Skip to main content

Gameable Architecture

Time for another one of those posts which, back in the day, might have been a Pyramid article.

I've long had an anthropological and historical interest in architecture: how buildings are constructed, why, what it takes to put them up, how they're used, and so on. That's what led me to write multiple versions of architecture rules and a number of locations for Pyramid and as freestanding publications. And in that, I keep coming back to two books: Buildings Without Architects, by John May and Anthony Reid, and Dwellings: The Vernacular House Worldwide, by Paul Oliver.


Both of these books address vernacular architecture, which is to say architecture built by non-specialists rather than trained professionals. They're about the homes people build for themselves around the world. There are examples of vernacular buildings from all over: English cob houses, Yemini towers, semi-subterranean Chinese yaodong, Cameroonian ribbed mud-brick tolek, Haida plank houses, Yanomami shabano compounds, and many, many more. Most are structures the likes of which could have been found far back in antiquity, though they also include things like Brazilian favelas and other improvised urban architecture. I should give special mention of the coverage of earthen architecture here; there's a tendency to be dismissive of "mud huts" since we've moved so far away from them in the modern world, but the photos and illustrations in these books, like the cover of Buildings Without Architects below, show the potential elegance and beauty of earthen buildings.


Dwellings is more analytical, heavier on text than pictures and outlining categories, functions, processes, and the like with buildings serving largely as illustrations of theoretical points (and speaking of illustrations, it's particularly well provisioned with photographs, many taken by the author himself). It's a good book for world-building where you want to start from first principles and build up from there. Buildings Without Architects is more of a handbook and spotters guide. It's physically a much smaller book both in page count and page size, with most buildings dealt with in two pages: one of description, and another of illustrations, usually in the form of line drawings. This one is great for immediate inspiration. Need to pick a style of homes for people in your game? Flip through until you find something that strikes your fancy.

From the point of view of the GURPS GM, these are outstanding books to have on one's shelf. They're generally accessible to non-specialists, and they cover a great deal of ground. There's likely to be something of value in them for any historically-flavored campaign, and the more different societies you have, the more useful they'll be. They're not without limitations, of course. Their scope is global but anthropological rather than deeply historical, and it mostly doesn't cover military, monumental, palatial, or industrial architecture. There aren't any Roman villas or Chinese border fortresses in these books, though there are a few sacred buildings. And I'm not going to bother linking to anything, since both books are out of print, but with any luck they're available via ILL or at a very good local library for free or used for...well, they won't come cheap, but they're worth it. They've been on my shelf for many years, and if you care about the buildings in your campaigns, strongly consider adding them to yours.


Comments

Popular posts from this blog

Spaced Out Rides

(This is the kind of thing I'd have sent into Pyramid   back in the day, but that's not an option now, so here we are.)   The GURPS Action series is the gift that keeps on giving for a lot of modern-and-later gaming. GURPS Action 2: Exploits has rules for sneaking around, running away, and all kinds of other activities which can be easily transplanted to cyberpunk and other high-tech settings. GURPS Action 6: Tricked-Out Rides provides more of the same for its topic, giving an easy framework for describing and even designing common types of vehicles without all the math and paralysis-by-analysis of GURPS Vehicles. Pick a standardized vehicle type (van, compact car, etc.) and apply modifiers (rugged, tinted windows). But, of course, it’s limited. It’s just ten pages, after all, so it’s great for common passenger vehicles for the modern(ish) era. But higher-tech vehic...

G$ --> DND GP

A GURPS $ is worth 1.27 D&D 5e SP, which is interesting because in GURPS Dungeon Fantasy, the typical $1 coin is a silver piece. And a D&D GP is worth about $7.87 in GURPS. So, where does that come from? A while back, I cautioned someone considering using (among other things) GURPS Renaissance Venice: Merchants of Venice  in a non-GURPS game that prices listed in the extensive lists of trade goods were expressed in GURPS $, which might not have obvious conversions into other game systems. But if one wanted to convert GURPS prices into D&D or vice versa, how would that work? It crossed my mind to take a "basket of goods" approach. Economists measure inflation not by picking a single commodity, like the price of gold or oil or wheat, and seeing how that changes over time, but by taking the combined value of a set of common commodities. This provides a more comprehensive picture of the cost of living. Perhaps gas becomes less expensive while the price of whe...

2020 GURPS Challenge PDFs: Incense Trail prices

Over on the forum, somebody asked me how much frankincense and myrrh cost in antiquity. Well, we don't know. We never get as much price information as we like out of history. There's the occasional mention of this or that product being worth its weight in silver or gold, but we can reasonably believe that those are descriptions written by political, cultural, or philosophical commentators trying to give an idea of how expensive things are, not people who have actually done an economic analysis and discovered that the material in question is, by coincidence, exactly the same value as silver or gold and not, say, one and a half times the price of silver or three quarters of the price of gold. We know it was valuable, but not how valuable on the level of individual purchases. But for the convenience of the GM, we can use those comparisons to establish some ballpark figures. Mind you, this is based largely on GURPS rather than historical sources, so it's not something I would h...