Combining Style and Substance

Fantasy Scene Dragon by Oberholster Venita from Pixabay
Style without substance is a soap bubble, all surface glitz and no depth – and just as fragile. Substance without style is utilitarian and contains no room for fun. For anything – including RPGs – to succeed, you need something of both.
I once saw an interview with a comedy TV writer – I forget who or in what – but the gist of it was that “Comedy needs to be dangerous.” Which is to say, that it needs to examine controversies, needs to dare to risk poking fun at serious issues and problems, or it becomes irrelevant fluff. Doing so means that a joke may fail – and be weeded out – but when it succeeds, it grants perspective and breaks down entrenched positions.
Comedy doesn’t need social relevance to be funny – but being irreverent about social issues increases the likelihood of engaging the audience, and if you can get them to laugh about something serious, they are being seriously entertained.
So you need both style and substance.
In Conflict
It’s often the case that the two are in conflict. The nuts-and-bolts of game mechanics are a “great” way to puncture mood and interrupt flow, and that’s reflected in the role combat has in building up the emotional intensity of a story, as described in my two-part series on Emotional Pacing, Swell and Lull (Part 1, Part 2). But, if the game is to have substance, it needs the crunchy bits.
In Harmony
Having the two co-exist in harmony is a lot easier said than done. You need the design of the game mechanics to play ball, and you need the substance of the style to be appropriate. If neither quite fits that recipe, then you have some ongoing conflict between the two, and only the severity is in question.
If you have been a GM for any length of time, I’m sure that you will have experienced one of those days where everything seems to go right in terms of the game reflecting the genre and engaging the players and being fun almost effortlessly for all concerned. The players laugh naturally at the funny bits, take seriously the serious bits, are pensive and reflective and contemplative when appropriate, get fired up and gung-ho on cue, and it all blends seamlessly.
Nine out of ten of such days will be days which are “pure roleplaying,” with no crunch involved beyond the mechanics of character construction. Maybe more.
But the tenth day is the one that makes a GM feel like he’s really in command of his craft and at the height of his powers – like he really knows what he’s doing. I get that feeling maybe once a year – on average. Those are the days when the game mechanics play an active role in the adventure but don’t break the mood, they enhance it, and vice-versa. Those are the days that you live for, as a GM.
Those are the days when the game mechanics and tone and adventure content and role-play interaction and narrative all work together in harmony, synergizing to produce an entertainment greater than the sum of its parts. As a general rule, you do nothing differently to what you’ve done a thousand other times – it just seems to work better than usual, for some reason.
The Crunchy Bits
It’s hard enough getting these two natural antagonists to line up in support of each other at the best of times without the game mechanics and campaign fighting each other. That’s why choice of game system for any given campaign is so important.
There’s absolutely no reason why you couldn’t use D&D to run a superhero campaign – it just requires some creative interpretation. That’s no longer a fireball spell, it’s a fire-blast power. Those aren’t Magic Missiles – they are now Cosmic Power Bolts that will twist and turn around obstacles once locked onto a target. It’s all in the flavor text and how you interpret it.
I would never do it.
There are constraints upon the D&D system mechanics that are wholly artificial in nature, such as the level system and the concept of only engagements with equal or better foes being significant or noteworthy, that simply don’t fit the super-heroics mold. In a superhero campaign, the concept is far more egalitarian: you can fight off an alien invasion this week and be crawling through the slums after a human-alligator crossbreed the week after, and both should be expected to provide a similar level of challenge to the PCs. Trouble can come from a costumed punk robbing a bank as readily as a costumed world-conqueror and be equally challenging to solve.
The game mechanics of D&D are in conflict with the genre of superheroes, and therefore with almost all campaigns belonging to that genre, and that’s all there is to it.
Even within the fantasy milieu, some concepts work better with D&D than others, and to force the two into a shotgun wedding usually means drastic surgery on the game mechanics – for example, “No-one in existence has more than 6 levels, and XP earnings are 1/10th of the book value.” If you really want high-level magic to be so rare – all but non-existent – there are better game systems out there to choose from.
