Thursday, August 4, 2022

Unhappiness

Let's move on and talk about the DM's running of characters at the table.  This is a next-to-impossible subject to undertake, given that situations of so many kinds can arise, it's hard to organise them all.  I'd like to eventually address answering questions, giving descriptions, adjudicating disagreements and awarding treasure, along with other things that may occur in the future, but today I'd like to discuss the matter of the DM bringing satisfaction to the players.

I don't want to get bogged down in the argument that it's the DM's role to ensure that the game is fun for the players, or that the player's enjoyment of the game is the DM's responsibility.  I've discussed these subjects before and on the whole, I think most people reading my blog are already of my mind where these things are concerned.

It's not possible for me to accomplish this task anyway.  I don't know the minds of my players sufficiently well to be spot on in creating moments and situations that are guaranteed to delight.  Often, something I've written off as a passing incident becomes enormously important to the players, while some moment I was sure would astound ended up fizzling.  Players are unpredictable ... and they are not of the same mind.  It's not practical to take the approach that creating the "right" sequence of events is going to create a good game.

The players must be allowed the freedom to pursue their own happiness.  They must learn to interact with one another and come to agreements about what they'd like to do collectively, without one or two members of the group being allowed to bully the others.  The DM has to wade in to settle disputes whether or not being asked to do so ... and the DM must take a position on who in the party is behaving positively vs. negatively.  Like it or not, the DM is defacto that authority in the room, and should embrace this responsibility with patience, tact and a firm ethical perspective.

Examples of positive behaviour occur when everyone in the party is fluidly discussing a situation, with each person interjecting their ideas spontaneously, without order or constant interruption.  Depending on the campaign, this may be common, rare or unseen.  Often, the possibility of such parlance occurring is thwarted by the DM imposing order as formalities and etiquette, intended to "fairly" distribute the right of speech to everyone.  While this can work to bring a chaotic party into line, it also squeezes the life out of genuine, excited discourse, where everyone wants to listen because they're more keen on what's being planned than on waiting for their turn to speak.

Negative behaviour includes players self-importantly speaking over other players, dictating the actions of other players or failing to take the wellbeing of other players into account when designing their actions.  More to the point, the real issue is not how the player plays, but rather the personality the player has ... a personality that would demonstrate itself regardless of the activity.  Thus, the DM's role is not to address the player's method of play, but to address the player's belief system.  This takes courage, a willingness to speak of things that might ordinarily be glossed over and the fortitude to take a position on matters of right and wrong behaviour.

This is something we can delve into further when discussing the settling of disputes.  I include the definitions here to explain what I mean by players pursuing their own happiness.  The game's play must include moments where the players are left to their own judgement on what to do and what they want.  They must be allowed to choose the best course of action.  Once that action is chosen, the DM must be of a mind that allows the best possibility of that action succeeding, while changing none of the precepts inherent in the situation.

Let's take two examples.  In both examples, the players have trapped an assassin, Garth, whom they have apparently at their mercy ... that is, the assassin is placed in the corner of a cellar, with four player characters between the assassin and the exit.  With the situation in place, the players are deciding whether to kill the assassin or to parley with him.

In the first example, Garth is armed with a dagger, is young, has little experience and that he's unassociated with any group or belief.  In this case, parley might be a practical alternative to killing.  Garth would likely view the circumstance as untenable, that he's lost the opportunity to assassinate the intended target and that his best chance is to negotiate and deal with the consequences thereafter.  Cave, and live to fight another day.

In the second example, Garth is armed with a dagger, is young, is a fanatic believer in the assassin's cult to which he belongs and is prepared to die rather than surrender.  To the party, this second Garth looks exactly the same as the first Garth.  The only difference is what we, as DM, have predetermined Garth's character and intent.  While listening to the players discuss the matter, we'd like to give some possibility of success if the players choose to parley, but in fact, we've already made parley an impossibility given this second Garth's outlook on the world.

This is what I mean by maintaining those precepts already in place.  The players' choice to negotiate does not automatically alter the fundamental details of the setting as they existed before the situation did.  The second Garth was always ready to die, and will attempt a last slash at the party before he goes down.  The first Garth was always ready to negotiate.  The DM's role is in fixedly deciding the game's conditions, so that these will be in place when the party steps up.  The party's role is to guess, for themselves, what their best action is.

Incidentally, the concept of alignment exists to take this agency from the players.  The players are told, long before Garth is ever encountered, the player's choices are decided.  The "good" player must parley, regardless; the "evil" player must sacrifice Garth in his or her own best interest.  This places the party members in conflict with one another, forcing one of them to invent some bullshit or another to explain why the good player can kill or why the evil player shouldn't.  Thus, the game becomes about the clever invention of bullshit explanations and not merely decisions made by players who simply do what they want to do.

