I’m going to start this post by describing something that has nothing to do with model railways – and then try to connect it to railway modelling. Bear with me…
Last year, I returned to another hobby after a hiatus of some 30 years. That hobby is Role Playing Games (RPGs), and my return was an eye-opening experience:
(That’s me, pouring over notes as Game Master for a session of Star Wars: Age of Rebellion at the end of March: My first time acting as GM in 30 years. It was nerve-wracking, but fun – and I can’t wait to do it again!)
If you’re familiar with RPGs, you can skip ahead. For the rest of you, well…
It’s a big subject – but here’s an overly-simplified description. A group of people gather around a table. One person (the Game Master, or GM) has acquired (or written) a set of rules, and prepared the setting plus other information needed to conduct an adventure. Think of the rules as the mechanics of making a film – the lighting, the camera, the microphones, and all the other things are determine what you can and cannot do. And think of the setting and the adventure as the script.
The other people (the Players) each take on the role of a hero – the actors in our script. But instead of following a rigid script, the action unfolds through a group-based story-telling session. Where they go is limited only by the imagination of the Players and the GM, plus the GM’s ability to respond to the actions of the heroes in his setting. An adventure can last a single session – typically, 3 to 4 hours – like a stand-alone movie. Or, it can stretch over multiple sessions, like a TV series. It can also be part of a larger campaign in which the same Players (playing the same heroes each time) undertake several adventures – acquiring experience, plus a combination of wealth, status, power, and other benefits. Campaign play is more like a movie franchise, or multi-season TV show.
The games can be set just about anywhere: They can be based on any popular genre (e.g.: detective stories/pulp, fantasy, realistic science fiction or space opera, horror, super heroes, and so on). They can be realistic, even historical, or built entirely around an imaginary premise.
There’s usually a challenge involved: Slay the dragon, find the stolen plans, stop the evil empire, catch the bad guy, rescue the captured scientist, prevent (or solve) a murder… the possibilities are endless. The GM has a general plan of how things are to unfold, but the players are free to take their own actions.
The rules of the game tend to focus on basic activities. They define how to shoot a gun, how to cast a spell, how to pick a lock, how to fly a star ship (as appropriate to the world in which the heroes are adventuring). These rules typically use dice to resolve successes and failures. But the mechanics of the game are balanced by improv/narrative, where the Players and the GM can make up things on the fly to move the story forward.
As I mentioned, I’ve been away from RPGs for 30 years. And since I’ve had such a long break, I’ve noticed some interesting developments between then and now.
Many of the games I used to play are still around – although they’ve gone through several rules revisions, moved to different publishers, and so on.
Over all, those games are better – the quality is better and there’s a much greater choice of accessories such as figures (many to 28mm scale, which is very close to S scale) to bring adventures to life. (By the way, these new accessories are built the same way that much of our ready-to-run equipment is: It’s designed by the game developers on computer and manufactured in China. And then gaming hobbyists expand on their collection through scratch-building, kit-bashing, and developing their own computer designs for laser-cutting or 3D printing.)
And while I don’t know whether this is universal, my own experience is that many of the newer games have mechanics that are much easier to learn. In fact, in some of my favourites, the game authors have made it clear that the mechanics should enhance the narrative – not direct it.
For me, there’s been a definite evolution – which I noticed in large part because of my hiatus. The most significant change, in my experience, is the change in emphasis from mechanics to narrative as the driving force in game systems.
The games I played as a teenager were dice-heavy, and the randomness of those roles could make or break an adventure. You rolled the dice, a number came up, you compared it to a chart that told you what happened, and there was little room for GM and/or players to interpret the results.
The games I’m playing today often have dice with no numbers on them at all. The dice are marked with symbols that mean things like “success”, “failure”, “positive benefit”, “setback” and so on. They support the character’s actions, rather that dictate them.
(The portfolio for Arkhan – one of the heroes in the Star Wars: Age of Rebellion adventure for which I’m game master – plus dice)
In RPGs, the character sheets (or portfolios) contain a mix of data to influence dice rolls, plus background that allows the player to assume the role. In the photo above, the character is a Bothan commander in the Rebel Alliance, played by my friend Brian. How well Brian assumes the character has a direct influence on the mechanics, so he can shape his hero’s destiny.