If you want your crunchy bits and stylistic elements to harmonize, it’s much better if they start off on speaking terms!
Ultimately, the purpose of “the crunchy bits” of a game system are to facilitate attempts by characters to do something. They have to
- Define what characters can’t do;
- By exclusion, define what characters can do (anything else);
- Define how the chances of success should be determined;
- Define how those chances are to be tested;
- Define how the results of any such test are to be translated from cause into effect.
Every game mechanic subsystem can be defined in terms of an ordinary function that they are intended to simulate, but these usually interlock with each other. A skills subsystem, for example, ties into the experience subsystem, which ties into anything else that is or can be improved through the acquisition of expertise and field experience, such as the combat subsystem, or the spellcasting subsystem.
But the things that a character can be expected to want to try and do will be defined by the genre and circumstances – so the substance can never be fully divorced from style.
Style must hook into Substance
While game mechanics can be varied with House Rules, these are generally just tweaking the system to achieve the last few percentage points of compatibility between campaign and rules. For the most part, you need the mechanics to be consistent and predictable, and variations to be explicit and documented. Only if there are no relevant rules to draw upon can new-rules-on-the-fly be justified.
The more mature a game system, the fewer such blind spots there should be. Human error and failures of design notwithstanding, the trend should be toward comprehensiveness.
If the mechanics are fixed and not easily changed to suit the needs of the moment, it becomes clear that style must hook into substance and not vice-versa. That means that one requirement of the mechanics – and one that is often overlooked – is that they should provide anchoring points for style to integrate with the mechanics.
These anchoring points generally come down to interpretation of results. What does it mean when the player rolls a 17 on his three d6? Or gets an additional d6 to roll for something? What’s the significance of missing a target by three instead of eight?
But the style can also dictate which mechanics are relevant – circumstances which require a skill check, or a saving throw are dictated by the story, and are therefore within the GMs purview.
Style Washes and Splashes
Style in an RPG can be thought of as a watercolor painting. It comes in two basic flavors: “Washes” and “Splashes”.
In watercolor (and other painting forms), a “wash” is an area of broadly similar color, frequently employed as background. It’s achieved by using a lot of water (or appropriate diluting agent) mixed with the paint – the technical terminology is a “thin” layer of paint. “Wash” effects are practically synonymous with watercolors, however.
More intense concentrations of paint are used for featured elements of an image. There’s no one general term for using these, because there are dozens of different ways of applying the paint and each of those has its own specific name. Since I needed such a generic term for use in this article, I’ve chosen to call them “Splashes”.

This image is almost completely constructed of a wash, applied in layers using cotton balls. ‘Dog’ by JL G from Pixabay.

A more complex use of blue and purplish-blue washes for the background and water, with splashes in the lighthouse and mountains and both blue and black ink, creates this image. Lighthouse at Brixham by steven underhill from Pixabay.

This image shows a very muted and two-toned wash for the background, a judicious use of wash for the flowers in general, and a more obvious display of why I refer to featured sections of color as “splashes”. Watercolor Tit-bird with Cherry Blossoms is by navallo from Pixabay.
The above images aren’t there just because they are pretty. The watercolor analogy is a very exact match for the use of color – what I’ve been calling “style” in this article – in an RPG. You have the persistent content, the stuff that’s there all the time in one form or another – the “wash” – and the featured, attention-grabbing bits, the “splashes”.
That also makes these images symbolic of what can be done with these two elements – and carefully-judged applications of the harsh inks of game mechanics. They depict the art of the possible.
Stylistic Wash
The analogy isn’t perfect. There are four major elements of roleplaying game-play that can carry style, or be shaped to deliver style, and they can all be used for wash or punched up in significance for splash.
Stylistic wash describes content that is always present in one form or another. Descriptions for example – you are always describing something. Skill Roll interpretations (including attack rolls in Combat) are naturally wash unless you make a big deal out of them or the results of success or failure are dramatic in story terms. Story and characterization are ever-present, but can bubble along gently without standing up and demanding attention. These are all stylistic wash.