Now suppose that we haven't decided, ahead of time what Garth's character is.  This happens.  Regularly, we create situations without considering every consequence.  Let's look at the statement above, again: 

"They [the players] must be allowed to choose the best course of action.  Once that action is chosen, the DM must be of a mind that allows the best possibility of that action succeeding, while changing none of the precepts inherent in the situation."


As I've said in this alternate case, we have no precepts.  We haven't previously considered what Garth would do.  Therefore, in following the rule, the player's action dictates our responsibility as DM.  WE must allows Garth's personality to be such that allows the players "the best possibility."  Having been asked, Garth willingly agrees to parley in good faith.

By following this rule of thumb, the DM is sure to create better situations and possibilities for the players.  Further, it places an onus on the DM to create as many precepts as possible — especially universal defaults that are always true unless we've chosen to make this situation unusual.  For example, one of my defaults is that guards are trained professionals and cannot be bribed by total strangers, or talked out of doing their jobs, no matter how much money a player offers or how much talking a player does.  Of course there are exceptions.  But I choose when the exception occurs, ahead of time; if I haven't done so, then the default is that the guard is inflexible, and will call for aid if offered a bribe.

Unless the character offering the bribe has a special sage ability enabling them to successfully circumvent the default.

I have hundreds of like defaults, perhaps more than a thousand.  Very slowly I am writing these out on my wiki, one page at a time.  They stem from a perception of what my game setting should be like, as a means to provide the players the best possible experience.  It's too easy to simply bribe one's way past a guard.  Guards should be an imposing obstacle.  Otherwise, why do they exist?

If the players hired a guard, what kind of guard would they want?  This dichotomy is an important part of choosing the precepts underlying one's game.  On the one hand, I'm making the character's situation more difficult by imposing harsh, often levelled guards between them and their goals.  On the other hand, I'm making the character's situation easier by making available reliable, strong guards to protect the players' stuff.

Formally, "precepts" are general rules intended to regulate setting behaviour and design.  We can call them principles, doctrines, guidelines and so on, but they amount to the same thing.  A DM should sit and think about each aspect of the game setting down to the micromanagement of how things in the setting behave, from guards to rats to mind flayers, and also with regards to little girls, buttercups and clowns.  Rivers, lakes, land, skies, towns, mountains and so on also require varying precepts regarding how these things work, interact with the players and incorporate themselves into the setting.  For the most part, the default on these things ought to be easy.  What's a little girl like?  Well, what are little girls usually like, in your opinion?  How do mountains usually respond?  What's the usual situation that follows entering a town?  Is that situation good enough for us?  If it is, then we should adopt that precept and move to the next ... and if it is not, then we should either produce a new precept, or invent exceptions to specific little girls, mountains and towns.  These things are up to us, after all.

But what about more volatile situations, where things change rapidly and unpredictably, such as general situations where the players are surrounded by scores of people ... like the aforementioned town, for instance.  Here, we have many possible things interacting at once, each with their own purpose and direction, moving round the players, bumping into them, offering to sell the players things and so on.  In the larger sense, the whole setting is like this, with millions swirling around, both near and far from the players, affecting one another, putting schemes into motion, producing waves of actions like political and religious struggles, wars and ideas — each with the potential to threaten the players unexpectedly in some manner.  How are these things dealt with from the DM's perspective.  We can't build a precept for everything.

Here, we have to build an "ethic" for the game world.  By definition, this is a set of right and wrong behaviours relating to or affirming a specified group, field or form of conduct.  Essentially, how does the world "act" for or against the players?  What is the "law" of nature specifically as it addresses the party's existence and place in the game setting?  Is the world against the party?  Some of the world?  And if some, which parts are for, and which parts are against, what the party wants to do?

Understand, here I am not expressing the game's setting as being aware of the party, but rather that when the DM uses the world to act for or against the party, upon what ethic does the DM act?  Is it okay for the DM to ensure the player characters always live?  Is it okay for the DM to purposefully hurt the players?  If so, to what degree?  And if it's not okay for the DM to cause hurt and unhappiness, then what is the role of the DM in ensuring the players always ultimately get what they want?  These are essential metaphysical questions surrounding the nature of the campaign setting ... and for the most part, while they can be ignored, if they're addressed successfully, the effect this thinking has on game play is tremendously enhanced.

