{"id":22423,"date":"2018-10-22T23:55:10","date_gmt":"2018-10-22T12:55:10","guid":{"rendered":"http:\/\/www.campaignmastery.com\/blog\/?p=22423"},"modified":"2018-10-22T23:50:40","modified_gmt":"2018-10-22T12:50:40","slug":"construction-methodology-and-rpgs","status":"publish","type":"post","link":"https:\/\/www.campaignmastery.com\/blog\/construction-methodology-and-rpgs\/","title":{"rendered":"Construction Methodology and RPGs"},"content":{"rendered":"<div id=\"attachment_22425\" style=\"width: 420px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22425\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/fractal-1120768.jpg\" alt=\"\" width=\"400\" height=\"300\" style=\"border:2px solid black\" class=\"size-full wp-image-22425\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/fractal-1120768.jpg 400w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/fractal-1120768-120x90.jpg 120w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><p id=\"caption-attachment-22425\" class=\"wp-caption-text\">Image courtesy pixabay.com\/TheDigitalArtist<\/p><\/div>\n<p>There&#8217;s a show that I like to watch now and then on a local Free-To-Air lifestyle channel called &#8220;Rescue My Renovation&#8221;. It appeals because it not only explains what was done wrongly but the correct way that it should have been done, and why.<\/p>\n<p>This presents practical information that I&#8217;ve found useful from time to time in both real life and behind the GM screen (I never forget that every one of the techniques employed was a lesson learned the hard way at some point in the past).<\/p>\n<p>Host John DeSilva comes across as personable and a genuinely nice guy, a &#8220;favorite uncle&#8221; who just happens to be a builder.<\/p>\n<p>I&#8217;m not a handyman by anyone&#8217;s measure. My father, brother, and brother-in-law are far more in that category than I would ever claim to be, and my uncle is an honest-to-god builder, but I&#8217;ve picked up enough from hanging around them every now and then, and from shows like this, that I can quite happily deal with any construction-related situation that comes up while in the GMing hot seat.<\/p>\n<p>The show is from the US&#8217; DIY Network, part of the Discovery group of channels, and quite deservedly received a solid 7.7\/10 on IMDB. I&#8217;m always a little suspicious of the &#8220;reality&#8221; of &#8220;Reality TV&#8221;, but all the indications are that this one is absolutely genuine. There has also been some criticism of renovations performed by the DIY Channel&#8217;s former incarnation, but none of that has landed on the doorstep of this particular program.<\/p>\n<p>It&#8217;s pity that the show seems to have very quietly vanished after the 2014 season &#8211; never formally canceled, just not being filmed any more (more than anything else, that tells me that the DIY Renovation craze of the last 2-3 decades is faltering, but that&#8217;s just a side-note).<\/p>\n<p>In this particular episode, DeSilva recited what is practically his mantra &#8211; (paraphrasing&#8221;) there is a right way to do things and a wrong way. The right way is demolition, get your framework right, call in your specialist services (plumbers, electricians, etc), floors &#038; walls &#038; ceilings, and finishing &#8211; paint, decorations, furniture, and so on.<\/p>\n<p>My <em>first<\/em> thought was that this wasn&#8217;t completely true, and had even been violated a time or two on the show. That&#8217;s because it didn&#8217;t make mention of two additional services that aren&#8217;t always needed but are critical when they <em>are<\/em> involved: Architecture and Design.<\/p>\n<p>And my <em>second<\/em> thought was that there are lessons here for the creators and GMs of RPG Adventures. In fact, a number of different areas of application immediately tumbled forth into my consciousness, one after the other, making this article all-but-inevitable. But, before I get into those applications, let me expand a little on that first thought.<\/p>\n<h5>Architecture<\/h5>\n<p>The construction methods of most homes are well known and don&#8217;t actually need architectural design &#8211; you decide the dimensions and layout of the rooms, which gives the dimensions and overall shape of the construction, lay out your foundations accordingly, build everything with an ample margin of safety on your tolerances, and simply apply all the lessons of practicality that have been mastered over the centuries when it comes to this sort of thing.