Stylistic Splash
Stylistic Splash is when an element forces its way to prominence. But there are degrees of prominence – from in-your-face-can’t-be-ignored to first-among-near-equals. Danger, drama, intensity – these are manipulable aspects of style that control prominence and emotional intensity.
In practical terms, things that demand the PCs act should come last, and things that establish atmosphere should come first. Big-picture should precede specifics. Obvious should precede subtle. Attention-getting should precede things you have to look for or think about. Actions should precede thoughts.
By my count, that’s five different criteria, all demanding that some things go first and some things should be last – but some have to be in the middle, no two can happen at the same time, and the chances that all five will concur is vanishingly remote.
When you have multiple priorities in conflict, judgment comes into play. Genre can be a guide, but ultimately, regardless of genre, the objective has to be the telling of a clear story without confusion. And, when those decision-makers also evenly balance across two different choices, personal preference is the only remaining factor – and that’s where an individual style comes from.
Accidental Style
Some people don’t think about these things – they just tell the best story they can at any given point in time and let the chips fall where they may. They might even think that they don’t have a distinctive style.
Well, I’ve got news for them: In every game I’ve ever played – or sat next to – I could tell who was GMing just from the description of a day’s play. We all do some things better than others, and do some things by reflex (ignoring other choices that might be equally or even more valid) – unless we make it our business to explore our options and technique – and that adds up to a personal style whether we planned to have one or not.
If you don’t do it deliberately and with forethought, it will happen anyway – but it will be accidental and instinctive, and you will have no control over the process or the outcome.
Concept As The Vehicle Of Style
I stated earlier that there were four primary vehicles of style. The first of these is concept – these are the ideas that you have; more specifically, the ideas that you do not reject.
Remember the line from all those John West ads – “It’s the fish that John West reject that makes them the best”? It’s not quite right as an analogy to this situation, but it’s close. The difference is the presumption that there will be better fish to source, somewhere – a law of averages deal that would rarely let John West down – but that’s not all that true of one person working in isolation – i.e. a GM – when it comes to ideas.
Both factors – breadth of imagination and selectivity – play their part in the broad concept of, well, “concept”.
Plot
The discerning, who may have glanced ahead at the section titles to come, may well have noticed the absence of two things that they might have expected to see – I’ve written about both often enough. These are Plot and Story.
Plot is “intended story” – and it’s generally vague in some respects (or it should be) because the GMs is not the only creative mind engaged in the RPG process. To avoid too much uncertainty, plot is often produced in outline terms only, a practice that I recommend. Plot often lacks an ending; it concentrates more on the problems that will have to be overcome than it does the process of overcoming them.
Another way of saying “intended story” is to say “Story idea”, or even “Story concept”. And that is why Plot doesn’t get its own listing; I consider it to be a part of the broader term, “Concept”.
Story
If plot is “intended story” then “story” has to refer to “plot as executed, not just as planned”. But that consists of three things that are not plot: Narrative and its delivery, Character Interplay and the imputed personalities of the characters depicted, and Interpretation of situations and random results within the context of the situation at the time. Those are the only ways that the players experience plot in the RPG, so those are the terms that the GM should employ when considering the translation of plot into story, i.e. the execution of the plot.
Just as plot is subsumed into the broader term, “Concept”, so “story” is divided into the three aspects of story that are deliverable, because those are the practical manifestations of style.
Want to frustrate yourself endlessly for an infinite amount of time? Try to tell someone how to have an idea. Where they come from, we really have no clear idea – just a lot of double-talk about having a strong imagination (i.e. an ability to produce ideas on demand), or being a lateral thinker (i.e. the ability to produce ideas no-one has even thought about before). Somehow, we have the ability to abstract unfinished stories or images or whatever and project possible ‘next parts,’ or extensions of the existing content, to ‘grow’ the content – and that new content is then called an ‘idea’.
