{"id":22461,"date":"2018-11-06T00:01:08","date_gmt":"2018-11-05T13:01:08","guid":{"rendered":"http:\/\/www.campaignmastery.com\/blog\/?p=22461"},"modified":"2018-11-05T23:57:48","modified_gmt":"2018-11-05T12:57:48","slug":"a-measure-of-success","status":"publish","type":"post","link":"https:\/\/www.campaignmastery.com\/blog\/a-measure-of-success\/","title":{"rendered":"A Measure Of Success: GM&#8217;s ways of &#8216;winning&#8217; in an RPG"},"content":{"rendered":"<div id=\"attachment_22463\" style=\"width: 410px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22463\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/records-978813.jpg\" alt=\"stocked shelves in a record store\" width=\"390\" height=\"254\" style=\"border: 2px solid black\" class=\"size-full wp-image-22463\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/records-978813.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/records-978813-120x78.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22463\" class=\"wp-caption-text\">Image provided by pixabay.com\/Wokandapix, cropped by Mike<\/p><\/div>\n<blockquote><p>This article has been in preparation for a very long time &#8211; since May 2017, in fact. I hope it proves to have been worth the wait&#8230;<\/p><\/blockquote>\n<p>While there is no such thing as &#8220;winning&#8221; in an RPG, that doesn&#8217;t mean that there isn&#8217;t success, and that not all success is created equal. Some success may not be desired, some may not be desirable, some may be hard-earned, while some may come naturally. This article will seek to understand success in its myriad forms and then apply that knowledge to the RPG concept to see what can be made of it.<\/p>\n<p>Because it&#8217;s a field that I know quite well, have thought about extensively, and that a lot of people can relate to, I am going to undertake my initial analysis through the prism of popular music. Bear with me, I don&#8217;t have a road-map&#8230;!<\/p>\n<h3>Popular Success<\/h3>\n<p>The foundations of this article were laid when I remembered some interviews from 70s, 80s, and 90s TV in which various performers rubbished the notion of seeking popular success. The phrase most commonly used was &#8220;selling out&#8221;, and it&#8217;s one that always irks me. It implies that it&#8217;s easy to be commercially successful, and that it requires less artistry and\/or depth and is more formulaic.<\/p>\n<p>There are 52 weeks in the year. Pop charts have been maintained, in one form or another, for more than 50 years, and are typically refreshed on a weekly basis. That means that <em>at most<\/em> over that time period there have been 2600 number one singles on the top-40 charts (or their equivalents).<\/p>\n<p>In fact, turnover tends to be a lot slower than that; while a few tracks make it to number one only to be dethroned the following week, many remain ascendant for two, three, four, or more, weeks. If we set the real average at a conservative 2 weeks. Because the estimate <em>is<\/em> conservative, the number will almost certainly be crowding the lower end of the scale. It&#8217;s not unreasonable to use a nice, round, 1000 number ones for the time period.<\/p>\n<p>For every number one hit, there are at least 40 more (and more likely, 400 or 4,000) acts who would like to have had that measure of success with a song released at around the same time. The intensity of that desire may vary, as would the price of achieving it, but the desire is nevertheless there.<\/p>\n<p>At best, then, any given single has a one in forty (or four hundred, or four thousand &#8211; how many songs hit the global market in any given week?) chance of making it, of being the most popular single of a given week. That, to me, doesn&#8217;t make it sound particularly easy.<\/p>\n<p>On top of that, every #1 artist has had &#8220;sure fire&#8221; hits that crashed and burned, while some successes have come right out of left field. While formula may make you a successful artist, with regular top-40 appearances for a while, it&#8217;s rare to ride one all the way to the top of the charts. That generally requires something extra, something more than mere formula.<\/p>\n<p>Commercial success is never anything to be ashamed of, either for the artist or the purchaser. It&#8217;s hard to achieve, and harder to achieve consistently, and harder still to achieve better than anyone else in a given time period. Having a number 1 &#8211; in anything &#8211; means that more people liked your product than anything else in that particular time period.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Popular Success<\/h5>\n<p>There are a number of measures of success that could be considered the equivalent of a measure of &#8220;popularity&#8221;. Anything from having a waiting list to join the campaign, through to players gushing with enthusiasm to third parties about the campaign, could qualify. But for my money, before you can identify the true equivalent, you need to amend the terms of reference. An RPG isn&#8217;t a one-off purchase, which is the case with a hit single; it&#8217;s more like a subscription service that players and GM pay for with their social time. To me, that means that the true equivalent of a popular success is having players who will move heaven and earth to attend, be sincerely regretful if they can&#8217;t, and who show up, week after week, month after month, on time and ready to play.