Captain Anorak's
Guide to Gaming
Consistency: the Fundamental
Arguments
There's a spectrum of how consistent a roleplaying game can be.
In a consistent game, everything in the game should make sense
when compared with everything else. Here are some examples of
what I mean:
- If it took Yoda nine hundred years to reach his level of
power, it should take a player character Jedi who started out
with the same stats as Yoda did the same length of time to achieve
the same abilities.
- In a swords-and-sorcery game where wizardry is a
well-established art, wizards should have a stable and accepted
role in society. It would be common for kings and lords to either
use magic themselves or to hire wizards to do their bidding.
Lesser wizards might hire themselves at a cheaper price to a
town council, to work for the good of the town (boosting harvests,
healing the sick, etc). Others might set up private practice,
performing feats of magic for paying customers. It would be
normal practice to interrogate alleged criminals under the
influence of a truth-inducing spell or potion.
- If the Emperor hires the best fighters in the land to be
in his elite Eagle Regiment, and the soldiers of the Eagle
Regiment are mostly 17th-21st level characters, then it is
unreasonable to let the player characters to get even near this
level just by wandering around, fighting monsters and looting
tombs. They should only be able to get as good as Eagle Regiment
troops by going through the same things: long years of hard
training and experience of war.
At the opposite end of the spectrum, a game without consistency
would involve no such considerations. In the inconsistent game,
things simply are how they are to make an enjoyable story for the
scenario. If there's an abandonned castle in the desert full of
monsters with hoards of treasure, or if magic has a certain
obvious use but for some reason it's never used like that, you don't
ask why; you just accept that that's the way of it.
THE BENEFITS OF CONSISTENCY
Many gamers, like me, are annoyed by games that don't make
internal sense. I say 'Why's that like that?' and 'If I can do that,
why can't I do this?' or most of all, 'This is the obvious thing to
do - why doesn't anyone do it?'
This is more than simple childish annoyance. Roleplaying for many
people is about immersion in the story and the gameworld - feeling
like you are parts of a living reality and not just playing chess
with abstract gamepieces for characters. This makes roleplaying one
of the greatest developments of the
story game. When a story
plainly doesn't make sense, this can destroy the illusuion of the
story and gameworld, ruining the game.
THE DRAWBACKS OF CONSISTENCY
Insisting on consistency can mean that you decide not to do fun
things which you would like to have in your game because they go
against what would be possible in the gameworld.
Consistency can lead to
routine dullness. But to be
honest this is prevalent in games which make no sense as well.
Writing a consistent game is a hell of a lot more work than not
bothering with it.
Consistency can lead people to take the game far too seriously
and forget that it's supposed to be fun.