Showing posts with label gamemastering. Show all posts
Showing posts with label gamemastering. Show all posts

Monday, 17 December 2018

Baroque Premises for a Game

With the doom of G+, I'm not sure whether to revive this blog or find some other media platform. Blogspot is a difficult place to hold a conversation, and the comment spam has really gotten out of hand in the past few years, with little ability to block it or completely remove deleted comments.

All the same, talking to Paolo a couple weeks back at Dragonmeet somewhat revived my interest in writing out "baroque" versions of selected pages of my 52 Pages ruleset. Previous efforts are here, and the general idea is to flip the concept of 52 Pages -- stripped down, graphics, generic -- into a specific, weird, ornate, textual mode.

So going back to the first page of the 52, here are 26 strange ideas to hack or design a role-playing game around, all of which technically can be played starting from the 52 Pages rules, or any old-school system with character levels and so on. Random generation can be had with a deck of cards (JQK = 11, 12 ,13; add 13 if red). Some are a little, um, derivative of other indie games, but all have had a personal touch added on. Click to enlarge, or read on.



      1.Each character is retelling (playing) a past solo adventure in turn. If any die, all are dead; it is revealed as a conversation among ghosts.
2.Planning a caper, characters play it 3 times with different hazards in their imagination, before the final run takes place in reality.
3.Each adventurer has a perfectionistic death wish as sole motive; GM grades their deaths on originality, virtuosity, and flamboyance.
4.GM takes all treasure from a published adventure, room by room. Players negotiate its division, may fight each other to gain more.
5.Characters inherit a dungeon, have to convince local fiends to move in, and stock enough treasure to attract marks bearing items.
6.One character may be a traitor, winning if all else die. Half secretly know at start they are loyal. The traitor finds out halfway through.
7.The characters are a set of enchanted regalia, without loyalty to their wielders, seeking to pass into the most powerful hands.
8.The world is a tiered mountain, challenges and rewards increasing upwards: at the right level you can pass up to the next tier.
9.The adventurers gain experience not for killing monsters, not for taking treasure, but for sketching and writing about these wonders.
10.You are criminals sentenced to fight through other mutated criminals, compelled to go as low as you can to take your place in the prison. Dreams of leading a revolt are natural but futile.
11.All life inhabits a braid of linear tunnels, arranged by hit dice, with humanity in the “ones and zeroes” and striving to go higher.
12.You have to put treasure back in a tomb guarded by traps and fierce defenders, to honour the terms of your realm’s treaty.
13.You already have all the treasure; use it to cajole and buy an army from the dungeon dwellers, later to fight in a wargame campaign.
14.You are all piloting a single character; GM presents decisions, character’s actions are resolved by vote. Ties mean 1 round indecision.
15.Player 1 runs a single character through a deadly dungeon, death is a “near miss” and the next player takes over. Most XP while playing wins.
16.The dungeon doors open once every 44 years for 22 hours. Gaining treasure and glory means you can marry earlier and richer, and so have more, older, better trained and equipped children for the next run.
17.The town is empty, but monsters that die in the dungeon turn back into the humans they once were. As the town refills, you have more resources, but also more intrigue and treachery to deal with.
18.You awake underground, to fight creatures whose hard parts become tools and weapons, and whose soft parts dissolve into rooms and passages shaped like the creature’s anatomy.
19.Players create a character and a monster, then write two conditions in the adventure for a character to become the monster. Monsters win by killing the party. Each player secretly draws, obeys one condition.
20.Everyone stays 1st level, gains a companion at each level. High level spells are multi-caster rituals. Adjacent companions give +1 hp.
21.“Gaining a level” means you have gathered enough treasure and trauma to retire from adventuring. Roll a new character at the higher level.
22.Characters are raiding a hell to rescue increasingly higher-level versions of themselves, and will become the henchmen of their better selves.
23.The adventure game is a metaphorical mechanism for social conflict in a series of masked balls. Hit points are reputation, melee is repartee, missile combat is gossip, and spells are appeals to higher powers.
24.Wizard magic changes the world forever—zones of sleep, illusions, death zones from fireballs—the world is full of these, and you will leave more.
25: Each of you prepares a short scenario as GM for player on the left. In turn, play through them. Player on the right of the GM prepares a description of what that play session symbolizes. Pass it back to the GM and use it as the basis of a new session. Repeat as needed.
26: Start as tiny people. Each level you gain, the scale, foes and material loot grow. 1: atomic, 2: microbial, 3: microscopic; 4: insect; 5: vole; 6: child; 7: titan; 8: continent strider; 9: planet shaper

Friday, 14 March 2014

Postal Surprise Challenge

Quick thought on something neat for game-masters to do:

1. Go on Ebay.
2. Look for people selling lots of cheap pre-painted plastic fantasy miniatures ("dungeons dragons miniatures" and "pathfinder miniatures" seem to work)
3. Bid on a bunch of them from a single seller.
4. See which of your bids win.
5. Ask for combined postage.

Ones that got away.
6. When the package gets there, don't open it right away.
7. Tell your players, "Some strange creatures have been sighted in an abandoned (something) outside of town. Do you want to investigate?)" Hold up the sealed package.
8. Make up some inspired reason why those creatures should be working together.
9. See if they take the bait!

AAAAAA
I've got the package in hand and am going to try it this weekend. Even if you don't usually use miniatures, who could resist opening up the "sealed deck" adventure?

