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Showing posts with label refereeing. Show all posts
Showing posts with label refereeing. Show all posts

Wednesday, 31 January 2024

"I'm sorry, Dave..."

A little addendum to my previous post about using AI referees for roleplaying games. I thought I'd try Bing on the same scenario to see if it did any better. I quickly encountered a priest, Father Thomas, who told me about a cult of Set hiding out in the forest. Not very Dragon Warriors, but already Bing was weaving a more convincing and complex adventure than Bard had managed.

"Destroy them in the name of the True Faith," said Father Thomas.

I said I'd need a guide and he added, "There is a man named Giles, who lives in the tavern. He is a hunter and a tracker, and he knows the forest well. He might be willing to guide you to the cult’s lair, if you pay him well. He is a bit of a rogue, not given to trusting people."

At the tavern I went up to Giles's room. In answer to my knock, a gruff voice demanded, "Who's there?" Bard suggested five ways to convince him to open the door: telling him the truth, claiming to be another hunter, shouting that I was the law and I'd break the door down, etc.

I thought I'd try something else. "I'm a prostitute and I'm offering a half-price introductory deal."

Bing really didn't care for that:

I was impressed at how well it captured a tone of passive-aggressive prissiness, but obviously in this form it is never going to be any use for serious roleplaying. Is it worried about age-appropriateness? But Bing knows my age, as it's linked to my Microsoft account, and if I leave my computer where a 10-year-old can use it then Bing's responses are a drop in the ocean compared to all the murky sites that hypothetical 10-year-old might stray onto. (Yes, definitely use parental locks; I agree with that.)

Teofilo Hurtado later drew my attention to a section from the 1st edition of the AD&D Dungeon Master's Guide:

Gary must never have seen Midnight Cowboy or he wouldn't have assumed all prostitutes were female... but I digress.

Of course, it's not that I want a game full of "saucy tarts" and "brazen strumpets", but if you're going to run a game in which clerics tell knights to go and kill other people because of their beliefs, it really is ninnyish to get in a snit over any mention of sex. Coincidentally, a few days later I tried posting this clip on Facebook in response to a question about whether it's worse to lose your job just before or just after Christmas:

The AI that polices Facebook's community standards wasn't having that. "You appear to be promoting hate speech," it complained. Now, I can understand it having an aversion to a lot of Stephen Moffat's writing, but I thought that line from "The Bells of Saint John" was rather funny. Facebook's AI is generally pretty useless at keeping actual hate speech and porn off public groups, so how come the merest mention of killing got this Doctor Who clip censored? 

Will all references to sex and murder be stamped on by our AI police in future? If so, that's a lot of literature, cinema, opera and games that will just come up as a blank screen. These AIs are going to be pretty useless if they live in the world as imagined by twitty puritans. As Mark Twain said (or did he?), “Censorship is telling a man he can't have a steak just because a baby can't chew it.” So we can all breathe a sigh of relief; human art is still the only kind worth having.

Friday, 10 November 2023

A chill down the spine, not a slap in the face

How do you create a sense of jeopardy without punishing the players?

They’re approaching the archenemy’s sanctum; the stakes are high. You want them to feel like they’re in genuine danger. Let’s say one of them wields the magic sword Doomstream. Here’s the bad way to handle it: ‘Doomstream explodes into a thousand pieces.’

In theory you’ve increased the danger, but all you’ll have achieved in practice is pissing off the player. A better way: ‘You try to draw Doomstream, but the blade won’t leave the scabbard.’

The PC: ‘Is it some sorcery that pervades this realm? Or is Doomstream frightened to face our foe?’

‘Who can say?’

This kind of jeopardy is good because there’s mystery, it has story repercussions (the PC has a whole range of favourite tactics based on fighting with Doomstream; now they have to rethink everything), and as a bonus it doesn’t leave the player feeling hacked off.

A referee might be tempted to emphasize the danger by whittling away at the player-characters: ‘For every hour you spend in the Petrified Forest you’re losing 100 experience points.’ Or permanent stat loss, or drain of charges in magic items. Those are all just ways of punishing the players, though. The referee can always take away hard-won gains, but good luck if you think the players’ reaction to that will be ‘this is a cruel and dangerous place’ rather than ‘you’re a dick’.

I’ve seen cases where the referee has set up a terrifying end-of-season style showdown, then when they see that all the players survived it they thought they’d better underline how close a shave it was: ‘When you get home you realize you’ve all lost a level.’ Again, that’s just punishing them retrospectively for being lucky or resourceful. It's only jeopardy if the players feel it in the moment.

You definitely want to get your players out of their comfort zone. Have reversals and revelations that upend everything they thought they knew. Perhaps an ally turns out to be a foe. Perhaps what they have been told seems to be a lie. Have they made plans? Have things change so those plans need to be quickly and radically revised -- and the clock's ticking. If they rely on standard tactics and weapons, make sure those can't be used. But use good narrative reasons, not punishments. Losing hit points is mechanically tedious, not dramatic and daunting.

Jeopardy needs to create story consequences. A change of circumstances, like a legendary sword refusing to be drawn, that force them to rethink any plans they’ve made. A loved one in peril, an innocent abducted, a quandary where they must choose between friendship and duty. Those are all narrative threats that increase the tension, and most importantly they are calls to step up and be a hero – or not. The player gets to react to the jeopardy, not simply come away bearing the scars.