<\/p>\n<p>There are three occasions when architects are still required. First, when there&#8217;s some problem with the site that needs to be fixed or accommodated that will compromise a straightforward design; second, when you want to achieve something fancier than a robust, sturdy, design, including pushing the boundaries of what is permitted by the local government with authority; and third, when the resulting building needs to be certified for use by the general public &#8211; department stores, shopping malls, petrol stations, and the like, or for other special purposes (everything from prisons to opera houses falls into this category). And &#8220;problems with the site&#8221; can include spanning the borders between two or more such local governments &#8211; all of whom must be satisfied.<\/p>\n<p>The reasons architects aren&#8217;t really needed (aside perhaps from satisfying Local Governments) for most basic constructions and renovations is that the structures and designs are fairly standardized, and so the loads and methodologies can also be standardized to a large extent.<\/p>\n<p>Minor variations are easily accommodated by that ample margin of safety that I mentioned &#8211; If the frame can support two-and-a-half times what it is normally going to be called upon to bear, variations in design, layout, and construction can generally be accommodated without a second thought. An experienced builder will even know when the design limits and safety margins are in danger of encroachment and call in specialists before their own reputations are endangered.<\/p>\n<p>In fact, commercial construction operates in a very similar way &#8211; decide what the loads are likely to be and then build in an ample margin of safety. It&#8217;s when these margins are eroded by compromises that buildings become unsafe.<\/p>\n<p>This was driven home by a recent episode of another TV show, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Seconds_From_Disaster\" rel=\"noopener\" target=\"_blank\">Seconds From Disaster<\/a>, dealing with the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Sampoong_Department_Store_collapse\" rel=\"noopener\" target=\"_blank\">Sampoong Department Store<\/a> in Seoul, which collapsed in 1995. You can read the Wikipedia page to which I&#8217;ve linked for more details, but, in brief:<\/p>\n<ul>\n<li>The building was originally designed to be an apartment block, but during construction to create a large department store.<\/li>\n<li>Substandard concrete was used for ceilings and walls.<\/li>\n<li>Column strength was compromised by a reduction in size from the 80-90cm indicated in the design to 60cm to maximize floor space. In addition, in part to save money, they contained only 8 steel reinforcing bars instead of the required 16, reducing their load-bearing capacity by about 50%.<\/li>\n<li>Floor slabs were incorrectly constructed, with their strength compromised by placing the reinforcing steel mesh 10cm below the surface instead of the normal 5cm &#8211; which doesn&#8217;t sound like much, but actually makes a big difference to their strength and to the loads being transmitted to the columns, effectively reducing the strength of the structure another 20%.<\/li>\n<li>The columns were deliberately spaced as far apart as possible, again to maximize floor space, a decision that also increased the load each had to sustain<\/li>\n<li>The original design was for four floors, but a fifth floor was added during construction. Originally intended to be a roller skating rink, during construction the decision was made to convert it to contain eight restaurants. In South Korea, restaurant patrons are seated on the floor, so this change required the inclusion of heating elements within the floor, dramatically increasing their weight.<\/li>\n<li>As a result, the columns were supporting approximately <em>four times<\/em> the weight that they had been <em>originally<\/em> designed to take. Eventual collapse was inevitable, needing only a trigger event to set events in motion. Things were made worse when the columns were cut back to make room for fire suppression systems installed around the escalators.<\/li>\n<li>That occurred when three 15-tonne air conditioning systems were relocated on the roof by placing them on rollers and dragging them to their new location. But it would be another 2 years before the progressive failures led to the ultimate collapse; in that time it was inspected by city officials a number of times and certified as safe, the last time just a couple of weeks before the collapse.<\/li>\n<li>There were ample warning signs on the day of collapse (early signs were noted more than two months earlier, <em>before that final inspection<\/em>) and both the Building Engineer and Manager recommended that the building be closed, only to be ignored by the building&#8217;s owner, who insisted that the store remain open. At the time, it made profits of about US$4 million per week, and was used by an average of 10,000 customers per day. This was about 5 years after construction was complete.