Tuesday, 11 February 2014

Listen To Your Boredom

For myself and many others, writing-for-a-living places great importance on getting it right. Doing any kind of research, engineering, technical writing, even rules writing for a game requires long stretches of tedium. Fact-checking, revising, setting down the details, these all need careful work.From this activity we learn how to react to boredom as technical writers: Persevere!

Writing creative material, on the other hand, needs a different reaction to boredom. If you are bored writing something, or dreading the task because it is dull; that is your signal to cut that piece of writing out. If you are having fun writing something, then there's a chance - only a chance - that the person reading it will enjoy it. But bored writing is dead writing.

This explains why I can do creative work at times when technical writing eludes me, while other times I need to deaden my mind with drudgery and word-crunching. They are two different resources, two different skill sets. There is no virtue in writing boring creative prose!

Consider: I am describing the wizard's tower of a castle. The tedium of describing five or six small rooms, each stacked on top of each other, weighs on me. To escape this, I decree that the tower's interior is mostly taken up by a misty extradimensional space, threaded by a winding stair; I describe that and the wizard's chamber at the top, and state that a number of other rooms and storages exist in the mist but are not accessible to anyone but the wizard. Need I feel guilty, lazy? On the contrary, I have done something new and added interest to the adventure.

Consider: I am describing the rooms of a group of NPCs in that castle. To escape the tedium of describing the furnishings of each one I simply say "rooms 21-26 are furnished in the usual manner of bedrooms" and presume that any game master of 6 years or older knows what that means. This leaves me the room and motivation to put in the interesting stuff - goods to loot, things to interact with if invited back there.

As anyone who has ever sped up the action, thrown out a rule, or handwaved a procedure will recognize, the rule of boredom applies to game-mastering, too. Boredom occurs when players are neither engaged in adventure, anticipating adventure, or savoring the last adventure. All quiet moments in the game should be strongly focused on one or both or the last two of these.

Sunday, 16 December 2012

It's A Hard Game


Will Dungeons and Dragons be the next [insert high-impact fantasy franchise here]?

This article in TIME is a better-than-average mass media assessment of D&D's impact on the popular landscape.What I appreciate is its clear analysis of the game's simultaneously pariah and ubiquitous status. D&D has a clear and massive legacy, a definite mandate as a cultish hobby,  but an uncertain future as a mass phenomenon.


I sometimes think the often-repeated cries for these kinds of games to regain their fad status are misguided. The days when people just broke out the D&D and played were days without wide access to more immediately involving interactive games. Let's not forget that tabletop games are hard. They can be hard in an easy way or hard in a hard way, to be exact.

The easy hard way is playing with the tons of rules that some approaches to gaming demand. It's easy because it requires the same cognitive skills as understanding how to play Monopoly or World of Warcraft, just multiplied by a factor of however many. It sometimes seems unnecessary when you can play computer games that take care of the drudgery, but nonetheless we see people drawn to the rule-based approach because they have the brainpower, the obsessiveness, or the ability just to sit back and let other people coach them.

The hard hard way is letting go the rules, finding a gamemaster who is capable of doing more than we did just breaking out the rulebooks in high school, and accepting his or her authority. The "authority" part is the really hard part, especially for adolescents. I know I remember things that way, anyway. In fact, the revival of stripped-down D&D may be a better thing for parents playing with their young kids and friends. The chain of command is already clear there. The kids don't demand much in the way of continuity, emotional depth, grandiose sociopolitical thematizing, and other quintessential adolescent ohmygod-so-serious concerns.

As I've argued before, we could get more players for our games if we made it clear that the DM handles most of the rules, and you just tell us what you're doing and how - but that assumes enough maturity on the part of the players. I don't know, I think we can get enough of those players to come around. It might take a shortcut around the stigma - call it the "survival game," give them modern equipment and problems, only slowly introduce the weird. Or the hell with it, embrace the weird, let your own maturity as a person open eyes and make it okay for them.

Just never let them see the damn gaming forums, okay?

Saturday, 21 July 2012

How and Why To Shock

We can extend last post's discussion from sex to extreme violence, sadism, body horror ... but keep the focus on how people react and what they think about the author who transgresses taboos in a game or fiction.

When any creator tries for shock value, in whatever kind of narrative - writing, game, TV, film - there are two kinds of how it is done.  One way is to contrast the taboo-breaking to a recognizable version of our normal reality. The other is to have it as a norm in the setting - a whole world gone horribly or gloriously mad. That is, you can either have a world where one family in the peaceful village is secretly cannibalistic demon-worshipers (isolated shock), or where the whole world is (pervasive shock).

A harder job is to figure out why it is done. Perhaps the creator's actual purpose is not so important as the effect it has on the audience. But second-guessing of the creator's motives is always going to go on, and cues in the work may push the audience one way or another. If we just discuss effects, we avoid the tricky problem of the author's intention - is it wish fulfillment? moralization? sheer desire to disturb? - and also confront the possibility that the work might have unintended effects on any given audience.

Effects of isolated shock include:

* Contrast. At the most basic artistic level, the shocking element provides the goal of an investigation or adventure. It gives a dramatic, attention-catching payoff of surprise. In an interactive medium, it can also give clarity to a muddled situation - this thing is clearly an abomination, it needs to go!