<\/p>\n<p>And as with popular music, there are those who might decry the rigidity of an organized schedule, who prefer the spontaneity of friends simply deciding to enjoy a fun activity together for a few hours. I&#8217;ve known at least one GM who ran an &#8220;open house&#8221; campaign &#8211; come one, come all, show up at the designated time and be assured of getting a seat. His games were anarchic but very dynamic, often with one set of players working to advance one in-game agenda while others pursued completely unrelated goals. But that sort of game is rare and rarely long-lived; for most, having a regular group that can be relied upon to show up to play at regular times, is the ambition.\n<\/ul>\n<h3>Artistic Success<\/h3>\n<p>In some ways, you can trace the artist-vs-commercial success to the dysfunction within the ranks of the Beatles, and in particular the Lennon-Vs-McCartney stoushes for which the band were famous in the late 60s. In other ways, you can trace it back further, to the Beatles-vs-Rolling Stones debates of half-a-decade earlier. Artistic credibility and artistic integrity have always been seen as running counter to commercial success. And in still others, the roots trace back into other media and earlier eras; famously, A. Conan Doyle grew so tired of the popularity of Sherlock Holmes undermining his other literary endeavors that he attempted to kill the character off.<\/p>\n<p>Artistic Success can be divided into two types of achievement: Content, and Trend-setting.<\/p>\n<p>Content Success is what Lennon and other &#8220;serious artists&#8221; often aspired to &#8211; or claimed to aspire to. It&#8217;s the success of communicating something beyond mere entertainment value, whether that be opposition to war, promoting ecological soundness, feeding the hungry in a drought, raising awareness of some issue, or simply using your music as a vector to create awareness of a social position not actually expressed in that music. Others find this sort of thing pretentious; and there is a middle ground.<\/p>\n<p>Trend-setting is devising new instruments and new musical forms and structures and styles that create a new genre or sub-genre to which many other artists then connect and further. Punk, Ska, Disco, Prog-Rock, Metal, Rap, Hip-Hop, Blues, Reggae, Country &#8211; name a genre and there will be artists who were at the forefront, and artists who steered that genre into new directions, redefining what the Genre was or could contain. Often, the public are dragged into acceptance of these changes only reluctantly, as when Bob Dylan went electric.<\/p>\n<p>A third variety of artistic success is the Crossover, in which an artist forges a link between two disparate styles or genres, gaining acceptance in both. To some extent, crossover artists are a fiction; most styles and genres are a spectrum, with individual works (and to some extent, individual artists) tending to occupy a given niche within that Spectrum. Thar position will have some elements in common with other examples from their genre, and some elements that are as distinctly different as day and night. And each such position will also have elements in common with niches within other genres, permitting the artist or individual work to explore this common connection.<\/p>\n<p>It could even be more accurate to suggest that each style and genre comprises multiple spectra, one for each trait that is not definitive of that style and genre, and the crossover artist simply brings an unexpected combination to public attention.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Content Success<\/h5>\n<p>Because I strive to make each campaign distinct and different from all the others that I run or have run in the past, I could be accused of chasing Artistic Success in it&#8217;s Content form.<\/p>\n<p>There are some GMs and players who want nothing more than a dungeon-bash, devoid of deeper meaning or heavy conceptualizing. While I&#8217;m happy to throw those in as a bit of variety, and to help with the timing (giving plots time to mature before they land on the PCs&#8217; backs), it&#8217;s not the style of campaign that I usually offer. You could argue that the Zener Gate campaign is the closest I&#8217;ve come to running the mindless dungeon-bash, and I wouldn&#8217;t argue &#8211; but I tend to think of it more as episodic &#8220;capsules&#8221; of meaning, not as being devoid of deeper meaning. And, given my personal tastes and the way my mind works, I won&#8217;t be surprised to find deeper plotlines emerging from the mix.<\/p>\n<p>I&#8217;m a big advocate of aiming for uniqueness in the content of any given campaign, and have been so throughout the almost ten years of Campaign Mastery. There are many different reasons, ranging from differentiation in the players minds to discovering new ground to explore in your stories and characters as a consequence of that uniqueness.<\/p>\n<h5>The RPG Equivalent Of Trend-Setting Success<\/h5>\n<p>Trend-setting is a harder notion to quantify into an RPG analogue. Inventing a new genre or reshaping an existing one is so rare that it doesn&#8217;t fit, and besides, is more often achieved by game system design than by individual GMs.<\/p>\n<p>That doesn&#8217;t mean that there can&#8217;t be stylistic elements that emerge from one campaign and sweep the world, or seem to. Isometric maps were one such. Dungeon Tiles were another. But these are rather smaller than genre-defining.<\/p>\n<p>Campaigns face two hurdles that prevent this kind of success. The first is that most campaigns are too small to encompass an entire genre, though one might be an archetype or prototype. Campaigns have only a limited number of players and a single GM and simply cannot change the world very easily. The second hurdle is that most campaigns lack the scope to be genre-defining or -redefining; there simply isn&#8217;t enough material published, let alone gaining widespread acceptance, to exert that level of influence.