Captain Anorak's Guide to Gaming
World Background: Power Structures

An important facet of the background world is power structures. Even in games with written backgrounds, the nature of power structures is often inadequately described, which is a shame as they are the driving force which makes human history progress and make societies such fascinating things. In many written game backgrounds, there is no mention of how power structures are arranged, but unwritten assumptions seem to exist like 'the King's in charge and people obey him'. This is a mental cripple's view of how power structures work. In real societies, no-one's ever completely in charge. Opposing forces compete for power. Laws are never completely obeyed or completely enforced. Rules are never completely kept to. Instead, there is a dynamic conflict between those who seek to impose order on people and those who seek to free themselves from such restraints. In one direction, a leader many impose rules on his people, and try to catch those who disobey and punish them. In the other direction, a conservative social group may try to restrain the actions of people through the force of custom, threatening those who disobey the social code which they support with loss of respect in society, while some try to break out of such tutelage: an example might be a leader who theoretically must govern acording to accepted custom, and would face mass civil disobedience if he was seen to go too far, yet tries to do as much as possible while still maintaining control of the people.

All power structures depend on obedience. Power can be defined as that quality which causes others to obey you. There are two types of obedience: obedience through free choice (because you want to obey, or you consider it morally right to obey) or obedience through fear of the consequences of disobedience. Power therefore rests on the ability to make people want to obey, or to make them to have a moral sense which causes them to choose obedience, or to make them too afraid to disobey. Making people want to obey is commonly done by rewarding them. Many governments expend vast propaganda resources on making people believe that obedience is right. Instilling fear is the surest form of persuasion, but it rests on having the tools to do the job. The main tool of fear is the oppressor, someone who comes along and hurts people who disobey. But an oppressor is an individual, and he must be persuaded to do the oppressing, again by the three methods mentioned above: reward, moral belief or fear. Such power structures naturally form pyramids: the ruler at the top must make his lieutenants obey him, and their subordinates obey them, and the subordinates oppress the man in the street. The higher someone is in the hierarchy, the more it is necessary to buy his allegiance and the harder it is to instill fear into him. The ruler's top men must be rewarded with material goods and power, yet the more personal wealth and power they have the more danger there is to the ruler of their making a break for independence. Each man wishing to increase his own influence must build such a pyramid below him, rewarding those who obey him.

Example: I'm the King of England. The Duke of York isn't obeying me. I know that every castle north of Sheffield is held by an army whose officers are loyal to York, not to me. I consider York a threat and want to remove him. What do I do? Send an army to arrest him? Then his armies will rise in rebellion. Would I then order them to stop rebelling and obey me as I'm the King? But they wouldn't, because my kingship isn't important to them: they obey York for their own reasons. So, the only course open to me is to tolerate York, and try to keep him paying lip service to me at least, unless I want to be the laughing stock of Europe.

There is no society in the world where people in authority simply command and those below them simply obey. Every society is a dynamic conflict between ruler and ruled, one trying to establish power and the other to be free of constraint. If the power tries to take too much control, the ruled will rise up in protest. The 'ruler' is largely a victim of circumstance, forced into making certain decisions because to do otherwise would lead to his losing power. This really should be a consideration in writing game worlds. It is necessary to sit down and think about how the power structures in the world work. Action in the game then springs from the conflicts of interest going on in society.

In a game, the PCs could be on one side of a power struggle: either those trying to enforce control, or those trying to resist it. It may be that PCs get drawn into such a conflict whether they like it or not because life puts them in that position. For instance, they could be press-ganged into a militia which is then used to oppress the disobedient: they would then face to choice of obeying, and being oppressors, or disobeying and becoming criminals, and having to fight the oppressors. Conflict need not mean actual battle, though. It can happen at the level of social practice. The PCs could be in a society where certain practices are required by tradition, and others proscribed: there are some who choose to flout these customs, and they are socially opporessed, people insult them in the street, some shopkeepers won't sell to them, and so on. The PCs would then have to choose whether to obey the customs or to stand against them and be oppressed.