* Demonization. A point is taken about things linked to the abomination - sex is bad, drugs are bad, religion is bad. Sometimes, in slippery-slope logic, the greater evil is a stand-in for some lesser form of deviance like homosexuality, race (or racism), unbelief. Sympathies are with the normal community trying to root it out, and if they're oblivious, this just makes a more effective call to arms for the crusade.

* Hypocrisy-bashing. The take-home message here: apparently normal society shares essential traits with the abomination it's so horrified with, maybe to the point of being more monstrous than the monster. This can be done savagely, by making the monster-haters ugly and brutal, or gently, by emphasizing the humanity of the apparent monstrosity. A related theme is to satirize conformist efforts to keep up normal appearances and ignore the monstrous, as in Jaws and many other films.

When shock becomes pervasive, this can convey:

* Existential stress. A "world gone mad" has an artistic effect of unhinging the audience, creating an atmosphere of constant and pervasive threat to one's values and assumptions. Note the difference with contrast. There, the viewer and protagonists have a solid ground and safe space to retreat to, whereas here, both of them are marooned in an existentially hostile world where rules of sex, rules for bodies, rules for eating are profoundly and disturbingly different.

* Dystopia. Endemic wrongness is often taken as the bottom splashdown of the slippery slope, calling out an evil in the world not by isolating it, but by imagining it taken to the farthest extreme. "If you let men marry men, pretty soon, incest and bestiality will not only be acceptable but fashionable!" "The logical consequence of sexism is the owning of women as property!" A fairly standard character in dystopia (as in Brave New World or 1984) is the one character who for some reason is "old-fashioned" and stands in for the audience's sensibilities.

* Relativism. Just as isolated shock has culturally conformist and nonconformist interpretations, so does pervasive shock. The nonconformist version of dystopia leads to a questioning of the very basis of taboos we take for granted, through one of two means. Either the taboo-breakers are portrayed sympathetically ( for example, Donald Kingsbury's SF novel Courtship Rite depicts a harsh, protein-poor planet where cannibalism is normal and institutionalized), or the reader's society is contrasted against the transgressive one in an unflattering light ( for example, Piers Anthony's short story "In The Barn," where an explorer of alternate universes finds one in which humans, lobotomized from birth, are used for meat and milk, and reflects on what an explorer from another universe might think of our own treatment of animals.) 


Finally, there are two reactions which have been presumed in both of these genres of shock.


* Wish-fulfillment. Based on the assumption that each taboo covers a deep dark desire, one presumed intention or effect of portraying shocking things is the vicarious service of such desires, both in the author and the audience. Undoubtedly this is the case for some, but how much we really want to break taboos may be overstated. The possibility of wish-fulfillment, though, does make for some good hypocrisy-bashing and relativism aimed at the audience itself. Nobody who's seen Tarantino's Inglourious Basterds can escape its point that the Nazis cheering the imaginary violence at their film premiere are uncomfortably mirrored by the audience cheering the imaginary violence against the self-same Nazis.


* Desensitization. This is less of a goal for authors, than an unintended side-effect. The Technicolor gore of 1978's Dawn of the Dead now looks laughable and primitive; pornography has ritualized a certain kind of sex so much that the only way to shock people now is to present sexual bodies that are hairy, lumpy and ugly. Desensitization has been a concern of regulators and moralists for a long time, exemplified most tellingly in the strictures of the Comics Code of the mid-20th century, which required not just that evil be punished but that it not be depicted overly graphically. This assumes only thing keeping us away from committing vile sins ourselves is innate revulsion, which can be desensitized by repeated exposure, much as medical students get used to the feel of cadavers.


Well, that's quite a scheme there. I'll let that sit, and pick up again with the ways these categories can be applied to confrontations with the past.

Friday, 27 April 2012

Mad Men Story Lessons

My wife and I are currently deep into season 2 of Mad Men. Apart from its amazing period detail we're finding it to be a very deep and fascinating show. Nothing could be further from Dungeons and Dragons than Mad Men's Papers and Paychecks. And yet in commentary on a Mad Men blog I ran across an insight that made me feel tons better about the way I run my game.


They report an interview with series creator Matt Weiner where he says:

There’s a mystery being unraveled and pieces are not connected and sometimes they are. Some things go nowhere. If there wasn’t stuff that went nowhere, you wouldn’t be excited about the things that go somewhere. When you’re telling a story where you don’t want people to know the end it’s very important that you keep them on their toes.
Later on, one of the blog owners, Roberta Lipp, posts this comment:
This ain’t Harry Potter. Like Harry Potter (sorry, it’s all I had), everything is carefully planted. But unlike it, not everything is some seed for the future. And not knowing which is which does create incredible tension.
This removes my last possible regret about running a campaign where events get improvised week to week and sometimes at the actual table. Once a writer or DM gets serious about running a mature, multilayered game - call it the "Second Edition of the mind" - there is a temptation to take it too far in the scripted direction, and make everything have a point and a purpose. But then you get a life that looks like a story, rather than a story that more realistically is a thread running through life.

Here's how the mind works: it takes the chaos of right now and imposes order on it, connects the dots and tells a Rorschach story. The more things recede into the past, the more the story gets smoothed out. Dream researcher J. Allan Hobson found that people awoken in the middle of REM sleep, when they actually dream, give very incoherent reports. The smoother if still surreal stories we tell to psychiatrists and friends are the product of processing in non-REM sleep and waking life.