Unless you're nodding your head at this point, it's hard to make to make the reader understand.  These are, after all, questions that humans have been asking themselves for millennia.  But, for the sake of an attempt to explain, let me bring you back to where we started in this post.

Consider again the ethic that the DM's role is to make the game fun for the players, and that if the DM isn't doing this, somehow the DM is not running the game right.  This is a commonly held approach, though rarely examined ... and again, this post won't devolve into a discussion of whether or not this is true.

Instead, let's approach the question from the player's pursuit of happiness, that I've already argued must be done by the players.  How does the DM make the game fun, while enabling the players to pursue happiness?

Have to go around the barn for this one, I'm afraid.

A few years ago, I watched the movie Hector & the Search for Happiness.  This recently emerged on Netflix, so if you have that service, I recommend watching the film.  It will help you and your perspective as a DM providing a game setting for others who are essentially pursuing Hector's search (though admittedly, with weapons and the collection of treasure).  The film addresses the following point:

Avoiding unhappiness is not the road to happiness.


Your happiness as a person is directly related to your perspective, your experiences and most importantly, what you've overcome.  It seems counter-intuitive, but the less you've had to overcome in your life, the fewer unpleasant experiences you've been forced to acquire.  This has narrowed your perspective to things that are effectively pleasant, but it has also removed most comparisons you might make between that which is pleasant and that which is unpleasant.

Where you've been says a lot about where you are now.  What you've escaped from is more relevant to how free you feel, than is how free you are.  Your ability to face death well depends greatly upon how many times you've faced death before ... or, in fact, what you've faced that is perhaps worse.  If you've never faced anything, if every part of your life up to date has been beautific, then you're absolutely not ready to face most anything dreadful.

Consider that D&D is often first played by children.  This might lead you to think that the death of a character would be a difficult experience for them, because compared to an adult, a child's life is relatively easy ... especially if we're speaking of the sort of lifestyle that allows the time, space and education that's needed to play D&D at all.  That is, a largely middle-class lifestyle.  Such children take things like a bed to sleep in, food to eat, a roof to sleep under, a loving family and so on for granted.  And so, having their character killed, a thing the child has become attached to, is surely a considerable blow.

But it's not.  Children do not grasp loss as adults do; they haven't the context to view anything as permanent.  If I were to tell you that every year, without exception, you're going to be removed from your place of work and put somewhere else, with a different boss, higher expectations, constant training and only some familiar faces around you — while disallowing you the option of quitting this new job — you'd go insane in about three years.  Children view this shake-up as normal.  They may sleep in the same bed, but that bed may be in five different cities in the space of five years, depending on the parent's work record.  We hand children off casually to grandparents, aunts and uncles, sometimes for two or more weeks, never asking the child's permission.  Moreover, children grow up hearing endless stories of divorces, with friends suddenly vanishing forever from their lives because those parents have moved away or placed their child into a different private or religious school.  Children grow up realising that nothing is permanent.  The loss of a character is disappointing, but after so much disappointment, it doesn't take long to get over.

It's only when the child begins to settle down, gains control over his or her life, begins to make all the decisions and feels "free" from imposed authority that one more loss feels unacceptable.  Sometimes, children experience far, far worse that adults, and have to live with those experiences all their lives; sometimes, the child emerges from the home so pampered and safe that they've experienced nothing.  Point in fact, however, neither of these groups are likely to have played D&D as children.  The first usually has a family so toxic that cruelty and want are so pervasive that there's no opportunity to play a regular game of any kind.  The second has parents that won't let their child out of the house to play anything that sounds as "toxic" as D&D.  No, it's the middle group that has D&D players among their number.  And this middle group is fairly comfortable with the death of a character.  They play many kinds of games, unlike adults; and all games have winners and losers.

A lesson that, strangely, many adults seem to forget.

All right, all right, heading on around the barn.

The age of the player when they come to D&D matters, as does how much experience that player has with life, games and loss.  A DM running a group of softly raised older players who have recently come to the game will experience much more push-back than someone running players who have lost many characters already.

As a DM, it's part of the role to provide the players with unhappiness.  Unhappiness upsets, brings complaint, threatens the player's comfort level and potentially gives them a reason to quit the game, or that campaign ... but it also raises the game's stakes and relevance.  The best game occurs when the players have been unhappy — and have now extricated themselves from their previous situation.  The comparison is what matters.  Death, loss, misery, despair ... these things have threatened and these things have been overcome.