<\/p>\n<p>Game systems have a far easier job of clearing both hurdles. The first is simply a matter of popularity, which can come from innate innovation, through a connection to a popular pre-existing franchise, or in any number of other ways. The second is that by definition, a game system incorporates its fundamental assumptions about the nature of the world that the game system is supposed to simulate, and hence the game system itself can easily become an exemplar of a new genre or sub-genre &#8211; if the authors are sufficiently creative.<\/p>\n<p>That creativity can itself be a spur to success, assisting in the clearing of the first hurdle. But you need both &#8211; something original to differentiate the new from the old, and sufficient resources and popularity available on a sufficient scale to enable new creators to add to and expand on the new genre that results. And it&#8217;s HARD to do, and even harder to do well.<\/p>\n<h5>The RPG Equivalent Of Crossover Success<\/h5>\n<p>This is rather easier to achieve, because it means taking an element of one genre and treating it in the way that another genre would be expected to treat it. Nor does popular success need to follow in order to achieve a successful crossover; it can be enough that a few adherents like the results.<\/p>\n<p>Take TORG for example. It had a logical, functional, spell-design system &#8211; so much so that when I wrote software to automate the process, I had more trouble getting the text editor designed to incorporate design notes into the description and other text-based fields of indefinite length to work properly than I did the basic mechanics of the system. This was the sort of plug-in modular design that you might use for designing classes of space ships, trading speed for cargo capacity, so as to achieve a consistent standard of technical capability, but the TORG system applied it to something that was strictly fantasy in nature &#8211; Spell Design.<\/p>\n<p>It remains, for me, the gold standard of spell construction systems, because it inherently provided consistency of effect levels relative to the inputs and casting efforts required. It did that without effort because that was baked into the design system itself.<\/p>\n<p>By applying a consistent game physics to my superhero campaign, way back in the early 1980s, I achieved another crossover success.<\/p>\n<p>If you write a horror adventure set in the Old West, regardless of the game system, you can measure the success of the crossover by the usual standards of success that would apply to any adventure &#8211; is it logical, playable, fun?\n<\/ul>\n<div id=\"attachment_22464\" style=\"width: 400px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22464\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/career-1019823.jpg\" alt=\"riding an upward trend against a hexgrid background\" width=\"380\" height=\"312\" style=\"border: 2px solid black\" class=\"size-full wp-image-22464\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/career-1019823.jpg 380w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/career-1019823-120x99.jpg 120w\" sizes=\"(max-width: 380px) 100vw, 380px\" \/><p id=\"caption-attachment-22464\" class=\"wp-caption-text\">Image provided by pixabay.com\/3dman_eu, background and shadow by mike<\/p><\/div>\n<h3>Performance Success<\/h3>\n<p>Still another form of success is that of the virtuoso, who makes an instrument do something more than was thought possible. The two greatest developments in instrumentation over the last century or so have been the synthesizer and the electric guitar, and both have had their &#8216;geniuses&#8217;, for example Kraftwork, Vangelis, and Jean Michel Jarre (synths); Hendrix, Clapton, Satriani, and Eddie Van Halen (electric guitar). I don&#8217;t pretend for a minute that those lists are exhaustive!<\/p>\n<p>And yes, a second form of performance success can be defined as Perfection in Reliability &#8211; someone who delivers exactly the same performance, night after night, day after day, year after year. A performance can be perfect, i.e. without flaws or errors, and yet not be considered a virtuoso performance. Indeed, that&#8217;s what a lot of acts look for in their rhythm sections &#8211; they want a solid foundation upon which to build, rather than someone who will compete for the limelight or even detract from their own performance.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Performance Success<\/h5>\n<p>I know I&#8217;ve written about the short-lived cyberpunk campaign in which I was a player on an earlier occasion. The plots were pedestrian, the GMs grasp of the game physics superficial, his understanding of the internet even less developed, his grasp of organizations and the logic they employ almost cartoonish; yet people, myself included, came back for session after session until he chose to kill the campaign out of dissatisfaction with the aforementioned problems, especially the first, mainly through having insufficient prep time to meet his own standards.<\/p>\n<p>The reason? He excelled at bringing NPCs, both pre-planned and off-the-cuff, to life.  Each was given a unique and distinctive voice and vocal pattern and, when appropriate, accent, and he <em>never<\/em> forgot one. It was like playing an RPG with Mel Blanc &#8211; except that none of these voices was in the least cartoonish. He could even hold conversations between three or four different NPCs, switching effortlessly from voice to voice.<\/p>\n<p>When he first did it, all our jaws hit the ground. From that moment on, you could not have pried us out of that campaign with a crowbar and hydraulic arm. We barely noticed the deficiencies other than as passing irritants, so compelling was the virtuoso performance going on around us. It was compelling and fascinating in equal measure. When the players discussed it amongst ourselves afterwards, we soon reached agreement that none of us could even come <em>close<\/em> to that level of performance &#8211; ever.