Although loose ends can get edited out of memory, their existence can also create suspense, as Weiner reveals. Working in the non-interactive form of TV, Weiner's loose ends can illustrate character points or something about the world. Our medium as gamemasters, though, requires players' active collaboration.

So, maybe we can say that a gaming session becomes relevant to the larger picture the more it holds opportunities for the players to define their characters and to find out about the world. All that's needed are a few overarching structures - the kind provided by the Law vs. Chaos conflict, for example - that doom-laden events and prophecies without a plan can hang from.

Wednesday, 18 January 2012

23 DM Answers


1. If you had to pick a single invention in a game you were most proud of what would it be?

The Gnome as consolation.

2. When was the last time you GMed?
Last Sunday

3. When was the last time you played?
Late November

4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
The crypts and cellars of the City of Vorgrad must be cleared one by one to reinstate the Nine Mysteries of Crime and return it to its former standing as City of Thieves.

5. What do you do while you wait for players to do things?
Roll dice menacingly in a small box.

6. What, if anything, do you eat while you play?
Varies from pizza to junk food; once, a red lentil stew.

7. Do you find GMing physically exhausting? 
Not half as much as teaching. In fact I find it actually adds energy.

8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
I had an L5R Hida berserker once who said "Treat me as a go stone upon a board of doom." And played suicidally and was the only survivor.
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
My setting is as serious as your life and just as ridiculous too.

10. What do you do with goblins?
They are generic evil killable sword fodder. Little vicious guys who would like to have a warrior code but haven't realized that's incompatible with cowardice. I would like to have a campaign where they are the evolved form of tomatoes.

11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
Hieronymus Bosch's Temptation of St Anthony.

12. What's the funniest table moment you can remember right now?
Hooven using his randomly assigned wooden teeth and a torch to cast a menacing shadow and frighten kobolds ... and it worked! (Gencon 2010)

13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
The Scaum Valley Gazetteer, because I am thinking of running a Dying Earth game.

14. Who's your idea of the perfect RPG illustrator?
Tramp. As serious as your life and just as ridiculous. Pure joy.

15. Does your game ever make your players genuinely afraid?

Yes, and my wife had a "Black Leaf" moment when her character died.

16. What was the best time you ever had running an adventure you didn't write? (If ever)

I think my recent runs of Castle of the Mad Archmage and Tomb of the Iron God have both delivered a lot of fun.

17. What would be the ideal physical set up to run a game in?
A trunk full of minis, a lit up table to project maps onto, and some way to make it work.

18. If you had to think of the two most disparate games or game products that you like what would they be?
Baron Munchausen and Kingdom Crush

19. If you had to think of the most disparate influences overall on your game, what would they be?
Social psychology and horror fiction

20. As a GM, what kind of player do you want at your table?
Intelligent, creative, fun, with the occasional just fun as a foil.

21. What's a real life experience you've translated into game terms?
Can't really say that I've ever done that literally.I prefer to take the fantasy tropes, the world peculiarities, the horrors and violations, the mindsets of the NPCs, and proceed more or less from there into a logically mapped out insanity.

22. Is there an RPG product that you wish existed but doesn't?
Reverse Tower of Babel to end edition wars.

23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?

Less and less embarrassed as I get older. But I only really fly the flag if I think they would want to play.

Thursday, 1 December 2011

Saturday, 3 September 2011

The Orange-Painted Corner of Naturalism

Is "whale on 2nd Edition AD&D" week over yet? No? All right. I'm here to pay homage to the first Undermountain boxed set, from 1991.


[Spoilers follow]


Let me start with the positive. Ed Greenwood stands tall as a pioneer of fantasy naturalism in role-playing games. I devoured his Dragon magazine articles in the 80's, so rich with invention and detail. They worked up the plain and sometimes weird building blocks of the game into something more like a fantastic museum.

This is about 10% of Level 1.
In re-treading the orange and yellow floors of Undermountain last week I noticed no shortage of this imagination. It's a great resource from which to learn and steal set-pieces: ingenious traps and tricks, disguised monsters, classic fake-outs, detailed combats where the enemy uses every tactic available.

The core area of these Saturday Night Special encounters, justified by "hey, mad 29th level sado-wizard," is fringed by more naturalistic environments: the tavern where adventurers' descents make up a kind of medieval reality show, the slaver town of Skullport, or Waterdeep's monster-infested garbage dump. And even the smallest treasures drip with detail. Why loot "some jugs of wine" when you can have "14 wicker-jacketed, 5-gallon green glass carboys of dry white wine (1 gp)"?

At his best, Greenwood doesn't just create naturalism with physical and economic details. He takes the official monsters, spells and magic items to the limit. Ropers and mimics take on a dizzying variety of guises. Wands are disguised, put into the hands of enemies, worked into traps. Why make a trap rely on magical tentacles when you can use an imprisoned mutant carrion crawler instead? Sure, there are occasional "inexplicable" magical effects, but you get the sense he had more fun working with the standard toolbox.

But here's the catch - players can use their resources to be naturalists too. Faced with a script that says "Endure your heroic, character-defining quest up through seven chromatic levels of the Rainbow Tower to reach the solid gold pineapple on the platform at the top," the prosaically-minded player rebels and says "Er ... what does this fly spell do, exactly?" This is why medieval knights were afraid of crossbows. History is written by innovators who at one point said, "Screw the rules of engagement. This works." Player naturalism finds short cuts around fantasy railroads using the rules and resources built into the game itself.

