#135: Conceptual Models

I. Dear Reader

Like last week’s post about first session procedures, I wanted to do a post this week about diagrams in rulebooks that help communicate a game’s rules. But I couldn’t find any! Maybe my brain is just mush right now but my mental index isn’t throwing up examples right away and paging through my sprawling PDF collection isn’t working.

So, wisdom of crowds, do any good drawings or diagrams from RPG books come to mind? If so, please send them over. You can hit reply or comment below, either works!

Basically, I was thinking about conceptual models. I don’t know if this a technical term but there’s a nice definion in Don Norman’s The Design of Everyday Things:

A conceptual model is an explanation, usually highly simplified of how something works. It doesn’t have to be complete or even accurate as long as it it useful.

When I learn a new game, I’m trying to build that conceptual model. Stuff like the first session procedure gives me a very high-definition model of the first session. But what about the game itself? What about how the various bits and bobs of the game interact? If I’m running it, it would be good to have a grasp of that.

I know may GMs who make character sheets or character keepers (and praise the process) because it helps them understand how the game works. The act of putting everything together is a way of building that conceptual model and making connections. I have done this too and it definitely works. I still figure out stuff by playing but it’s more a case of improving an existing mental model, rather than making one from scratch.

There’s a spectrum here, I think. The more a game is a set of tools, the more you need a strong conceptual model that ties them all together in your head to feel confident running it. Anyway, that’s what led me to thinking about diagrams! So if you find some, send them my way please. I’ll wrack my brain index when it feels less mushy as well and hopefully bring you a round-up of ones I like.

Yours 404-ly,

Thomas



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13 responses to “#135: Conceptual Models”

  1. Morgan Davie Avatar
    Morgan Davie

    Paul Beakley’s position/effect diagram for Band of Blades is absolutely a diagram that illustrates a rule, and I found it so important to my understanding of FitD that we put it into a|state as our risk/reward grid.

    Like

  2. Sam Dunnewold Avatar
    Sam Dunnewold

    Apocalypse Keys has a pretty great flowchart for how the various phases and moves of the game connect.

    Like

  3. GaboKerr #RPGLATAM Avatar
    GaboKerr #RPGLATAM

    Ironsworn has never flowcharts for game loops

    Like

  4. ToYourStations Avatar
    ToYourStations

    Viditya Voleti’s tech pack “the goblin pulls out a gun” uses the dicier font to build a diagram showing the contested rolls in the system really well! Great use of the font too if you ask me

    Like

  5. Jonathan Avatar
    Jonathan

    Chronicles of Darkness has a diagram explaining the process of spirits manifesting in the physical world and possessing things, and boy does it need that – it’s pretty involved.

    Like

  6. District Dice Avatar
    District Dice

    The whole character sheet for Mothership is the best diagram I can think of

    Like

  7. Jesse A. Avatar
    Jesse A.

    I’m a big fan of the flow charts for PbtA play in Mina McJanda’s games. I’m not sure which came first, but the one in Voidheart Symphony is a great example.

    Like

  8. Jeremy Avatar
    Jeremy

    Trophy Dark has a flow chart for the core Risk roll.

    R’lyehwatch has a very simple set of visual steps for dice rolls in Tricube Tales.

    Mythic Game Master Emulator 2e is full of great flowchart style displays. This follows on Mythic Magazine going back and doing flowcharts of the various checks from Mythic GME 1e as well as Mythic Variations 1 and 2 and the other Crafter books.

    Muster has some interesting flowcharts illustrating various concepts it lays out for wargaming-style D&D. These serve as a quick summary of a lot of the content, and I kinda wish they were repeated all together in an appendix (something Mythic content has been pretty great about).

    It’s not a flowchart, but concise cheatsheets are great. Chaosium’s “gold book” for Basic Roleplaying has a great rundown of the various options it lays out, which is really helpful with toolkit-style systems.

    I would really like to see a game that diagrams out larger flows in more detail. Most diagrams I see tend to be way too abstract or way too narrow; I can’t think of one that diagrams out core resource flows or the role leveling options impact gameplay or the game economy.

    Like

  9. Cezar Capacle Avatar
    Cezar Capacle

    Night Witches and Ironsworn Starforged have great flowcharts in my opinion

    Like

  10. Carlos de la Cruz Morales Avatar
    Carlos de la Cruz Morales

    Both Stormbringer (or perhaps Elric!) from Chaosium and Traveller 2nd edition from Mongoose have flowcharts to help on character creation. Both manage to fill the complete process on a single page.

    Like

  11. Teigills corner Avatar
    Teigills corner

    Thanks for the write up! I love the conceptual model idea applied to ttrpg. As for flowcharts:

    Sorry for the long link

    Like

  12. Chris Sellers Avatar
    Chris Sellers

    On top of the great ones that people have already pointed out, Blades in the Dark has a rudimentary diagram showing the loop from free play to the score to downtime and, implicitly, back to free play. It has an ink-splatter aesthetic that (imo) doesn’t contribute much to its readability.

    Like

  13. Abstr Avatar
    Abstr

    I just submitted a series of nano-rpgs to the 12 word RPG Jam. Using diagrams was really the key to work under such a strict constraint! You can find them all listed on this entry: https://abstr.substack.com/p/craft-12-word-rpgs

    Like

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