Some people have visual ideas, some have narrative ideas, some have plot ideas, some are strong in broad abstract concepts, some are gifted in emotional projection, some are gifted with musical imaginations – the list is almost endless. In every field of human endeavor, there are ground-breakers who advance the art of what is possible, and those who plod along in their footsteps.
So I can’t really tell you how to have ideas, let alone how to have good ideas, because no-one really knows how it happens. I can tell you various means of strengthening your imagination, however – as others have done – and pretend that this will be sufficient.
Here’s an uncomfortable truth: all those imagination-strengthening techniques add up to exposure to other people’s imaginations so that you can mentally add to your storehouse of the ‘existing art’. You could read every novel ever published and it still won’t make you a great novelist – but it will make you a workmanlike novelist. You may not be capable of that instinctive leap that extends the art – but you will be ‘state of the art’. That’s not quite the same thing, but it’s close enough for our purposes – and may even be more suitable to our needs. Because, as with comedy, pushing the limits means sometimes failing.
Or, to put it another way: don’t fret that you aren’t a genius. Being competent is more than good enough, and may even be better.
Because that means that you have a vast number of alternatives from analogous situations cataloged in your subconscious that you can draw upon to solve most plot problems. Given a problem, you can come up with ideas.
The other half of the creativity equation is something that can only really be learned from experience. Some things are always going to be unacceptable because they contain logical flaws stemming from not having put the right foundation ingredients in place; some because they are too far removed from the genre; and some because they won’t take the story in the right direction. Others will be acceptable because the players will not tolerate them, or because they will create discomfort for no good reason.
But with thousands of possibilities, or millions, there are still going to be a wealth of choices remaining, which is where the GM has to exercise his judgment and style. The only advice I can offer in this respect is extremely broad – remember what you are trying to achieve (fun for all); remember what you are trying to achieve in plot or story terms; and contemplate what your players enjoy, and in particular, whose turn it is to have the spotlight. If you play to those requirements, and strive not to be overly-predictable, you won’t go too far wrong.
Concept is primarily a “splash” mechanism, though each “splash” leaves a cumulative contribution to the background “wash”. One reason why it’s important to make as many of your ideas good ones is that they never completely go away – good, bad, or indifferent. And it doesn’t take a lot of bad taste before the mix becomes unpalatable – or a lot of mediocrity before it simply becomes bland.
Narrative As The Vehicle Of Style
Style, in the form of flavor, is often most obvious when incorporated into narrative, simply because so much needs to be described in any RPG. At the same time, narrative can put players to sleep if there is too much of it; an RPG needs to be interactive.
Case in point: for the next game session of the Zenith-3 campaign, I have to brief the players on a situation in an unfamiliar location – which means telling them the ground rules, i.e. the political situation. I also need to establish characterizations for a whole bunch of NPCs that haven’t appeared before, which means still more narrative. As things stand, the whole thing is likely to be soporific. To solve this, I need to find ways of making it more interactive, of getting the players involved.
In the current draft, they aren’t even permitted to speak – but I’ve solved that problem, which is a start, however minimal! I need to inject more such modes of interaction, and add some more opportunities for the players to get involved. More questions for them and fewer answers from me. If that means that what would currently take about 3 hours to get through expands to need four or five hours to get through, i.e. the whole day’s play, so be it. Better a slow day than a dull 3/4 of a day!
So important is narrative as a conduit of style and flavor, and so difficult the constraints, that I have written a major series on the subject: The Secrets Of Stylish Narrative. There’s no way that I can summarize everything that’s in that six-part series in a few short paragraphs, the best that I can do is refer readers to the source.
Narrative is ephemeral, for the most part; once it’s delivered, and the players have stopped interacting with elements of it, it’s gone. Unlike Concepts, there’s very little persistence.
That’s both good and bad; it means that a bad passage of narrative, once it’s gone, does little ongoing harm, but it also means that you have to continually do a top job with your narrative, you can never rest on your laurels.
Interplay As The Vehicle Of Style
The third primary conveyor of style is the interplay between characters. It was only recently that I discovered that I had never written an article on the subject for Campaign Mastery and set about correcting that deficit; the results may be found in Speaking In Tongues.