Ah-ah-ah, but ol' Halaster is not letting you off so easily in Undermountain. Inexplicable, massive "magical fields" stop all teleporting, ESP and other game-breaking spells. We see not just a naturalistic designer, but one who expects players to use naturalism too - and prepares for it! Just about every dead body you find in the maze has a name and a history in case the players try Speak With Dead. That's cool, but at the same time there are places where the player runs up against "because I say so."
  • What you can do in Undermountain: Fry a whole room of orcs with a level 3 fireball spell.
  • What you can't do in Undermountain: Use your 5th level rock to mud spell to deal with that trick where the stone hands take one magic item and give you another. The hands are just impervious to any magic short of  a limited wish.
  • What is detailed in Undermountain: Exact procedures for lifting, smashing, and being crushed by the doors in the Bonecrusher trap.
  • What isn't detailed in Undermountain: How exactly those necrophidii, the ones that jump out of the pillar you have been prying gems from, steal your magic items. They just do! It's part of the trick! What do you mean, you want a DEX check?

"Look sharp, the floor here is orange."
So, it's not the designer's naturalism, but a particular response to anticipating the players' naturalism, that paints the encounter into a corner. I'm not picking on Ed Greenwood. This is a common problem in 2nd Edition-era adventure design,  lampooned pitch-perfectly over many issues of the Knights of the Dinner Table comic.

1. The designer wants the characters and setting to read from the mythic script. Characters should succeed through force of arms where appropriate, and through clever wits in designated clever wits areas. The setting must be allowed to enforce the moral lessons of its tricks and surprises.

2. The players want themselves, not necessarily the characters, to be heroes. Their funniest and most awesome stories are of outwitting the DM, not the dungeon. The more the rules describe a prosaic, lawful system of cause and effect, the more they can leverage this against the mythic story to gain advantage.

3. This is where things go awry. The designer refuses to allow player creativity to work and imposes more rules, by decree. When the players burn down the Hollywood saloon facade they find, not a way out, but walls behind made of solid steel and three feet thick.

Now, how can a designer do naturalism and not end up like this? I have a few tentative solutions, coming up next.

Thursday, 2 June 2011

Basic Disgust

The best scholarship on disgust recognizes that it's made up of many "layers" - responding to a variety of unseen threats that have arisen over the course of biological and cultural evolution. There's no evidence, however, that any form of disgust is completely hard-wired. Like language, we have a built-in system of learning disgust responses. After we have learned them, from other people's reactions, they seem to come automatically and naturally. But very young children don't show disgust, and what exactly is disgusting seems to vary from culture to culture. With some primary objects (like feces or rotten meat) it makes good sense to recoil from them, because they can carry disease. Others are more variable; urine, for example, is seen as a health product in some circles in India.

The disgust that attaches to disease-carrying substances or people is known as basic disgust or core disgust. It's clear that people in earlier technological ages had a much higher threshold for this than we do now. In medieval European cities, waste disposal was done in the street. Late-medieval advice on courtly manners seem to be made for a modern five-year-old, telling adults not to wipe their nose with their sleeve.

"Dennis, there's some lovely filth down here."
The rookie mistake that's often made when re-creating such an environment, in fiction or a game, is to put all of these gritty, grimy aspects front and center. Lurching lepers, brimming chamberpots, rats and lice, skewed and missing teeth, all mark out this sophomoric "keepin' it real" approach.

All of this misses a huge point: disgust is a language. It needs to be translated to produce the right emotional effect against the cultural background of the audience. In just the same way David Milch, writer of the HBO series "Deadwood," recognized that his characters would have historically sworn by God, Christ and Hell. But because those oaths sound mild to the ears of a more secular 21st century, he intentionally replaced them with the Tarantinoesque obscenities that series is famous for.

The effect of putting a crap bucket in every kobold lair in gaming, too, is rarely as intended. It drives a wedge between the modern sensibilities of the players and the medieval disgust thresholds of the characters. This fights against absorbing play, which depends on making the players feel what the characters might be feeling. Worse yet, in gaming you are only depicting or talking about disgusting things (thankfully). This can lead to another unwanted response to second-hand gross-outs - laughter.

To be truly effective, disease-related gross-outs in a game should be few and far between. They should have the rules back-up to make both players and characters recoil. The rot grub in AD&D has been much maligned. But knowing it is out there did make players a lot less willing to root around in dung piles. It visibly stands for the invisible diseases that disgust at its most basic level protects us against. Rats, mummies, anything foul that gives a chance to catch a disease, likewise add to the keep-away factor.


Try grubby instead of gritty ...

Rolling chances to catch a disease for living in a city have never been satisfactory in gaming, even if they are historically accurate. The city is just too attractive a destination for your adventurer's purposes. Its disease perils are too abstract, failing to arouse burnt-out medieval sensibilities about squalor. But ordering disease rolls for too-cheap lodging, or hit point losses for sleeping rough, gives players something they can avoid, giving meaning to their fastidiousness.

There's one other thing about disgusting objects that most old-school rules don't model: they're contagious, like those invisible diseases. Once you have players figure out that someone with a disease has a chance of transmitting it to anyone nearby, you bet that curing them and setting a quarantine will take on urgency. A green slime that kills you instantly is bad enough, but one that settles on you and keeps you alive just long enough to send spores out to land on your friends is worse, a gruesome kind of living death.

Next up: Mutations and mutilations!