So, what does this have to do with model railroading? Good question.
The model railway hobby has also advanced a lot in the past 30 years – and in similar ways to role playing games. Our mechanics are definitely better:
We have DCC, laser cutting, photo-etching and 3D printing.
We have amazing ready-to-run models and terrific resin kits.
We shop the world via the Internet.
We have blogs and forums to share ideas and techniques.
We have strong historical societies, photo galleries, history websites, books and other resources – online and offline – to answer questions, and help us become better modellers.
The narrative side of things is also better: As a hobby, more of us know more about the rules of railroading than ever before, thanks to groups such as (but not limited to) the Operations SIG and Layout Design SIG. Thanks to many of the improvements to “mechanics” that I’ve already listed, more people are also getting beyond the “building models” stage to the “building a layout” stage. More layouts have scenery and detailed structures than ever before. And with better running trains, sound-equipped locomotives, signalling systems, prototype paperwork, and more, operating sessions are more realistic than ever.
These are all good things. So what’s next? I suspect that as a hobby, we could do better to define and communicate the narrative that drives our layouts.
Often during operating sessions, we become fixated on the mechanical: Moving this car from here to there… moving that train from there to here… letting the dispatcher know where we are… following the time table… deciphering the DCC throttles, track diagrams and switch controls… and so on. But if we step back and look at what we’re doing, operations sessions are essentially a Role Playing Game.
The owner/builder of the layout is the game master, who has created the world, defined the adventure, and established the rules.
The rest of us assume the roles of various “heroes” in the game: we’re the dispatcher, the engineer, the conductor, the yardmaster, and so on.
With rare exceptions (and I’ll provide an example, below), the narrative takes a back seat to the mechanics of the operations game. We follow the rules, but otherwise we basically play ourselves. I know I do. Are we missing an opportunity?
Those who like Role Playing Games would think so.
I suspect that gamers would enjoy a layout like the Kansas City Terminal, built by Jim Senese of Oklahoma. I’ve read about Jim’s layout in Great Model Railroads and Model Railroad Planning. It’s also been featured online. You can find a good description of it on this page, where I will direct your attention to the last line of the first paragraph:
It’s 3:00 pm on Saturday, November 15, 1980 – the last weekend before the Frisco was absorbed into the Burlington Northern. The eight model railroaders who come to operate the KCT are divided into four two-person crews. One crew will be hired by the M-K-T, one by the Frisco, one by the Kansas City Southern, and one by the Missouri Pacific. During the 3.5 hour operating session each crew will switch industries along their railroad, provide customer service moves at grain elevators, and interchange interline freight cars with the other three trunk lines. As an additional dimension, each crew will be provided with a description of the corporate culture of the railroad they work for and will be asked to adopt that persona during the session.
What a terrific idea!
Now, this works well for Jim because he has built a terminal switching layout focussed on the interplay between four railroads in the Kansas City area, and each railroad has its own culture. But I’m sure this idea could be adapted to individual jobs on any layout. It could be as simple as assigning each operator a persona – a character sheet – that describes their personality.
Are they new to the job, and worried about making errors? Or are they old hands, counting the days to retirement? One could add detail as one sees fit. An old hand might live to hold court with the other railroaders – or might be somewhat dour and unapproachable.
In the Star Wars RPG universe (and, I’m sure, others), each player selects an “obligation” or a “duty” for their character. This is their motivation for being in the Rebel Alliance in the first place, and it combines with the character’s background story to help the player in several ways, including:
It helps the player assume the persona of their hero. In fact, it encourages this, because the Game Master will assess how well the player is fulfilling their character’s obligation (or duty) when awarding experience and other goodies at the end of an adventure.
It helps direct the story, by giving players an understanding of how they would react to situations and what sorts of opportunities they act upon. It also gives the Game Master tools to use to engage the characters in the adventure he or she has designed.
I wonder: If a long-time gamer suddenly embraced railway modelling and built a layout… what would it look like? What would operating sessions be like? Would they include props – perhaps, come to sessions dressed for the part?
Something to think about, as you ponder three Stormtroopers on speeder bikes patrolling through Port Rowan…