One of my favorite pieces of Warhammer Fantasy art ironically features one of the weakest parts
of the setting. Illustrated by the immensely talented Karl Kopinski, it depicts
Archaon the Everchosen, Warhammer’s
dull anti-christ figure, triumphantly beseeching his dark gods while offering
up the skulls of slain foes. As he surges with arcane power, anonymous hooded figures
toil in the midground, restraining his demonic steed and carrying his
belongings. In the background, the rest of his army waits for him to finish up.
Like all great tabletop game art, Kopinski doesn’t just depict a figure from
the setting. He provides a glimpse of how the world they inhabit functions and
that even harbingers of the apocalypse need workers. The lesson to be learnt
from this as a game master is that nothing in your stories, no matter how
fantastic, should exist in a vacuum.
Even the most miraculous figures have underlings and some
sort of logistics to back them up. If a spellcaster hardly ever leaves their tower,
who gets the tomes and supplies needed for magic rituals? Who builds and
maintains the dictatorship’s superweapons while its leaders are running the
galaxy with an iron fist? Who cleans out the stables of an exemplary knight, busy
earning the favor of their patron deity? Even the most alien and distant
figures will have some sort of network to sustain their activities, often in
the form of worker drones or even specialized organisms. A being that exists
outside of whatever reality your game takes place in needs something keeping it
tethered. And odds are it has a boss or servants back in whatever hellscape it
calls home.
This might seem like the last thing you, as the GM, want to
pay attention to. But showing these smaller parts will build up your story as a
whole. Firstly, it lends a depth to the setting that it would have otherwise
lacked. Not only does this approach show how a certain element or character
fits into the larger world but it conveys that actions happen without the
player’s involvement. Besides creating a tighter story, this focus adds
believability. As I said, your story elements now have some kind of explanation
and don’t just magically appear when the narrative needs them to. It can also
give the players a tangible link to the world, as it provides some sense of
order to even the most abstract concepts.
This logistic approach can serve a mechanical role in
addition to its narrative purpose. By adding complexity to these individuals
and institutions, the players have more ways to interact with them than just
facing them head on. A bureaucrat might not want to waste time with adventurers
but their hapless aide might be more amicable. Nearly every heist movie has the
protagonists disguise themselves as janitors or maintenance workers at some
point. A villain might be nigh invulnerable at the start of the campaign but
the same might not be true of their underlings. Logistics can be a good way to
have the players tangibly interact with the antagonist, without necessarily
needing them to show up directly. No matter how mundane these additions might
seem, they are more than worth the effort for how it will augment the RPG experience.
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