Monday, 30 May 2011

The Emotions: Disgust

My posting is going to be less frequent over most of the summer as I hit the conference trail, a Powerpoint-spangled stairway to the stars that's already taken me to Limerick and Amsterdam and will end up in Kyoto (and probably, complete exhaustion) after four or so more European venues. At the same time, all this activity makes me think about those magic moments when my scholarship and fandom identities merge.

I mean, when my hosts at a three-day course google me and find my number three hit is as a talking head expert on the indie documentary "True Fan" (I tried to explain the social identity of convention Klingons and stormtroopers) .... and then I end up talking D&D with one of the grad students over beers ... that's got to be telling me something.
There's no doubt that the most interesting emotion my lab studies is disgust. We find that disgust is an irrational emotion that defies our attempts to explain it reasonably. Disgust is also a many-branched emotion. Many different things that we learn by association set it off, and there really is no one way to sum up the kind of perceptions that will and will not cause disgust.

Really, any kind of environment creator - game designer, author, filmmaker, game master - works best with a ready handle on the audience's emotions. One of the easiest to manipulate is disgust. I mean:


This gimmick from the Modern Toilet restaurant chain in Taiwan relies on the inflexibility of disgust. Even though you know you are eating from a clean metal dish in a clean porcelain bowl, the toilet shape brings up all kinds of associations and disgust can't help but happen (worse if you are eating splashy, green-brown curry).

It follows that, while it may be hard to get angry, feel pleasure, or fall in love as your character in a game, disgust more readily pierces through the "Just a game" barrier. We feel disgusted even at blatant simulations of things that make us disgusted.

But does this mean we really get disgusted in character? Or just that we transfer our own revulsions to the setting? I'll explain how to work with this gap next time, when I write about Basic Disgust.

Sunday, 8 May 2011

Birth of a Gamer: Amazon on a Train

Last weekend we took in a play and a couple of meals up in London with some fellow Americans, a visiting prof at our department and his social worker spouse. These folks are somewhat older than we are, close to retirement age, but only are around at my university in the spring and were about to head back stateside.

Because the spouse had expressed some interest in roleplaying in one of our earlier meetings, I'd surreptitiously bought some dice (six siders) in Covent Garden market. The train ride back out of London was the scene for her gaming initiation, and the four of us were lucky to have grabbed table seats. It takes one hour but the time fairly flew as I had her roll 3d6 in order - 13 strength, 5 charisma - creating a warrior. When I gave the chance for one descriptive word, she came up with "Amazon."

Our Amazon approached the gates of a walled town. For some reason, interacting with the guards, she spun a story that the chainmail and spear weren't hers, but she'd just found them - a story she would repeat later. In any event, her social awkwardness led to a less than friendly reaction roll, but they let her in for the usual toll.

Three streets led away from the gate. I was completely winging this, with only four dice and no written material at all. I came up with rough ideas of what each street would lead to, and gave her the choice. She took the left-hand path, leading to an industrial district, where she came upon a group of tannery workers getting their supper slops. The cook rolled a great reaction - 11 on 2d6, friendly even toward her terrible charisma - so I had him greet her warmly, offer the last of the slops and a job feeding the pigs out back. But she didn't know that ... and though she took the job up, it was with some fear and a little ribbing from the rest of us as to the decidedly non-heroic turn of our adventure.

The workmen left and the cook showed our Amazon to her quarters, in the butcher shop of this all-in-one hog processing operation. Feeling wary by now, she decided to sneak out in the fading light and see if anyone else was about. I had her run into some women who worked in a weaving and dyeing establishment, but their reaction was negative and they called their menfolk to give dire threats to the Amazon (hostile reaction, but not a strong morale result that would have led to a fight).

She went back to the butcher shop, where there was an ominous trapdoor. She had the idea to use her strength to try and open it, at which she succeeded (roll low, 3d6). There were claw marks on the inside of the door and a series of rungs going down. Her eventual security plan was to sleep atop the door, so that anything coming up would both be blocked and wake her.

Of course, the underground has to intrude into the first adventure, right? So in the middle of the night, she's awakened by a thumping and scratching on the trapdoor. She gets up and runs out of the butcher shop, round a corner, waits and listens. In the darkness, something is shambling and snuffling toward her ...

And then the train reached its stop and the session was over.

Thinking back to our earlier discussions about the different selves in a game, our friend showed excellent adventuring caution. She put herself into the dangerous situation with great conviction and intensity. But, she did very little immersion into the role of the Amazon. In a sense, the "Amazon" was herself -a modern woman in medieval times, thrust into a strange town with strange goings-on.

We hope to pick up again next year!

Tuesday, 5 October 2010

Limits of AD&D Alignment 3: Solutions

Well, you could just not have alignment for player characters. Sure, you can have an affiliation that boils down to a cultural background and reminder - raised in the Church; follows Odin; reveres Chaos. And you can have morality. Your characters' actions have consequences in the eyes of others, after all. Even when nobody is watching there might be a certain karma for really heinous actions. The moral workings of our world are contested and uncertain. Why should the world of adventure be any different?

But okay, in some settings you really need the behavior of holy people to be exemplary in some way in order for them to deserve their magic powers. As I suggested before, a more specific set of principles seems in order.  Most importantly, these principles need to be ranked in some order, to give a guideline for resolving the kind of conflicts I outlined last time.

