are less frequent – like volcanic eruptions. Image by Berdan Mardinly from Pixabay, cropped & enhanced by Mike

Specific

Specific images tend to refer to unusual events that are nevertheless natural phenomena. Volcanic eruptions, aroauras, comets in the sky, icebergs at sea, even tsunamis…

Paradoxically, the drama inherent in such images permits the event/effect that they feature to fully occupy the attention, permitting generic images of the phenomena to be utilized in many cases. That means that these are often easier to find than many “common” images are!.

Unique

As usual, unique images are those so specific in their required content that you either have to make them yourself, or find the image you’re going to use first and then write to it. Spell effects, rainbow bridges, and – perhaps surprisingly – futuristic gadgets – are all included. Steel cryochambers.Supernovae. Galaxies. Planets. In fact, most astronomical phenomena fall into this category.

So do most spell effects. And that includes illusions in which you can tell that you’re looking at an illusion.

Finally, things like floodwaters affecting a specific location fall into this category.

Unlike most unique images, however, I have to question the game value of most such presentations. It’s also worth pointing out that most images are static, and you may be better served (when it comes to spell effects) with a narrative that emphasizes the dynamics of the spell.

In fact, as a general rule of thumb, the more easily you can find a ‘unique’ image, the greater its game value. But there are exceptions!

Spell effects are usually very specific in their description, and often carry implications and overtones that are important to the interpretation and plot relevance of the effect. So, two images that celebrate that, plus a space-warp for the Sci-Fi crews.
The first image is by Stefan Keller (stars added by Mike).

the third comes from Genty (rotated 90 degrees to the left by Mike), all via Pixabay.

The final post in this series will look at some actual experiences from my campaigns, some war stories if you will. These were significant enough that they have remained in memory.



Discover more from Campaign Mastery

Subscribe to get the latest posts sent to your email.