Crunch and Fluff in the Diamond Throne
Ruins of Intrigue Design Diary, Part 2
0By Mike Mearls
In part one of the Ruins
of Intrigue design diary, I talked about how I came up with the book's
basic format. Rather than reveal a canonical truth about the city of Serathis,
Ruins of Intrigue gives you several plausible motivations, goals, or
attitudes for each important NPC. These options allow you to tailor the city
to fit the needs of your campaign. This installment covers the basic process
of building Serathis.
One of the most persistent
bits of conventional wisdom regarding roleplaying games is the dichotomy between
"fluff" -- descriptions of settings, characters, places and events
-- and "crunch" -- rules material such as feats, prestige classes,
and spells. It seems like a logical divide. For reasons that spread far beyond
the scope of this article, we have a cultural tendency to place science (crunch)
and the humanities (fluff) as far apart as possible. In roleplaying games, this
manifests in the idea that gaming material neatly falls into one of those two
silos.
Lies I say! Lies!
A truly interesting design
synthesizes the game mechanics and the story material into a coherent whole.
Let's say you design a world where elves have blue skin. If that change has
no effect on how the game plays, it's likely to escape the players' notice unless
the DM beats them over the head with it. I call these "By the way..."
designs. Like this:
DM: "You arrive
in town after a few days of hard travel."
Guy Playing an Elf: "OK,
I need more spell components so I look for a shop that sells them."
DM: "Sounds
good. By the way, you're still blue."
Guy Playing an Elf:
"Right!"
This aspect of the setting
has no real effect on the game. Though the elves are a weird color, it has no
impact on how the players act, the choices they make, and the abilities or situations
their characters face. Obviously, this is an extreme example, but the nugget
of truth there applies to a lot of roleplaying game design. If something is
important to the setting, it should have some effect on how the game works.
If a change doesn't actually change anything, why bother with it?
The experience of a roleplaying
game results from the combination of the story elements and the game mechanics.
Neither can produce an enjoyable game experience on its own. The space where
they meet creates the game. Breaking down game design into two components is
a false dichotomy spawned by a factor outside of gaming: our cultural tendency
to separate science and engineering from the humanities. Mechanics play an important
role in defining the story elements of a game, just as the story elements shape
the game choices, decisions, and mechanical priorities of the system.
So far, this might sound
obvious. Most roleplaying game designers know that a system should support a
setting. If your game is about heroic warriors who fight their way through entire
battalions of enemy soldiers, the rules should allow the PCs to absorb a lot
of attacks. If the average hero has 5 hit points, and the typical sword blows
deals 6 points of damage, the rules don't support that sort of action.
Yet, roleplaying game design
also works in the opposite direction. The setting elements should reflect the
rules, support the mode of play suggested by the mechanics, and provide a logical,
believable milieu for play. If the rules make it easy to produce magic items,
I would expect to see merchants and shops that deal in potions, scrolls, wands,
and so forth. More importantly, if the rules assume that the PCs have access
to magic items, the presence of such shops makes it easier for the party members
to equip themselves.
The relationship isn't always
so direct. Imagine a game of heroic action where the PCs are mighty warriors
capable of defeating an entire army. Now, set that game in a world where good
has triumphed over evil. Without anyone to fight, what's the point of having
all those combat skills? If the game is about fighting, then the setting should
give me plenty of foes to smite.
Bringing it All Together
So what does all of this
have to do with Ruins of Intrigue? A lot.
Arcana
Evolved presents a setting where the basic conflict lies between the
giants and the dragons. It also drops alignments in favor of ambiguity in NPC
attitudes and presents character options for both sides of the conflict (giant
and dracha as PC races). I decided early on that Ruins of Intrigue had
to focus on the basic conflict in the game, liberally spiced with shades of
grey to allow the DM and players to run a game from the point of view of the
dragons, the giants, or one of the many groups caught in the middle. Chances
are that if you like Arcana Evolved, you like the basic concept behind
the setting and the conflict within it. You can run a lot of adventures in Arcana
Evolved that have nothing to do with the elements that make it unique, but
only Arcana Evolved can support that bits and pieces that make it unique.
With all that in mind, the
ruined city of Serathis took shape. I built up a short list of components that
the city needed, then created story elements to support each component.
The Giants and the Dragons:
These two factions, and the conflict between them, helps make Arcana
Evolved a unique game. They had to be at the center of the action, but if
they engaged in open fighting, the conflict could quickly consume all possibilities.
I didn't want Ruins of Intrigue to offer only one type of adventure.
Thus, the conflict needed to be low-key, something short of open fighting. The
concept of the ruins fit this desire perfectly. Both sides want the treasures,
artifacts, and wealth hidden there, but the dangerous lurking monsters make
direct competition risky. If the two sides fall to fighting, the ruins could
consume them both. Thus, both sides have an uneasy truce. They don't really
trust each other, but for now they have to.
The Conflict Must Be
Ambiguous: Since the PCs could side with the dragons or the giants, I couldn't
paint one side as evil and the other side as angelic. Yet, in a campaign a DM
might decide to cast either side as pure villains. My decision to present options
rather than one truth really shined here, since I was able to design multiple
variants depicting each faction as helpful, neutral, or hostile. DMs can easily
configure the giants and the dragon in Serathis to fit their vision for the
campaign.
The PCs Must Be Important:
A recently discovered ruin appealed to me, since it gives a DM a good excuse
to place the characters at center stage. There hasn't been a chance for a clear,
stratified social order to emerge in Serathis. The PCs could start at 1st level
as neophyte explorers and work their way up to become some of the most powerful
people in town while remaining at the center of the most important events in
the ruins. At low levels, the PCs can uncover artifacts and sites within the
ruins that are important to the campaign without stretching the game's credibility.
After all, the ruins are mostly unexplored. As the characters gain levels, their
personal might and their actions allow them to climb the ruins' social and political
ladder.
The Ruins Must Support
the Game's Structure: In other words, there had to be a place for low-level
PCs to adventure, and regions they could progress into as they gain levels.
In Serathis, the ruins become more dangerous as you wander farther from the
settled areas. The giants and the dragons take care to drive away powerful monsters
that could threaten the settlement in Serathis. Low-level PCs can adventure
in the civilized area or just outside its walls. As they gain levels, they can
embark on expeditions that venture deeper into the ruins. There's a clear connection
between the party's level and the areas of the ruins that are appropriate to
them. In addition, the distant ruins hold greater treasures and deeper secrets.
Not only do they provide an appropriate challenge, but there's a logical reason
for the PCs to go there.
All four of those points
rolled together to give Serathis its final shape. The different regions within
the ruins support different levels of play, and game background explains why
they're arranged that way. The different options for the NPCs and locations
allow you to tailor the ruins to fit your group's characters and the campaign.
Hopefully, this article
gave you some insight into how roleplaying game design is the synthesis of setting
and rules creation. Neither can exist without the other, and in the case of
Ruins of Intrigue I tried to do a good job of both. Even when you work
on material with no direct bearing on the setting or the mechanics, you need
to think about where your work lies in relation to the game as a whole.
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