Should the principles be about what you should do, or what you should not do? I lean toward "shalt nots," although really some commandments can be phrased either way. They're more likely to keep characters out of trouble - no spending your last copper for food on alms, or suicidal cavalier charges. Being forbidden from doing something also feels less restrictive than being commanded to do something. Yes, religions often require actions like prayers, religious attendance and so on, but these actions are probably best assumed to go on in the background whenever the opportunity occurs.

Finally, I am assuming that the main fight between alignments in this setting is between Good and Evil, with Law being an additional social source of behavioral restrictions on good and evil alike.

COMMANDMENTS OF GOOD - most to least important

Life: Don't kill or torture a helpless sentient being.
Benevolence: Don't harm, disrespect, or steal from a peaceful sentient being.
Crusade: Don't back away from a fight against Evil that you can win.
Justice: Don't let crimes against Life and Benevolence go unpunished.
Generosity: Don't hoard wealth; spend what you need for your own security, then give to others.

COMMANDMENTS OF LAW - most to least important

Honor: Don't break your given word.
Chivalry: Don't use trickery when you fight.
Restraint: Don't indulge pleasures wantonly. Food is for surviving; drink is for tasting; sex is for commitment; wealth is not for wasting.
Legalism: Don't break the law or let lawbreakers go unpunished. 
Obedience: Don't disobey or disrespect your superiors in society.


With these ten commandments in hand, we can see that it's ridiculous to require Evil and Chaotic characters to do everything exactly the opposite, like the Bizarro planet or Opposite Day. Evil, quite obviously, gives freedom to ignore the moral emotions - sympathy, remorse and the anticipation of remorse - that drive ordinary people to do Good things. Chaotic alignment, where separate from Evil, gives freedom to ignore the sense of honor and shame that drives Lawful behavior.

It might be interesting to have particularly Evil or Chaotic characters or beings pick one commandment they feel compelled to violate; the sadist revels in Anti-Life, the Anti-Crusader picks a special fight with the forces of Good, the Unrestrained Chaotic is a compulsive libertine. But that's about as far as it reasonably goes.

So what about Neutrals? They have some moral feelings, but not enough to compel them to do the right thing always. The most reasonable way to show this, I think, is by having Good/Evil Neutrals personally pick one or two of the Good commandments as Scruples that keep them from being completely Evil, and likewise for Law/Chaos Neutrals and the Law commandments.

Finally, people who hold to the difficult paths of Law and Good might just be required to follow all five of their alignment's commandments, or all ten if they are Lawful Good, choosing one set to hold supreme. However, at a small cost to complication but a huge benefit to characterization, players might also be able to choose one commandment that they can ignore as a Foible while still maintaining their alignment, for each set of five.

We're just about ready to step into my three template worlds, each with a different system of magic, alignment, and religion. So hang on - all this theory is soon about to burst into practice. In the meantime, you can let me know if there are any moral principles I left out of the Commandments, and in general what you think of this way to handle alignment.

Saturday, 2 October 2010

Limits of AD&D Alignment 2: Behavior

The other problem with alignment in AD&D is not so much about the structure of Good/Evil and Law/Chaos, as it is about the use of alignment. As I outlined previously, a number of AD&D classes (some adapted from the OD&D supplements) traded game benefits for alignment-based restrictions upon the behavior of characters of that class.

Some of these restrictions make sense when two assumptions about the spiritual universe both come into play in a campaign:

1) Certain kinds of magic, like a cleric's spells or a paladin's powers, are derived directly from God, gods or other divine powers;

2) Those divine powers themselves have a value-based alignment, and consciously uphold and represent it through the magic granted to mortals.

Break either one of those assumptions and alignment in a campaign can exist blind to behavior. But if a cleric by her behavior breaks her god's core values, it's only right that her god, if aware and in charge, should refuse to let sacred power be used by such a person.

Cartoon by David Sipress, Boston Phoenix
Now alignment, as we have seen, is great for describing a character's values and motivations. But the real devil in the details comes when DMs try to translate those values and motivations into concrete actions. When do your actions uphold your alignment, and when do they violate it? Veterans of the game are familiar, by experience or hearsay, with these advanced difficulties and dilemmas:

  • Team alignment vs. alignment principles. Having defeated the orc lair, you are the custodian of three kneeling, disarmed cowards, their wretched females and puling young. Do you show mercy as a Good person should? Or slay them all, ruthlessly pursuing the agenda of Team Good against Team Evil? Perhaps you trot out a rationalization - "It is mercy to end their miserable existence!" How seriously should you take your principles in time of holy war? Is the survival of a great champion of Good (yourself) worth a little ethical slippage?
  • Conflicting alignment principles. Looking back at the Schwartz value diagram, the three "self-transcendence" values that correspond to Good - benevolence, justice, and equality - often clash. Does a Good person spread benevolence equally, target it where it will do the most good, or give it to the most deserving? How much should justice, in a Good society, be merciful or harsh, when benevolence to a murderer is cruelty to the victim's family? And should a Lawful knight follow the traditions of his people, or the command of his reformist monarch?
  • What does it mean to be Evil or Chaotic? Is an Evil character merely free to pursue her own selfish interests liberated from any concern for others? Or must she actively refuse to cooperate, actively commit acts of cruelty, even at the expense of the ambition and power she craves? Likewise, must a Chaotic character act crazy and stick it to the Man at every turn, or is that alignment merely about seeking personal freedom from obedience, conformity, and tradition? 
  • Do I follow my alignment at the expense of an enjoyable game? If the extreme answers to the above question are true, then what place does an Evil or Chaotic character have in a game that is best played in a cooperative spirit? For that matter, if a Good character is in a group with Neutrals who slay  and pillage when expedient, doesn't ethics dictate that their ways part - or at least that the Good character should endlessly harangue and undermine the efforts of the party?
  • What does it mean to be Neutral? Do you simply not care about alignment concerns, acting on a variety of motivations as it suits you? Do you have some minimal amount of compassion, setting you apart from Evil, but not enough to make you truly Good? Are you an opportunistic neutral, siding with the winning team? Or do you take an active part in ensuring alignment balance, siding with the losing team, and making sure to commit a carefully balanced schedule of Good, Evil, Lawful and Chaotic acts? Doesn't that last one make you kind of like the person who felt she had to sleep with men on even-numbered days and women on odd-numbered days in order to count as a bisexual?
The answers to these questions are not supposed to be easy. They are hard moral questions even in real life. Discussing them might be interesting and enlightening in a more free-wheeling situation. But when a DM has to answer them fairly in order to decide whether to to strip a player's character of his major powers, or a player has to guess how to behave in order to avoid such a fate, the exercise becomes less fun and more arbitrary.