<\/li>\n<li>502 people were killed and more than 1500 trapped during the collapse, which took just 20 seconds to unfold. The investigation triggered a comprehensive review of constructions within South Korea, which found that 1 in 7 high-rise structures needed rebuilding, and 4 out of 5 needed major repair work. Only one in 50 was deemed safe. The Owner of the department store was jailed for 10 1\/2 years for criminal negligence. His son and the CEO of the business was jailed for 7 years for corruption and accidental homicide, and 21 others including 12 city officials.<\/li>\n<\/ul>\n<div id=\"attachment_22426\" style=\"width: 410px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22426\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/Sampoong-Department-Store.jpg\" alt=\"\" width=\"390\" height=\"393\" style=\"border:2px solid black\" class=\"size-full wp-image-22426\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/Sampoong-Department-Store.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/Sampoong-Department-Store-120x120.jpg 120w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/Sampoong-Department-Store-357x360.jpg 357w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22426\" class=\"wp-caption-text\">Image provided by Seoul Metropolitan Fire &#038; Disaster Headquarters via Wikimedia Commons, Licensed under the <a href=\"https:\/\/creativecommons.org\/licenses\/by-sa\/4.0\/deed.en\" rel=\"noopener\" target=\"_blank\">Creative Commons Attribution-Share Alike 4.0 International<\/a> license. Cropped, sharpened, and contrast increased by Mike.<\/p><\/div>\n<p>What I find most astonishing and enlightening is the fact that despite these multiple, willful, and flagrant compromises of the load-bearing capacity of the structure, it stood for 5 years. That speaks volumes about the scale of the margin of safety required of modern construction. While I&#8217;m sure that the standards are not as strict when it comes to domestic dwellings, there&#8217;s a LOT of room between &#8220;barely strong enough&#8221; and the commercial building standard.<\/p>\n<h5>Interior Design<\/h5>\n<p>It&#8217;s not entirely inaccurate to state that the architecture determines what a space <em>can<\/em> be used for, while the Interior Designer decides what it <em>will<\/em> be used for, as well as what it will look like. Whenever an interior designer has been called in on Rescue My Renovation, it has always been at the beginning of the project, for two very good reasons:<\/p>\n<ol>\n<li>The more time they can be given to tweak and refine designs, the better the final result is likely to be, especially if there are problems to be overcome or unusual requirements to be satisfied.<\/li>\n<li>Determining their base requirements before work commences permits all subsequent stages of the work to be guided be the desired end result. If additional structural reinforcement is needed at some point &#8211; a beam running across a wall, for example &#8211; it is a lot easier to incorporate it <em>before<\/em> you put the walls up.<\/li>\n<\/ol>\n<p>The more fancy features are to be incorporated, the more critical (2) becomes. You don&#8217;t simply drop an interior courtyard and water feature into the design and expect a happy ending!<\/p>\n<div id=\"attachment_22427\" style=\"width: 410px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22427\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/construction-19696.jpg\" alt=\"wooden building frame\" width=\"390\" height=\"293\" style=\"border:2px solid black\" class=\"size-full wp-image-22427\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/construction-19696.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/construction-19696-120x90.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22427\" class=\"wp-caption-text\">Image provided by pixabay.com\/PublicDomainPictures<\/p><\/div>\n<h3>RPG Relevance Pt 1: Adventure Design<\/h3>\n<p>The entire process of construction &#8211; which is exactly the same as that of renovation, save that the latter has the additional initial stage of demolition &#8211; is analogous to the normal process of designing an adventure.<\/p>\n<ul>\n<li>You start by determining the structure that you intend to follow.<\/li>\n<li>You then determine roughly what the content will be for each structural component;<\/li>\n<li>&#8230;and then you create whatever content you require.<\/li>\n<\/ul>\n<p>You may be guided through this process by a desired plot situation, or a desired stylistic objective, or can simply put things together guided by the stylistic traits of the genre.