And then you have the opportunity for a reversal from the All Is Lost moment – the kidnapped child is rescued, the alienated friends are reconciled, and Doomstream is coaxed from its scabbard just in time to blaze its glory in the face of the Dark Lord. Those are the adventures your players will talk about for years to come.

Friday, 5 March 2021

The GM's favourite


Have you ever guested in somebody else's long-running campaign? If so you might have come across a referee who indulges one player over the rest of the table. It doesn't occur in every gaming group, and if it happens in your own regular sessions you probably haven't noticed it. But here are some warning signs...

When you were setting up your campaign, did a player come to you with a shopping list of special off-the-book character buffs? "Can I have immunity to everything? 5 points would be a reasonable cost, wouldn't it?" If you granted those, then face it: that player is your teacher's pet.

It isn't always that overt. If the referee and one of the players are particularly close friends, their imaginations are likely to be in sync. Jamie and I spent our teen years steeped in the same science fantasy classics, so if I'm working up a trope in a Tekumel campaign (Tekumel drawing freely on the likes of Robert E Howard, Clark Ashton Smith and Jack Vance) then he's likely to be ahead of the pack in catching on.

There's also the case of the player who is aware of the kind of thing his or her referee likes and so plays up to it. "I swing on the chandelier, soar nimbly across the shoulders of the guards and somersault to land in a crouch before the princess." If the referee applauds ("Oh, beautifully done!") when they'd ask anyone else for a dice roll then the player is probably a favourite who knows the referee's fondness for swashbucklers. A newcomer to the group, unaware of the codes that unlock referee approval, would have to work that much harder.


Some games explicitly say the referee should be a fan of the player-characters, but the snag is that any partiality will come to be abused. It's like working for a company where the boss's sons and daughters have all the key positions. You know they weren't appointed on merit, even if the good of the business was what the boss had in mind at the start. That's why I believe in comprehensive rules, not loose interpretations at the whim of the referee. The point is not to gum up the flow of the game. You hope all those rules will rarely, if ever, be needed. But if it comes to it, the final court of appeal is not to an individual but to the rulebook.

Of all the causes of one player hogging the spotlight, the hardest to avoid is when that player is simply giving better value than the rest. Every group has its star players and its supporting characters. Often the players themselves prefer it that way. Some people are shy or naturally cautious; others are in like Flynn. As the referee you're always alert to moments when the pace of a session might be flagging, and a player who peps it up by improvising brilliantly in character is going to grab more of your attention. Writers describe the same phenomenon: "The character took over the book!"

I don't think the solution is to bake everyone's fifteen minutes into the rules. That just forces the game to follow the patterns of a bad TV show: "So I can't shoot this guy, despite being MI6's top assassin, because I already had a couple of highlight moments earlier in the session..?" But you do need to monitor who is demanding the lion's share of your attention, and whether the quieter players are happy about that. If they're not, make sure there are opportunities for them to shine too. Otherwise the first sign of that gathering resentment might be when they stop turning up to the game.

Friday, 25 September 2020

Let me be ruled by laws, not by men

"It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not your players. Within the broad parameters given in the Advanced Dungeons & Dragons volumes, you are the creator and final arbiter. By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing Advanced Dungeons & Dragons as it was meant to be. May you find as much pleasure in so doing as the rest of us do!"
That's Gary Gygax's idea of roleplaying. I'm in the opposite camp. Like John Adams, I want to be ruled by laws, not by men, and I don't like autocrats. The "story" of a roleplaying game is there to be discovered by the players. It might well be different for each player. Roleplaying is not is one person telling everybody else a story. You want to do that, go write a novel. If a player points out that the rules contradict the story you'd got planned, don't throw your toys out of the pram. Embrace it. There's another story waiting to emerge, and probably a better one than your not-even-a-novel.

When Gazza grumbles about barrack-room lawyers, I'm guessing a player called him on his own rules. I don't mind that. I'm glad of any group that includes a rules maven, as I can never remember the rules even when I wrote them myself. The ideal rules are capable of covering any eventuality and might only rarely get looked at. You can have a great game (and usually a better game) when there are hardly any dice rolls. The rules are only needed when they're needed, an impartial court of appeal that any player can turn to so that the referee at the end of the table doesn't get too big for his or her boots.

"But I want to be told a story!" What are you, five? Still, OK, that's fine. À chacun son goût. Personally I would always rather have an outcome delivered by my own choices and by dice rolls than one prearranged by the referee to fit a plot, but you don't have to invoke the rules at any point. If you're happy to jump through the referee's story hoops, sit back and enjoy it. Seems like you'd be Gary's ideal player.

An honest cop doesn't carp about a guy knowing his rights. Running with that analogy, we all hope to live our lives without recourse to the law, and most of the time we can. But it's good to know, if you're innocent but on the spot, that laws exist that ensure you're treated without fear or favour. And even if you're not innocent, in fact; only a brute or a twit dreams of a world where cops mete out their own justice without deferring to the law.


We don't live our lives accepting government by somebody who says, "Never mind the rules, I know what's best." So why would we play games that way?