It’s critical in interplay situations that any characterization established within the preceding narrative be sustained, deepened, and enhanced; while few players will remember what a character has said, the personality that is conveyed by their choices of language and tone will usually be remembered. If that personality accords with the narrative, the impact can be greater and more memorable than the sum of its parts; if the two are in conflict, there will be a vacuum created, an empty spot where “characters” are concerned. Players might remember someone’s identity intellectually, but those characters won’t mean anything to them.
Who are the characters that you remember from TV – from a series such as MASH (chosen because I expect almost everyone to have seen it)? Who remembers Sargent Benson? Anyone? He was the character brought in by a general whose nose was out of joint to spy on the deportment of Potter’s command for I-corps. A one-off appearance. Contrast that with Corporal Klinger – who was also brought in for a single episode, in fact, for a single joke, and who did such a tremendous job that he became a series regular.
You might think that comparison is unfair, simply because Klinger became a regular – so let’s throw in a couple of other one-shots. Captain Bardonero, BJ’s practical-joke playing friend, played by the Australian actor James Cromwell in the episode Last Laugh. Or Captain Roy DuPree, the cowboy and temporary replacement surgeon exchanged for Hawkeye by the 8063rd? Both were memorable characters because they had strong on-screen personalities, expressed through on-screen dialogue. “Here’s to the three of us. We’re gonna have more fun than a mosquito in a blood-bank” – in a Southern drawl.
Like concepts, characterization is a “Splash” that lingers as a “Wash”, leaving an imprint on the campaign. And Interactions between PC and NPC are the delivery vehicles for characterization. It doesn’t matter how complex and rich the personalities are that you create in character biographies; what matters is what you can deliver in-play.
One of the worst mistakes that new GMs make is focusing on major NPCs; this usually changes the first time one player says to another, “This must be important, the NPCs got a personality” – or words to that effect. That’s a sure sign that everyone who isn’t an obvious featured NPC is a cardboard cutout and recognizable as such – and can (and will) be treated as such by the PCs.
Make your incidental characters as rich and complex as you can. Not to the point of turning them into caricatures, but enough to make them all feel real – and the result will be that the game world will feel more real, even when those characters aren’t around.
Interpretation As The Vehicle Of Style
The last of the four major carriers of style in an RPG is how you, as GM, interact with players attempts to use the game mechanics to do things – whether that’s to call some relevant information to mind (a knowledge skill), make a fishing net out of reeds (a practical skill), bluff an NPC (an interpersonal skill), strike a target (a combat skill), or put doubts aside (an internal skill).
There’s more nuance to this aspect of gaming than you might think. You have control over:
- Whether or not to call for a skill check;
- The circumstances that surround that call;
- Which skill to ask for a check of;
- Potential substitutes or alternatives to that skill;
- How you will handle potential synergies;
- The translation of circumstances into modifiers to targets or difficulty numbers;
- The question of degrees of success or failure;
- Interpretation of the outcome;
- How you describe that interpretation in narrative form;
- Whether or not repeated attempts are possible; and
- What modifiers may be appropriate for repeated attempts.
All of these can be definitive of at least part of your personal style, and of the campaign style (what’s the difference? You carry your personal style from one campaign to another, but your campaign style is specific to a particular campaign or genre.)
Some are obvious, others less so. A particular GM, for example, might be generous in the latitude applied to substitute skills and potential synergies, but harsh on the modifiers – and, if he’s consistent about that, the players will notice. It will mean that characters will either succeed easily or face catastrophic odds, and will perpetually be on a knife-edge. While the GM would probably see this as a balanced approach, the players will not, though that can be mitigated through partial successes and other forms of degree of success. All of which gives you some idea of how rich and complex the interplay between these 11 decisions can be.
I know one GM, for example, who never comes right out and indicates success or failure; instead, he describes the outcome and leaves it up to the player to decide whether or not that’s good enough. I couldn’t do that, it’s not part of my style. Which is exactly what I’m getting at.
