Monday, 1 April 2019

The four voices of RPG writing

When it comes to RPG books, there appear to be four distinct styles to the writing, each with its own advantages and disadvantages. It's good to keep those voices in mind when writing your books.

The In-Universe Voice


The first voice is the voice that's the voice of someone living within the universe of your game. This can take the form of dialogue, diaries, notes, in-universe advertisements, etc. Often, this is reserved for fluff text or intro fiction.

If you want to see a book heavily leaning on the In-Universe Voice, check out Secrets of the Covenants from Vampire the Requiem 2nd edition. It's about 85% written using that voice (even if it features a plethora of individual characters and writing styles):

Long exposition writing, short scribbled notes,
extra tangent side-note, this book has it all!

While this voice can be interesting for establishing the mood of a setting or telling a story, it's not very concise and rarely if ever to the point. Add in the possibility of an unreliable narrator and you can be left extrapolating what is true about a setting, and what is true only from a certain perspective.

The Academic Voice


The second voice in RPG writing is the Academic Voice - a voice of someone compiling a large amount of information to present it in a compact, factual and approachable way. This does away with a lot of fluff while delivering the same information you could've gleaned from the In-Universe Voice in much smaller word count.

For example, here is an excerpt from The Invictus (Vampire the Requiem 1st edition):


The writing is straight and to the point. Everything is presented as facts, no personal opinions, no narration or "talk-like" text. It can be presented as something existing within the universe of the game, but more often than not it will be an outsider's perspective viewing the whole picture.

While the Academic Voice can be a bit dry, it's probably the most effective way of conveying all kinds of information to your reader.

If you want to have a good comparison of the differences between The In-Universe Voice and The Academic Voice, compare Vampire the Requiem 1st and 2nd editions. They are explaining similar concepts but in a much different way, and while I really dig 2nd edition's mechanical changes, I despise it for overusing the In-Universe Voice. Heck, I bought Secrets of the Covenants for the 15% of it that is mechanics and threw away the 85% that was fluff I'd rather read in the 1st edition Covenant books...

The Technical Manual Voice


The third voice is the Technical Manual Voice. It's used when you convey the game mechanics to the reader. You do away with the fiction and roll out dice, tables, numbers and so on. This voice is used to explain how things work on the mechanical level.

For example, here is a page from Vampire the Requiem 2nd Edition explaining how Cruac works:

Tables, dice mechanics, dots, points...

The writing in this Voice is technical and can get to the point of making your eyes glaze over, but it's the only way of conveying the mechanics of how the game works.

The Meta Voice


The final Voice of RPG Writing is the Meta Voice. At the end of the day when you peel off all the fiction, all the descriptions and all of the mechanics you are left with what is implied - a frank conversation between the game writer and you, the reader. While this voice is rarely used in books, when used correctly, it can convey the most amount of meaning with the highest clarity. You are no longer covering what you mean with layers of depth, but instead say exactly what you mean.

Perhaps the best example of this I've seen was in Ravenloft Reincarnated, a fan conversion of Ravenloft into Savage Worlds by Jeremy Puckett:

Talking directly to you, the fans of the setting


Laying the themes and tropes of the setting bare

The Meta Voice is perhaps the only way to clearly talk about the game directly, rather than trying to imply themes and ideas. It's a way for the author of the book to directly turn to the camera and convey what they had in mind when they were writing the book. When used sparingly, it can add the sometimes much needed clarity to what's being described and assure the reader that certain choices were made intentionally.

Comparison


To reiterate the points mentioned and directly contrast the ideas, here is a simple comparison of the same concept described in the four Voices.

The In-Universe Voice:
"You're wondering why that gal recoiled from your touch? Well, that's because you're a walking corpse - room temperature at best. HA! But don't worry, there is a trick for that. First, you have to get your old ticker going. CPR it with your muscles, then concentrate to get the blood burning up inside of you. Then, you have to dilate your capillaries to spread that love around. Give it a few minutes and you should be good to go. Just remember to keep pumping it - you're no longer on automatic."
The Academic Voice:
"Vampires can use Blood to appear more human through the use of Blush of Life. This makes their bodies life-like and warm to the touch."
The Technical Manual Voice:
"Vampires can use 1 Blood Point to activate the Blush of Life. This allows them to pass for humans and negates the usual -2 penalty of social interactions imposed by their corpse-like appearance."
The Meta Voice:
"Blush of Life has been introduced to proof it against silly things like vampire hunters using thermal imaging to pick out vampires from the crowds, vampires having to resort to carrying around heated blankets to keep themselves warm and constantly applying a tonne of make-up just to appear human. This is to make the game focus more on character interactions rather than figuring out the physics of keeping your undead body at 37 degrees Celsius..."

Conclusions


There are four different Voices when it comes to writing RPG books, each with their own application, strength and weaknesses. Figuring out the balance between those voices is important.

Use the In-Universe Voice when you want to convey the fiction and add some character to the writing. Use the Academic Voice when you want to convey a lot of information clearly. Use the Technical Manual Voice when it's time to talk about the mechanics of the game, and use the Meta Voice when you need to convey big ideas and meta-information directly to the reader.

Keep in mind that your readers might have a preference between the In-Universe Voice and the Academic Voice - some people will dig 200 pages of fluff, while others will resent you for it...

3 comments:

  1. Great essay. I cannot agree more and glad that someone took the time to portray the different voices used in productions of tabletop games and other media.

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  2. If your academic voice also happens to be a scholar in your setting it's obviously gonna be opinionated as well.
    A scholar at the King's University of [generic copy of GB] is gonna have a different view on the war between their nation and the [generic copy of France] than a scholar from the Royal Academy of [generic copy of France].

    You basically stated that implicitly in your essay just thought I'd spell it out because scholars (especially in the middle ages) are still human beings with opinions.

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  3. Wonderful essay, I wish I had this to pass out to writers back in the day.

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