<\/p>\n<ul>\n<p>For example, in my Zenith-3 campaign, adventures comprise two different primary structural elements. The first is personal development for the PCs, interpersonal relationships, roleplay-dominant scenes, background developments, and so on. The second is the major plot of the adventure. In terms of game sessions, I will normally aim for a ratio of 1-2 to 1, measured in game sessions, of these elements.<\/p>\n<p>The simplest possible structure is to have all the &#8220;Personal&#8221; plots take place, evolving the background, the characters, and their personal soap operas, into a new situation, and then the major plot &#8211; like walking through a series of vestibules, waiting rooms, and the like, before reaching the living room.<\/p>\n<p>Major Plots are almost always designed to connect to one or more PCs personal plots, and may also incorporate significant background evolution. The last adventure, for example, contained three or four game sessions of personal plots and a two-session main adventure, which significantly advanced one plotline of one the PCs and included a minor advance in a group plotline. The other PCs weren&#8217;t just along for the ride; they all played a part in determining the outcome and got their equal share of the spotlight, but one PC was the obvious focus of the adventure.<\/p>\n<p>The next adventure, which I&#8217;m in the process of writing at the moment, has three structural elements, the first of which has already been dealt with in-play. You can describe this additional phase as housekeeping &#8211; decisions on future directions for each of the PCs. Next weekend (if all goes according to plan), we will enter the personal-plots phase of the adventure, much of which is built around the ramifications of decisions taken in past adventures. It will then segue seamlessly into the major plot, which &#8211; from a PC perspective &#8211; will (at least initially) appear to be just another of these personal plot-lines (that&#8217;s a favorite technique of mine, it means that the players can never tell what&#8217;s going to be significant so they have to pay attention to everything).<\/p>\n<p>In isolation, the personal events are just things that happen, that show the ongoing <a href=\"https:\/\/www.campaignmastery.com\/blog\/blog-carnival-nov-2016-ordinary-paranormal-lives\/\" rel=\"noopener\" target=\"_blank\">Personal Lives<\/a> of the PCs. When the campaign first started, each adventure was typically separated by 2-3 game weeks of time; currently, the interval is 1-2 game weeks. As the campaign continues to ramp up, that will become 3-7 days, then 2-5 days, then 1-4 days, 0-3 days, 0-2 days, and finally 0-1 days. As the campaign approaches its climax (assuming we get that far), there may be multiple adventures in succession over a single game day.<\/p>\n<p>Even if they aren&#8217;t consciously aware of it, this impacts the players perception of the lives their characters are leading. Right now, pacing wise, they are reasonably comfortable. That will change.<\/p>\n<p>This inevitably alters the balance between the personal plotlines and the main plots, shrinking the first and expanding the latter. Over time, there will also be an increase in suffusion between the two.\n<\/ul>\n<h5>&#8216;Suffusion?&#8217; you say? What&#8217;s that?<\/h5>\n<p>You&#8217;ll note that there&#8217;s nothing about the duration of the main plots in preceding paragraphs. Sometimes these are a single concentrated incident, sometimes they are a succession of events in close sequence, and sometimes there are inevitable pauses and gaps and delays &#8211; but a person doesn&#8217;t stop being a person just because they are in down-time during a major plotline. Which means that I can occasionally sprinkle a main adventure plot with &#8220;personal developments&#8221; that may or may not be unrelated to the main plot.<\/p>\n<p>I deliberately referred to the &#8216;personal lives&#8217; content as holding no greater significance <em>in isolation<\/em> a little while back. That&#8217;s because when you view them <em>collectively,<\/em> themes and trends can be detected &#8211; because life is not a random assortment of ups and downs, there are identifiable highs and lows and patterns. It&#8217;s more like the pattern below:<\/p>\n<div id=\"attachment_22428\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22428\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-1.jpg\" alt=\"oscillations around a rising and falling trend\" width=\"550\" height=\"255\" style=\"border:2px solid black\" class=\"size-full wp-image-22428\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-1.jpg 550w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-1-120x56.jpg 120w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><p