I'll let the problems stand for a while, and next post, consider a number of ways they might be solved without completely throwing out the idea of divinely directed sacred magic.

Tuesday, 28 September 2010

D&D in The New Yorker

There's a short story by Sam Lipsyte in this week's New Yorker that takes as its setting a dysfunctional high school D&D campaign sometime in the Old School Era. You can also read a short interview with the author (he's not much of a gamer these days.)

There will now be a short pause so you can read the story.
Well, that was certainly one way to work D&D into the perennial theme of American literature: success and failure according to the American dream.

The Varelli kid is a dick DM, a killer DM. His campaign is brutal, his mental health questionable, and he verbally abuses his players. But his players also bring failure on themselves again and again, doomed by their greed or overconfidence or inability to cooperate or undeserved hope they'll get a break. Given the chance to play in a more placid and rewarding campaign, the narrator feels like he doesn't really fit in, and has this wistful reflection:
We fly dragons, battle giants, build castles, raise armies and families and crops. But something is missing. No goblin child will shank you for your coin pouch. You’ll never die from a bad potato.

Out of context, sure, you might take this as evidence that Lipsyte gets the appeal of high-risk, high-grit old-school gaming. But the real message is more bleak: that style of game is preparing all its players and its DM, accurately, for their predestined and self-inflicted life (or death) as losers. In fact, strike one against the story is its cliched epilogue, where "loser" translates literally to "flipping burgers" and "crazy loser" translates, a la Dark Dungeons, to "death by hanging." Strike two (working backwards) is the ham-handed way Lipsyte muffs the climax, dead baby sister and all. We'll call it a foul that HAY THE GUY WHO PLAYS AN INCOMPETENT THIEF IS IN REAL LIFE AN INCOMPETENT THIEF.

But in spite of all this, the story reaches a base on balls for its accurate portrait of a bad D&D campaign, and its matter-of-fact approach to the game as something that is not necessarily seriously screwed-up - it's just more interesting to write about a group that is.

Even more entertaining is the metafilter comments thread, where blogger Malcolm Sheppard (mobunited) weighs in on his old-school campaign, edition wars creep in like the inevitable green slime, and we're treated to an account of how ex-Crips do roleplaying games. (As it turns out, with a strong sense of teamwork learned from their gang experience.)

While we're in this literary mood, please do visit the Huge Ruined Pile and get in on the ground floor of Scott's gargantuan, year-long fantasy author elimination cagematch.

Wednesday, 22 September 2010

Is the Underground a Railroad?

Jason@Wasted Lands implies that the classic dungeon can be seen as a railroad, because it is pre-scripted and offers limited choices. I disagree. Here's how to make it one, though.

"Oh, don't go down those stairs. I haven't drawn the third level yet."

"You have to pull the lever, or there's no more adventure. Trust me."

"You can't turn back to the town. You haven't cleared enough rooms this session yet. OK, if you insist - A Mysterious Force Blocks You."

"Your Hold Person mysteriously fails - that 1 I rolled is actually a 16. The sorcerer drinks a potion, cackles 'I'll see you on Level 6', turns gaseous and disappears down the grate."

(reading mind-molesting boxed text) "Seeing the skeletal lovers' embrace, you cannot help but sigh, shed a tear, blow your nose, and think of lost loves of your past. Then the lovers stir and turn their bony skulls towards you, and you scream in bowel-loosening terror!"

See the point? The issue is not the linearity of an adventure (though branching adventures are more fun, it's true) but about DM vs. player input into the action. Within the confines of even a linear dungeon, the players control the action, tactics, and pace. It's the intruding hand of the DM, not the passive confines of dungeon walls, that grows irksome.

At the same time, I join with Jason in toasting the story DM who stays on his or her own side of the net - setting up NPCs and organizations with their own unfolding stories and agendas, but letting the PCs interact with them as they please, and enjoying the surprises that grow from the mutual interaction.

More passive dungeon DM vs. more active story DM? It's really a matter of taste, preparation, and comfort level with winging it. It's not uncommon for a DM to start a campaign as a fairly passive adventure referee, and grow step by step into an interactive story teller, as little details of the world outside Adventureland grow and build on each other.