<\/p>\n<p>At the same time, it challenged us all to up our games. If we couldn&#8217;t match that GM&#8217;s performance in that respect, we could hone our skills in other areas to at least try and match the overall standard of his campaign. I focused on plot, and verisimilitude, and creativity, because those were the areas where my strengths lay. Others focused on characterization and narrative flavor, or on historical accuracy, or on a wild left-field kind of free-wheeling loopiness and unpredictability.<\/p>\n<p>Because that&#8217;s what exposure to genius does &#8211; it forces you to lift your game.\n<\/ul>\n<h3>Conceptual Success<\/h3>\n<p>Another form of success is being able to successfully link smaller stories into a larger narrative or theme. Artists as diverse as The Who (Tommy), Genesis (The Lamb Lies Down On Broadway), The Foo Fighters, and Pink (The Truth About Love) have achieved it. Pink Floyd have two to their credit: Dark Side Of The Moon and The Wall.<\/p>\n<p>Understanding this type of success requires some knowledge of how record production works. At the start of recording, the artists play &#8216;demo versions&#8217; of their ideas. The producer chooses the tracks that he feels are (potentially) the best or most interesting, refines them sonicly and stylistically with the performers, records the resulting performances, culls any that don&#8217;t live up to the standards, repeating the process until enough are completed to fill the required album length. He then arranges them in a compelling sequence to create the album. In the process, the producer leaves his own personal imprint on the sound.<\/p>\n<p>Integrating a conceptual element adds new requirements to the mixture that increases the difficulty of each of the other steps. The primary goal shifts from making the best individual pieces of music possible to telling the story or exploring the theme as comprehensively as possible. If artist and producer are not careful, this results in some pieces of the whole being weaker than others, i.e. of a lower artistic standard. A conceptual <em>success<\/em> has avoided this flaw, which implies a great deal of extra work and creativity in crafting installments of equal strength and merit; some tracks may have been achieved easily, because they were the best ideas in the first place, but others will have started as weak tracks and have to have been rewritten and redeveloped endlessly to achieve this standard.<\/p>\n<p>I automatically discount soundtracks from this unless they are entirely or almost entirely comprised of original musical performances; taking individual slices of otherwise available music and marrying them to a particular moment in the narrative means that for each &#8216;spot&#8217; to be filled, hundreds if not thousands of performances can be considered. Success in terms of the narrative is externalized to the production team of the movie, TV series, or stage performance, not the creative musical artist.<\/p>\n<p>The highest caliber of conceptual success lies in adding something new to the understanding of the subject matter by the audience. Tommy is a tale of success against the odds and the price that fame can exact; The Lamb Lies Down On Broadway deals with the loss of innocence and the corrupting influence of merely existing in a non-innocent environment; The Wall deals with the process of becoming an individual and suppressing emotions that detract from social conformity until they bring the individual to the breaking point.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Conceptual Success<\/h5>\n<p>There are at least three ways of looking at Conceptual Success in RPG terms.<\/p>\n<p>The first lies in the strength and depth of the concept itself, which expresses itself through the campaign background and game mechanics through which the concept is to express itself. For example, you might come up with the concept of an evolutionary life-cycle of souls, based on a generalization of the concept of reincarnation, blending concepts from several real religions. Expanding on that concept and integrating every possible consequence and ramification into the campaign and its mechanics achieves this type of Conceptual Success.<\/p>\n<p>The second views an adventure as analogous to a single concept album, and the disparate activities of the GM &#8211; from integrating the plot concept with the specific PCs involved in the campaign to every nuance of presentation &#8211; to individual tracks. If everything meshes perfectly, you have successfully translated the premise of the adventure and its plot developments into a conceptual tour-de-force.<\/p>\n<p>The final alternative views the <em>campaign<\/em> as the concept-album equivalent, and individual adventures as the building-blocks of the campaign. You could even describe the second method as shaping the perfect tree, while this method demands perfection in the shape of the forest while ignoring the shape of individual trees except as they influence that desired outcome.<\/p>\n<p>Which brings me to a truism that some of you may not have recognized.<\/p>\n<p>Every author focuses on his own strengths, because that&#8217;s where the bulk of his good ideas lie. I&#8217;m strong at plots and plotting, and at narrative and depth, so a lot of the articles that I write focus on ways of doing these things better &#8211; in this context, at aiming for a Conceptual Success. In fact, I have produced several articles aimed distinctly at achieving one or another of these forms of conceptual success. I&#8217;m always looking for (and frequently finding) new ways of describing the concepts and principles at the heart of my techniques in the hope of making clear to those readers who didn&#8217;t <em>&#8216;get it&#8217;<\/em> from those already written.