id=\"caption-attachment-22428\" class=\"wp-caption-text\">Function plot made using FooPlot.com<\/p><\/div>\n<p>Well, actually, that&#8217;s a bit too regular and predictable. Life is even MORE like this:<\/p>\n<div id=\"attachment_22429\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22429\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-2.jpg\" alt=\"Oscillations of a rising and falling trend, distorted in width and amplitude\" width=\"550\" height=\"255\" style=\"border:2px solid black\" class=\"size-full wp-image-22429\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-2.jpg 550w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/chaos-2-120x56.jpg 120w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><p id=\"caption-attachment-22429\" class=\"wp-caption-text\">&#8220;Function&#8221; based on the plot made using FooPlot.com shown previously<\/p><\/div>\n<p>Sometimes, these highs and lows deal with a single individual, sometimes they are spread across a whole group, and sometimes they are something in-between. The only thing that you can say is that, over time, and ignoring other factors, they will tend to average out to a consistent level of some sort. If we were talking about a happy, healthy, moderately wealthy individual, that average would be on the plus side of the ledger; if not, it might be on the negative.<\/p>\n<p>We&#8217;re talking about PCs here, so stability is a meaningless concept. Instead, their lives will lurch from success to catastrophic failure and back again, and the only certainty is that tomorrow will be different! But there will still be highs and lows, trends and events that buck them. Or, at least, there should be; the term &#8220;comfortable PC&#8221; should be an oxymoron if applied to anything other than a strictly temporary situation. Life should be calm only because it&#8217;s winding up to deal a haymaker!<\/p>\n<p>These trends can happen accidentally, but many of my plotting techniques are aimed at controlling and directing them, to &#8220;suffusing&#8221; my smaller plots with broader narratives.<\/p>\n<p>Those clued in, mathematically, will recognize the base graph shown above as being the sum of two sine curves of differing period and amplitude &#8211; one small and fast, the other larger and slower. These are analogous to individual plot developments in the life of a PC and to trends and larger plotlines affecting those specific events. Since there is always going to be some &#8220;splash&#8221; from one PC&#8217;s plotlines affecting another PC, there should in fact be at least two more such components PER ADDITIONAL PC, and then there are the individual major plotlines of each adventure, and the even broader plotlines that link those together.<\/p>\n<p>But the techniques by which this incredible complexity is achieved are simple and straightforward, and the equivalent of what an interior designer does during the construction of a room or building. You can even extend the analogy by considering each major character &#8211; every PC and every NPC treated as a PC &#8211; as a room and the entire campaign state &#8211; the campaign as it is at any given moment &#8211; as the totality of all those rooms. The totality of the campaign, from start to finish, is the story of the &#8220;construction&#8221; and &#8220;redecoration\/re-purposing&#8221; of the entire building.<\/p>\n<p>The first step in creating an adventure is to decide on the structure for that particular adventure. Once that&#8217;s done, you&#8217;ve defined the &#8220;spaces&#8221; that need to be filled. Some of these will be essential narrative elements, and I then add more to more-or-less equalize the spotlight time across the different PCs.<\/p>\n<p>I know what most of those essential narrative elements will be because I&#8217;ve broken a single plotline &#8211; large or small &#8211; into smaller pieces. Putting these in place within the adventure is the equivalent of putting up the walls and flooring. I rarely go so far as to include specific dialogue or flavor text; those are the &#8220;finishing&#8221; stage, the painting, decoration, and furniture.<\/p>\n<p>Sometimes, if I&#8217;m in need of direction, I will select a graphic or visual image or concept &#8211; a piece of furniture &#8211; and frame the rest of the &#8220;room&#8221; around it. More usually, the plot defines what I&#8217;ll need, and I go out and look for it, or create it from scratch. And sometimes, there&#8217;s an ongoing give-and-take back-and-forth.<\/p>\n<div id=\"attachment_22430\" style=\"width: 410px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22430\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/roof-truss-3339206.jpg\" alt=\"bare roof truss\" width=\"390\" height=\"251\" style=\"border:2px solid black\" class=\"size-full wp-image-22430\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/roof-truss-3339206.