Difficulty is not sufficient.  Puzzles and problem solving are not sufficient.  These are intellectual exercises and have as much emotional impact as what you feel if you're unable to finish a crossword puzzle.  We're not speaking of disappointment.  We're speaking specifically of the character's being sincerely unsatisfied and unpleased with the situation at hand, potentially because it seems impossible to resolve.

It's not the DM's right to impose unhappiness ... it's the DM's imperative.  If unhappiness is not imposed, the players will never fully engage in the game.  More to the point, they won't be able to, because they've been taught by life that anything easy is not necessary or worth bothering about.  

Course, this creates a problem.  People quit when things are too hard ... and they quit when things are too easy.  Creating unhappiness is a fine art.  Too much, and people will find the campaign too hard.  Create none at all, and people will grow bored.  We want to slip in as much unhappiness as the players can possibly withstand ... while simultaneously maintaining some glimmer of hope that there's a way to emerge from this misery with success and treasure.  Getting the measure right takes practice ... and at the beginning, it's wise to incorporate unhappiness in small doses.

That said, the more unhappiness the players have overcome, the more experience they have with it.  Like Pavlov's dog, once they've gotten used to the unhappiness bell, they'll think of the success first and the misery after.  After awhile, no matter how unhappy you make the players, they'll be so focused on their "inevitable" success that they'll tolerate blocks of misery high enough to blot out the sun.

Takes time.  Does work though.

10 comments:

  1. Great post.

    Totally agree when talk about alignment being a limit on player behavior. In a recent game one player wanted to torture and kill someone (they had their reasons) and another player obviously was in agreement with the first player, but then they asked if their alignment allowed them to do this. I had to reiterate for the millionth time that I dont use alignment. That their character may adhere to a belief system (religion) that teaches certain behaviors are bad but that has no real bearing on what the player can have their character do. In the past I had the opposite problem, people would ignore alignment and that's why I originally ditched it, it didn't matter to game play. But now playing online im coming across people who think they can't do this or that because of alignment when I've repeatedly told them I dont use alignment.

    Thinking about it, I guess my experience may be colored by the type of people I would play with in person, brand new people who never played at another table or people who tended mostly to play other rpgs than dnd. While now because I play online and it's dnd, most players are either old grognards who remember playing in the 80s and 90s and refuse to change their ways(they don't last long in my games because they get upset by changes to the game ie houserules) or new players who've played 5e a few times and learned the tropes from there but not enough 5e to get slavishly devoted to it.

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  2. "Essentially, how does the world 'act' for or against the players?" This touches on my reflections following yesterday's post on equipment. I was thinking how the reason money doesn't feel as valuable in D&D as our intuition suggests it should has to do with how D&D generally elides most of the challenges (and pleasures) that drive people to acquire money in real life--particularly the bare necessities of survival (food, shelter, healthcare). Which led me to thinking that addressing this requires more than a better equipment list, it requires changing the game's function to align players' needs with what their characters' actual needs would be.

    In other words ... what if the world's default state is that it is constantly trying to kill the PCs? "Trying" isn't really the right word, of course--the world itself is indifferent to the PCs. But, to reflect this in the game's function, what if we include mechanics that effectively guarantee the characters' demise unless they take action to prevent it? That action might be as simple as paying out a few silver pieces each day for a hot meal and a roof over their heads, but such a material outlay takes on new relevance if the default assumption is, say, that characters lose hit points for each night they rest in the wild rather than gaining them.

    From what I've read so far of your blog, it sounds as if you may already have some such mechanics in place in your own game--my point in bringing it up isn't to sell it as a new idea, but simply to point out how specific "survival"-type mechanics can be conceptualized more broadly as expressions of a presumptive world default-state, which might in turn suggest other such mechanics or systems to help broadly support that default (or, conversely, if that isn't the default state a DM desires for their world, perhaps suggests that such mechanics wouldn't be in service to their game, no matter how engaging other players or DMs might find them).

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  3. Jeffrey,

    I understand entirely that other players and DMs may not want to incorporate survival-systems or a "world ready to kill unprepared players" into their game setting. I've read such positions far and wide on the internet.

    But ... I believe that the approach described here provides a deeper, more resonant game experience. This may not be every DM's cup of tea, but evidence shows that many out there want to go where I'm leading, but haven't the slightest idea how to get there.

    If I were to write a book telling new DMs how to approach the game, I feel my responsibility includes giving them an option on how to see the game, beyond what the company, the module makers and the game stores offer. But it is only an option. A thinking, able person should be able to decide for themselves between the two choices: traditional D&D, or this other D&D I'm describing.