<\/p>\n<p>You will find, in comparison, relatively few articles on creating characters and characterizations &#8211; I&#8217;ve presented my best techniques in those articles and have little more to offer on the subject, at least until some fresh insight smacks me between the eyes.<\/p>\n<p>Blogs, in turn, appeal to two types of reader. There are those who share the same strengths as the author, and hence the author is &#8216;preaching to the converted&#8217; about technical details and processes and nuance; and there are those for whom the author&#8217;s strengths are their weaknesses, and they discover a technique from the &#8216;expert&#8217; to improve their games. And there is a third kind, if the author numbers analytic capacity amongst his skill-set &#8211; those who read the author for inspiration, understanding, and (occasionally) provocation. If I write an article on how to design encounters, for example, you might agree with virtually none of my approaches &#8211; but are nevertheless challenged to look at your own methods and the inherent shortcomings that they entail, in the process becoming better in one of your own areas of strength.<\/p>\n<p>If a blog doesn&#8217;t appeal to you even if it&#8217;s a subject that you are interested in, it could simply be that it doesn&#8217;t tell you anything new because you are already an &#8216;expert&#8217; in those aspects of the GM&#8217;s craft. That doesn&#8217;t mean that there is necessarily anything wrong with either the blog, its author, or you as a reader &#8211; just that you don&#8217;t happen to need what that author is offering. You might find their next post stimulating!<\/p>\n<p>Logically, if you can articulate why you enjoy reading a particular RPG blog or blog post, you may discover something about your own strengths and weaknesses as a GM (or whatever your role happens to be). And that&#8217;s true even if you simply like the writing style of the author &#8211; because it provides samples that you can objectively analyze, which leads you to the same sort of revelations.\n<\/ul>\n<div id=\"attachment_22465\" style=\"width: 460px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22465\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/music-3507317.jpg\" alt=\"chimp on stage playing electric guitar\" width=\"440\" height=\"282\" style=\"border: 2px solid black\" class=\"size-full wp-image-22465\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/music-3507317.jpg 440w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/music-3507317-120x77.jpg 120w\" sizes=\"(max-width: 440px) 100vw, 440px\" \/><p id=\"caption-attachment-22465\" class=\"wp-caption-text\">Image provided by pixabay.com\/Papafox, cropped by Mike<\/p><\/div>\n<h3>Human Success<\/h3>\n<p>Such success is also possible on a smaller scale, down to the individual track. There are some performances in all our lives which have opened our eyes to a new awareness of ourselves and the way we are constructed. These are most commonly in the romantic or melancholy mode, occasionally in the social mode, and rarely in any other. I could offer examples of each, but this is inevitably a personal choice; what awakened awareness of some aspect of being human to me might not have had the same effect on you; it may have come too late or too soon, or simply been beaten to the punch. And some people may never have had that particular revelation, or may have learned the experience directly rather than in the form of a musical revelation.<\/p>\n<p>There are those who claim that exploring ourselves and expressing what he finds is the ultimate responsibility of any artist. Those are the artists who strive for Human Success.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Human Success<\/h5>\n<p>At first glance, you might have the impression that there is no RPG equivalent of Human Success; this hobby is, or should be, all about entertainment, after all, and any insights or self-improvements that occur should be serendipitous and not the result of deliberate designs on the part of the GM.<\/p>\n<p>I exclude the application of roleplaying as a therapeutic practice, obviously, though there can be overlaps.<\/p>\n<p>Such a first glance ignores how much of ourselves we unwittingly incorporate into our games. Let us say that from somewhere &#8211; it doesn&#8217;t matter where &#8211; you gain some new insight into human relations. Even if you don&#8217;t deliberately make that new insight the center-point of an adventure or encounter, which &#8211; in their excitement, many people will do &#8211; that insight cannot help but color the situations and options that you offer to the players in encounters and situations henceforth. Anything less is to deliberately inject a false note into your GMing, a character or scene that just doesn&#8217;t ring true, <em>when you know better.<\/em><\/p>\n<p>I can&#8217;t see any rational GM deliberately sabotaging his game that way, can you?<\/p>\n<p>The term &#8220;paradigm shift&#8221; is sometimes over-used, but &#8211; however subtle it may be &#8211; that is, nevertheless what has occurred as a result of your new insight; you literally can&#8217;t look at things quite the same way ever again.<\/p>\n<p>A consequence is that, as writers and GMs, we become ever more stylistically &#8220;Locked&#8221; as these insights accumulate. When you&#8217;re ignorant, you have no idea how things are likely to eventuate, and so are open to overly simplistic approaches to the situation presented. There is a freedom and flexibility conferred by ignorance. Once you are no longer as ignorant, you know more about why certain approaches to problems should not work, and hence you narrow the solution set to the problem, which accordingly becomes more difficult for your players to solve.