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/roof-truss-3339206-120x77.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22430\" class=\"wp-caption-text\">Image courtesy pixabay.com\/Capri23auto<\/p><\/div>\n<h3>RPG Relevance Pt 2: Campaign Design<\/h3>\n<p>I don&#8217;t think I need to spend a whole lot of time belaboring this point; quite obviously, designing a campaign is just a matter of scaling up the processes used in designing an adventure.<\/p>\n<p>The fundamentals are still designing a structure, applying elements to the specifications resulting from that design, and then creating details of those elements to decorate and finish the design.<\/p>\n<p>The major difference is that these are &#8211; or should be &#8211; all designed and intended to change over time.<\/p>\n<p>It&#8217;s always my preference to avoid showing the campaign elements the way that I want\/need them to be for the main campaign; instead, I show them the way they used to be and show the PCs the events that transform them, having those events impact on them in the earlier phases of a campaign. This not only makes the players feel like part of the campaign world, it gives the major campaign events poignancy and direct relevance to the players &#8211; it gives them <a href=\"https:\/\/en.wikipedia.org\/wiki\/Gravitas\" rel=\"noopener\" target=\"_blank\">Gravitas<\/a>.<\/p>\n<p>It&#8217;s important to realize that the more of your design work that you can complete at the Campaign level, the less you have to do at the Adventure level. This is important because you can usually delay the start of a campaign until the design work is finished, but it&#8217;s more effort &#8211; and more dangerous &#8211; to delay the start of an adventure until it&#8217;s finished, or to start playing it without having finished creating it!<\/p>\n<p>Another analogy that occurred to me at about this point in thinking about this subject is that genre is analogous to architectural style. This not only influences the structure and shape of the building, but defines what furniture and decorative elements are or are not appropriate within. These rules can be broken, if the need is sufficient, and these deviations can even shed new light on genre elements by exposing them within a new context through the resulting contrast. But you have to know what you are doing, or you will be relying on a lot of serendipity in your designs.<\/p>\n<div id=\"attachment_22431\" style=\"width: 410px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22431\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/teamwork-606818.jpg\" alt=\"\" width=\"390\" height=\"278\" style=\"border:2px solid black\" class=\"size-full wp-image-22431\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/teamwork-606818.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/teamwork-606818-120x86.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22431\" class=\"wp-caption-text\">Image provided by Pixabay.com\/skeeze<\/p><\/div>\n<h3>RPG Relevance Pt 3: System Design<\/h3>\n<p>That chain of thought led me to the third aspect of relevance: RPG system design.<\/p>\n<p>If the genre of the game is considered to be the architectural style, the functions that the system is designed to facilitate, and their relative priority, can be thought of as the framing infrastructure &#8211; the timbers and beams and foundations that define the shape of the structure.<\/p>\n<p>Characteristics, Characteristic Checks, saving rolls, combat mechanics, a skill system, experience systems, and archetype expressions (character classes in D&#038;D, for example) &#8211; these will be common to almost every game system, present in one form or another.<\/p>\n<p>Those with the highest design priority will be the richest and most detailed, while those with lower priority will tend to be more vague and generalized.<\/p>\n<p>Other design priorities may be embedded &#8211; a magic system, a technology system, interplanetary or interstellar travel, cosmological principles, a particular look-and-feel. If a Star Trek game system felt like you were running a Battlestar Galactica campaign, you would consider that design a failure because it did not convey the essential flavor of the source that you were aiming for, just as a Star Wars campaign that felt like a Terminator or Jurassic Park movie would be wrong. Some of these will be defined by the genre, others may not.