There are a number of articles here at Campaign Mastery which collectively address all these questions and the contrivance and conveyance of style that results.
- The Nimble Mind: Making Skills Matter in RPGs;
- “How Hard Can It Be?”- Skill Checks under the microscope;
- Precision Vs Holistic Skill Interpretation; and,
- Narratives Of Skill: How To ‘Improv’ Outcome Descriptions In Advance.
One way of looking at an RPG game session is as a continuous blend of narrative and interaction punctuated by Interpretations of Outcomes. It’s an interesting perspective when you contemplate the significance of game mechanics, for example. But it’s also relevant when assessing the way these decisions deliver and manipulate style. As with several of the aspects of gaming that have been discussed, the first impression is that these will principally be “splash” elements – but players will adjust their own playing style to maximize their advantages, and that creates an ongoing effect on style that is carried beyond individual skill checks / attacks.
Whats more, the GM tends to modify his own style in reaction to behavioral changes by the players, and that is also an ongoing influence.
Wrestling With Style
All these influences on style and the human tendency to fall into behavioral patterns means that every GM has his own distinctive style, which hearkens back to what I said earlier – that after getting to know them, I could recognize each GM’s distinctive style and identify them from a description of a day’s play.
There were a couple of occasions when that didn’t work, and someone surprised me. But they were rare. Some GMs I could recognize just from knowing their style as a player.
Sometimes, the content that a GM is trying to deliver can conflict with his style. As a result, he never feels comfortable or settled and is always forcing himself to execute the material he is supposed to deliver.
There are times when, in order to run a scene, an encounter, or an entire adventure or campaign, the GM has to wrestle with his style, do combat with the instincts that he can normally rely on, and second-guess every decision.
As a general rule of thumb, if you don’t read it, or watch it, you won’t succeed at GMing it – except in comparison to someone even worse at the job. In the Zener Gate campaign, I ran an adventure set in the old west at one point – and had to struggle with it all the way, and exhausted my entire stockpile of ideas for that particular setting.
But sometimes, you can surprise yourself, too – I was never in great difficulty in running the Team Neon Phi (super-agents) campaign within my superhero game universe, and both players and myself enjoyed a romp full of cloak-and-dagger and shadowy conspiracies, to such an extent that I would not hesitate to run such a campaign again.
The Heavens Align
There are times, though, when the heavens align and everything clicks. The result is the most fun that you can have as a GM.
There is a danger, the first time that you experience it, that you will then start to chase it, meddling with one or more of things that got you there in the process. You can get yourself in such a tangle of frustration that you eventually give up completely – I’ve seen it happen.
This danger tends to be mitigated by experience; you become more aware that you aren’t doing anything different to what you usually do, and that enables you to avoid this trap. That’s the point at which you can start improving your game in a constructive way, adding to your repertoire to maximize the opportunities for lightning to strike again, without getting in the way of the prospects.
The same thing happens in other media and activities, too. You can be an actor, and discover one part that makes it all feel effortless and natural, or an acting partnership that has genuine chemistry. It happens in game design – of both the computer-game and board-game varieties.
It’s worthwhile taking a moment to consider how this would look from the outside. I think the key word to be used in description is “effortless”, or results in great disproportion to the effort that has been expended. I got that impression when reading a proposed advertisement for Gambino Free Slots – and I get to read a lot of them for such sites. With many, they have one point of distinction, and sometimes that’s of interest and sometimes not; with Gambino, it was one thing after another. It was an impressive litany of positives.
Unfortunately, there was nothing in the submitted advertisement that would make it of interest to the majority of Campaign Mastery readers, however impressive it might have been as a piece of advertising. But it was enough to get me thinking, and this article was the outcome.
Mastery of your style as a GM – or in any other endeavor – begins with an understanding of the constituents of that style, and how they manifest within the endeavor in question. Once you understand those, and the synergies that are possible between them, then you too can hope to do the equivalent of hitting the slot machines jackpot. And, if slot machines float your boat as well as RPGs, you could do worse than to take a look at Gambino; just follow the links provided.
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