<\/p>\n<p>They, in turn, have to shift their mind-set, and will do so after an indeterminate period of groping for a better approach. Most of the featured NPCs in my Zenith-3 can be (and often are, by my players) viewed as puzzles to be &#8216;unlocked&#8217; before the players can get to the heart of why they behave the way they do. Once that puzzle lies open before them, the possibility of finding common ground and meaningful compromises becomes open, so that conflict that seemed inevitable is averted and an enemy is transformed into an ally. At the same time, some characters with whom the PCs had a superficial concordance have been transformed through circumstance and choices made into someone with whom the PCs cannot, in good conscience, continue to call a friend or ally.<\/p>\n<p>So far, in the campaign, four enemies or former enemies (Holo, E-III, Thanos, and Defender) have become allies or friends, another (Dr Heinrich Vossen) has become a respected neutral party (the PCs don&#8217;t fully agree with his agenda but have been forced to concede that if he&#8217;s right, he&#8217;s doing the right thing in an ethical way, despite external appearances), another enemy has discovered common cause with the PCs (Voodoo Willy) &#8211; and a major ally (Behemoth) has become an irreconcilable enemy. On top of that, there is an organization, UNIT, that started off as an enemy and has polarized even more strongly against the PCs even while some individual <em>members<\/em> have become allies; and another organization, IMAGE, who started as allies but which are increasingly showing themselves as antagonistic to the PCs best interests, not through malice, but through well-meaning bureaucratic interference.<\/p>\n<p>(The real villains of the campaign have yet to reveal themselves; I&#8217;m still moving chess-pieces around the metaphoric board).<\/p>\n<p>All of which seems to undermine my earlier confession that characterization isn&#8217;t one of my strong points, I have to admit. But it doesn&#8217;t come naturally to me; what does come naturally are the plots that yield these outcomes. The NPCs were then designed (or re-designed, in a couple of cases) to fit the potential plot outcomes.\n<\/ul>\n<h3>Flagpoles<\/h3>\n<p>Similarly, there are pieces of music that perfectly encapsulate some personal milestone in our lives, and that thereafter perpetually have particular significance bestowed upon them in the eyes of the individual. This flagpole might be shared amongst many others, or might be a work so obscure that hardly anyone has ever heard of it. Commercial success, simply because it puts a work in front of more people&#8217;s ears, is more likely to produce a flagpoles, but there are always exceptions. Each of us compile a &#8216;personal soundtrack&#8217; through our lives in this way, often without recognizing it. But a flagpole is always recognizable after the fact; hearing that tune or passage of music immediately takes us down memory lane to the flagpole, a turning point in our lives.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Flagpoles<\/h5>\n<p>This is a difficult one. It&#8217;s trite to suggest that we&#8217;re looking for flagpole events in the lives of the PCs &#8211; encounters or whatever &#8211; but nothing else comes immediately to mind.<\/p>\n<p>That&#8217;s because there is an element of serendipity to a performance achieving this personal significance &#8211; &#8220;the right song at the right time&#8221; &#8211; that cannot be attributed to the artist or production process.<\/p>\n<p>To identify the true RPG equivalent of Flagpoles, we need to dig a little deeper. What makes a particular tune a Flagpole?<\/p>\n<p>Well, the reaction of the listener is vital. A potential flagpole can only manifest as an actual flagpole if it <em>is,<\/em> in fact, &#8220;the right song at the right time.&#8221; So, while the artist is not responsible for that actualization, he is responsible for creating the <em>potential<\/em> for it to occur.<\/p>\n<p>So, what is that potential? It&#8217;s the capacity for an emotional resonance &#8211; and the transformation in question is simply a deeper connection between that resonance and the listener that is triggered by the circumstances in the listener&#8217;s life.<\/p>\n<p>Which makes it clear that a flagpole need not actually be contemporaneous with the events to which the resonance connects; the association can be after the fact, if the tune happens to perfectly sum up some aspect of the individual&#8217;s life and emotional state at one particular time.<\/p>\n<p>The transformation from potential to actual makes flagpoles deeply personal. You can&#8217;t reveal one without revealing some aspect of the individual&#8217;s life through the connection.<\/p>\n<blockquote><p>\nI could reveal a couple of mine &#8211; one that few would ever have heard of, but that captures a bleak perspective with hope nevertheless in the distance that was appropriate for me at the end of 1981, another that many would recognize that stems from a time about a year earlier, or a third that would give completely the wrong impression.<\/p>\n<p>What&#8217;s more, it would be possible to infer relationships between the events symbolized by these flagpoles to construct a narrative around my early life &#8211; an accurate one in one case, and a completely inaccurate one in another.