<\/p>\n<p>The actual substance of each of these game system elements is akin to the decoration and finishing of the rooms in a building. Ideally, they will work together in harmony, and will be practical, functional, spaces. In practice, there&#8217;s always at least one room that&#8217;s a little bit clumsy or awkward, over-decorated or even ugly. <\/p>\n<p>The redecoration\/renovation motif is relevant, too; quite often, you can replace one piece of the design with something else. The only thing that you have to do is make sure the doors and windows match up &#8211; the inputs from other design elements, and the outputs to those elements. If you wanted to, for example, you could replace all the character races in D&#038;D with something else. Or change the character classes. Or replace the Saving Throw system. Or tweak the Combat system. Or whatever.<\/p>\n<div id=\"attachment_22432\" style=\"width: 410px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22432\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/scaffold-3404580.jpg\" alt=\"Scaffolding to paint the exterior of a house\" width=\"390\" height=\"293\" style=\"border:2px solid black\" class=\"size-full wp-image-22432\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/scaffold-3404580.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/10\/scaffold-3404580-120x90.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22432\" class=\"wp-caption-text\">Image courtesy pixabay.com\/stux<\/p><\/div>\n<h3>Conclusion<\/h3>\n<p>In almost every respect, then, RPGs are analogous to construction, and the methodology that has evolved to produce habitats and structures that don&#8217;t collapse around our ears can be applied to the hobby to its betterment.<\/p>\n<p>You can not only construct better, more reliable, adventures, you can understand those adventures more clearly &#8211; enabling more rapid and purposeful ad-hoc invention and intervention when necessary (the equivalent of emergency repairs)!<\/p>\n<p>You can construct better, more effective, campaigns, that are more engaging and more entertaining while requiring less work to maintain, because you more clearly understand campaign structure.<\/p>\n<p>You can construct better, more efficient, more flavorful rules systems and subsystem tweaks, because you not only have a more holistic understanding of the way game system structures interact, but can more readily isolate one structural element from another. You can see more of the connecting threads behind the set designs and, from them, derive a deeper understanding of what the designers were trying to achieve.<\/p>\n<p>And all of that can only make you a more effective GM in the final phase of RPGs, without which all of the above is meaningless &#8211; play. Which makes the game better for everyone involved. Amply justifying the time spent on this subject &#8211; writing it, on my part, or reading it, on yours &#8211; I think.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There&#8217;s a show that I like to watch now and then on a local Free-To-Air lifestyle channel called &#8220;Rescue My Renovation&#8221;. It appeals because it not only explains what was done wrongly but the correct way that it should have been done, and why. This presents practical information that I&#8217;ve found useful from time to [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[65,29,67,70,32,74,221,12,91,13,94,96],"tags":[237,104,151,106,107,108,163,155,218,282,136,283,146,232],"series":[],"class_list":["post-22423","post","type-post","status-publish","format-standard","hentry","category-campaign-creation","category-campaign-management","category-dnd","category-gm-ing","category-game-philosophy","category-mike","category-opinion","category-pcs","category-plans-and-prep","category-players","category-ideas-and-inspiration","category-write","tag-adventure-creation","tag-behind-the-screen","tag-campaign-admin","tag-campaign-background","tag-campaign-setting","tag-campaigns","tag-cultures-societies","tag-dd","tag-pathfinder","tag-pcs","tag-philosophy","tag-players","tag-running-encounters","tag-writing"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1toiD-5PF","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22423"}],"collection":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/comments?post=22423"}],"version-history":[{"count":7,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22423\/revisions"}],"predecessor-version":[{"id":22438,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22423\/revisions\/22438"}],"wp:attachment":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/media?parent=22423"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/categories?post=22423"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/tags?post=22423"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/series?post=22423"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}