    Now, there is no progressive development in traditional D&D. This is evidenced by 40 years of the same content being rehashed, without expectation of change. But there is a possibility for advancement in a D&D that sees the game setting as an ethic, as described in the post above. Of course that won't please everyone. But I'm not in the business of pleasing everyone.

    No one can be.

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  4. "what if we include mechanics that effectively guarantee the characters' demise unless they take action to prevent it?"

    I do have a mechanic for what you're suggesting, it's called fatigue(i have hp tied to actual physical injury and damage) , though I've had issues applying it on a broader scale like camping in the wilderness because I originally designed the mechanic to stop pcs from engaging in combat or sprinting for very long without penalty. This means that it's relatively trivial to have no fatigue at the end of a day unless I just say they get fatigued from not sleeping in a bed(yes fatigue will eventually kill a pc). Idk I'm on the fence about it.

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  5. Following Lance's comment, let me throw in my perspective on fatigue, cold meals, exposure, et al, causing hit points damage. I was once all for it, played around with making a system on those lines ... but I've since ditched that approach.

    I prefer to saddle the player with "maladies," random miseries like catching an affliction, twisting an ankle, slipping and falling, small things that cripple actions and so on. I intend to expand the linked table, coming up with at least thirty results (there's always something else that needs doing, however), but the premise is the same. I'd rather force the player to sit down, rest, collapse, fall asleep and so on, than merely rob hit points. A fall might cause a few damage, but the more important thing is where the character happens to be when the fall occurs. Poor cooking doesn't cause damage, it causes vomiting, diarrhea, slow movement, difficulty in defending self and such.

    Collectively, these things are more effective at forcing characters to take care of themselves than merely directing them to replace lost hit points.

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  6. Alright interesting concept. Basically the chance of a maldy based on exposure?

    I do have rules for things like catching cold or other effects of exposure to the elements but not for other more specific diseases because I see them inherently tied into circumstances. I don't see a pc catching smallpox unless there's a smallpox outbreak, which is a specific thing that would be occurring in the campaign during play and not something to see if a pc gets it every month like how gary proposes in the dmg.

    I do think your maladies are interesting for the concept of getting injured or have other harmful effects happen while the pcs are traveling, though I don't know if I would tie that directly to constitution

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  7. When people get tired, they're more susceptible to disease. They're also clumsier. They pay less attention to nicks and scrapes, they forget to change their socks, they drop their head and nod off while walking ...

    Together, these things result in accidentally cutting yourself with a knife that you'd ordinarily use without trouble; or stepping off a path and hitting a tree; or catching cold or an infection because you're too tired to have a bath or properly wash yourself. In general, soldiers get into trouble during maneuvers because they don't take care of themselves. The malady table is intended to reflect the little annoying bits of damage we do to ourselves when we're not paying attention.

    My disease table isn't based on actual diseases, but like the original DMG, it's based on what part of the body the disease attacks. There are hundreds of potential things that could attack each body system, so it doesn't matter if small pox is rampant in the neighbourhood or not. Something has the potential to attack the skin, the hormonal immune system or the lungs.

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  8. Alexis, for what it's worth, you've already convinced me. Apologies if my comment smacked of both-sides-ism, that wasn't my intent. I was agreeing with the importance of having a world ethic and elaborating on its use as a lens through which to consider the game's structure, while allowing that pursuing different ethics must necessarily yield different structures.

    However, the state of play you lament is not, I think, the result of a gentler world ethic--it is the result of a lack of world ethic. Hence, we get a product that purports to be about perilous adventure while enacting mechanics that strip out all adventure and peril. If the current game has an ethic, it is that it should be "fun," but of course trying to have fun is like trying to be happy or trying to make money--it is mistaking the result of right action for the action itself. The irony is that in adopting structures for the purpose of increasing "fun" (often by attenuating what players perceive as unwanted pain points), the game is hollowed out as it drifts further and further from its original premise, resulting in an experience that is less fun. Thus, your apt observation: avoiding unhappiness is not the road to happiness.

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  9. reading your latest post got me to thinking about maladies again. I've been toying with random encounters, making anything below a 5 but above the number for a monster/npc(1 or 2 or 3) resulting in benign encounters or simply signs of an encounter(spoor,etc). I'm thinking im thinking keeping the monster/npc result as is, using the less than 5 result for maladies, and 5 or 6 for benign/beneficial encounters.

    After years of failure, I've finally managed to make long journeys actually feel like they take a long time. the key is not special journeying mechanics or anything, simply have stuff happen to the pcs. if it takes 3 sessions to get to their destination because they had to actually play the game between locations, theyll actually think about implications of a long journey and prepare for it. so this is just another way to present things happening.

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