<\/p>\n<p>I&#8217;m choosing not to go any deeper into those matters, not for reasons of privacy, but because it would take us too far off topic\n<\/p><\/blockquote>\n<p>So, a flagpole is a potential emotional resonance that forges a deep and persistent relationship with an individual. It could be a triumph, a melancholy, a wistfulness, a sorrow, a sense of friendship or companionship or optimism regardless of the odds &#8211; any emotional state that a person can experience.<\/p>\n<p>Flagpoles need not be musical; in times past, a line or two of poetry, or a snatch of narrative from a novel, or identification with a character from a play or story, have all been flagpoles for people.<\/p>\n<p>(Indeed, this is a shorthand that I sometimes use to inform players about an NPC &#8211; simple telling them that this or that has a particularly deep significance to the NPC, so long as they recognize the reference, tells them something about the character).<\/p>\n<p>The artistry lies in creating that potential for resonance with the listener by perfectly capturing an emotion in some media form or another.<\/p>\n<p>Contemplate the phenomenon of the &#8220;favorite character&#8221; &#8211; refer <a href=\"https:\/\/www.campaignmastery.com\/blog\/the-acceptable-favoritism\/\" rel=\"noopener\" target=\"_blank\">The Acceptable Favoritism: 34 &#8216;Rules&#8217; to make your players&#8217; PCs their favorites<\/a> &#8211; and realize that there must have been a singular moment within the campaign when that character went from being just another collection of stats and personality traits to be a favorite of the player.<\/p>\n<p>It&#8217;s creating the circumstances where it&#8217;s possible for that to occur that is, in my opinion, the true RPG equivalent of a &#8216;flagpole moment&#8217;. And not saying &#8220;no&#8221; at the critical moment.<\/p>\n<p>One of the responses to the article to which I&#8217;ve linked, Jeff V, relates just such a moment in a Call Of Cthulhu campaign, in which &#8211; against all the odds &#8211; a PC shot Nyarlathotep in the head. Jeff was clearly the GM of the game, and would have been perfectly within his rights to say something like &#8220;the bullet enters the head and mushrooms into a cloud of red mist as it passes clean through. And then the cloud freezes in place and the gaping wound begins to close.&#8221; This is <em>Nyarlathotep<\/em> we&#8217;re talking about, after all. But he didn&#8217;t get in the way of the moment.<\/p>\n<p>Jeff also makes the point that this is the ONLY time he has ever seen such a moment arise by chance; every other time, he has had to carefully contrive to create the <em>potential<\/em> for the moment to occur.<\/p>\n<p>Which is why this is the perfect RPG analogue of the flagpole moment.\n<\/ul>\n<h3>Documentary Success<\/h3>\n<p>This is the final category of success that I am presenting, and it&#8217;s one whose title and definition have morphed and changed considerably.<\/p>\n<p>Like any aficionado, I have heard a number of live albums through the years; a few manage the task of putting the listener in the moment and making them feel they were &#8216;there&#8217; even when they weren&#8217;t. Most are failures in this respect, and provide nothing but an inferior rendition of a piece of music.<\/p>\n<p>That was my starting point, but the concept was broadened while writing the section on Flagpoles, above, by the realization that some pieces of music succeed in capturing the essence of a moment, era, or event, and being able to present that essence to others even if they didn&#8217;t experience it first-hand. Were I to list a few examples, I have no doubt that there would be surprises amongst them, music that many have never heard of; others would be well-known.<\/p>\n<p>Obscurity convinced me that such examples would be a wasted effort; were Campaign Mastery a Music blog, it might be a different story. My proudest moment as a composer comes in having achieved Documentary Success in capturing the emotional impact of 9\/11 as <em>I<\/em> experienced it, to the point of having some who actually lost loved ones in the event tell me that I helped them come to terms with the event and begin the healing process with my music, that I had created for them a Flagpole Moment.<\/p>\n<ul>\n<h5>The RPG Equivalent Of Documentary Success<\/h5>\n<p>There&#8217;s an equivalent phenomenon that I&#8217;ve only experienced perhaps a half-dozen times in my 38 years as a player and GM. In fact, at an average interval of about six-and-a-third years, I&#8217;m probably about due for another one.<\/p>\n<p>It&#8217;s when every player at the table is so deeply in-character and in-the-moment that they become seamless, reacting as though they were their characters. It doesn&#8217;t last, and is usually broken when one of the players needs to consult his character sheet for something &#8211; the bubble is punctured by game mechanics, in other words &#8211; but for that short time that it persists, it&#8217;s magical, because it means that the game world has truly come to life for the players. This is the ultimate artistic achievement for a GM &#8211; well, one of them, anyway.\n<\/ul>\n<p>When you look over the totality of the possibilities, it should seem that several of these forms of success lie within your grasp at any given moment. Even contemplating them has brought out a number of tips and tricks to bring them closer to reality. But, even if you never get there, or have not achieved any of them so far, the very effort of trying for one or more of them can make you a better GM.<\/p>\n<div id=\"attachment_22466\" style=\"width: 410px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22466\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/head-2748333.jpg\" alt=\"ladder curving into the clouds\" width=\"390\" height=\"204\" style=\"border: 2px solid black\" class=\"size-full wp-image-22466\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/head-2748333.jpg 390w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2018\/11\/head-2748333-120x63.jpg 120w\" sizes=\"(max-width: 390px) 100vw, 390px\" \/><p id=\"caption-attachment-22466\" class=\"wp-caption-text\">Image provided by pixabay.com\/geralt<\/p><\/div>\n<h3>Targeted Self-Improvement<\/h3>\n<p>But that raises a difficult question: which of them should you prioritize? Should you aim for the one that you find the most difficult, or the one that you feel closest to achieving?<\/p>\n<p>Every GM will have a different answer. We all have strengths and weaknesses; aiming for the one that&#8217;s most difficult is an attempt to improve capabilities in which we consider ourselves weak, aiming at the one that&#8217;s closest is playing to our strengths.<\/p>\n<p>For my money, you should always try to achieve them all, but priority has to always go to what you&#8217;re closest to achieving. Once you have done so, or are sure of doing so, however, it drops to a point further down the list, and something else becomes &#8220;closest&#8221;. Eventually, your efforts will naturally migrate from your strengths to the things you&#8217;re only &#8220;okay&#8221; at; the effort improves your capabilities in that department, and then &#8211; succeed or fail &#8211; you can move on.<\/p>\n<p>This continual self-assessment dovetails attempts at self-improvement with the things that you&#8217;re already good at; this not only keeps your confidence as a GM at a sufficiently high level, it keeps your players satisfied. After all, it&#8217;s your strengths as a GM that have presumably drawn them to your gaming table and that keep them coming back for more.<\/p>\n<p>It&#8217;s similar to running a business &#8211; generating invoices may not be your strength, you may be better at getting customers in the door &#8211; but if you&#8217;re a sole proprietor, you&#8217;d better generate invoices anyway, or you won&#8217;t be in business very long!<\/p>\n<p>&#8220;But I don&#8217;t know what I&#8217;m good at,&#8221; and &#8220;But I&#8217;m not that good at anything,&#8221; come plaintive wails from the back of the auditorium. So? Even if the pinnacles of success described are far beyond your grasp, you will still be closer to one or two of them than the others. Use this discussion as a diagnostic tool. There will be some things that you find to be easier than others; that, too, is indicative.<\/p>\n<p>And, even if neither of these informs you of what your strengths as a GM are &#8211; it can happen in the case of extremely inexperienced beginners, or those who have never thought in these terms before? Then assume that they are all within your grasp. After all, if you haven&#8217;t learned what you&#8217;re doing, you haven&#8217;t learned any bad habits yet, either &#8211; and losing one of those is a LOT harder than not being sure of what to do and muddling through, anyway.<\/p>\n<p>Even in such cases, however, I&#8217;m sure that one or two of these forms of success will appeal to your personality more than the others. Use that to set your initial priorities, in the absence of any other guide.<\/p>\n<p>Decide what form of success you want to achieve, and work on achieving it while playing to your strengths, and the simple fact of thinking about how to go about bettering yourself in this respect will improve you as a GM. The tools for understanding your GMing style and directing your efforts at self-improvement are now yours; the rest is up to you.<\/p>\n<p>Above all, never be discouraged by failure. You learn more by analyzing these than you ever do from success that was achieved through a lucky combination of circumstances. If you <em>do<\/em> stumble into a winning situation, congratulations and enjoy the feeling for as long as it lasts &#8211; but be aware that if you don&#8217;t know what you did to achieve it, you don&#8217;t know what will kill the goose laying these golden eggs. Every time you succeed, you have to start working to succeed again. Success is a fleeting pinnacle, but the effort to achieve it is satisfying in and of itself.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This article has been in preparation for a very long time &#8211; since May 2017, in fact. I hope it proves to have been worth the wait&#8230; While there is no such thing as &#8220;winning&#8221; in an RPG, that doesn&#8217;t mean that there isn&#8217;t success, and that not all success is created equal. Some success [&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":[64,70,32,74,94,316,81],"tags":[237,104,247,106,108,109,127],"series":[],"class_list":["post-22461","post","type-post","status-publish","format-standard","hentry","category-beginners","category-gm-ing","category-game-philosophy","category-mike","category-ideas-and-inspiration","category-zener-gate","category-zenith3","tag-adventure-creation","tag-behind-the-screen","tag-call-of-cthulhu","tag-campaign-background","tag-campaigns","tag-dm-advice","tag-inspiration"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1toiD-5Qh","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22461"}],"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=22461"}],"version-history":[{"count":4,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22461\/revisions"}],"predecessor-version":[{"id":22469,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/22461\/revisions\/22469"}],"wp:attachment":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/media?parent=22461"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/categories?post=22461"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/tags?post=22461"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/series?post=22461"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}