Sunday, September 17, 2023

Paradigm Shift

I can appreciate that many people may wonder at my recent posts about chatGPT, and perhaps they're owed an apology.  I've heaped my own disparagement of the program's output, and certaintly there's a low level contempt that permeates the popular media.  It's even true that the present writer-actor strike is deeply tainted by this program, and programs like it.

Nonetheless, I feel compelled to return to the subject again because the practical uses I'm finding compare in scope with wikipedia and google books.  I'd be foolish not to take advantage of that, and selfish not to share my findings.

For decades now, I've seen D&D pundits compose lists of "adventure" ideas, usually in groups of 20 and not usually as many as a hundred.  Most items of this kind are of minimal value.  It's honestly very hard to produce a good, new idea, unless one has spent a lot of time practicing the effort.  Still, there's no way to fault these efforts, as the demand from DM's far outweighs the supply.  Everyone has, at one point or another desperately gone onto Google to search for some idea that can be used in an upcoming game.

Unfortunately, such ideas are thin and cliched.  I don't like to base my adventures around some entity that conveniently appears, hands a magic item over to the players that can be used to make them invincible enough to walk into a predictable dungeon and succeed in rescuing someone or obtaining a different Mcguffin.  I like adventures based on intrigue and difficult moral choices, not on treasure —which may also be included regardless.  As well, I like adventures that take place in populated areas, not just the wilderness, as situations where the players are surrounded by real people tends to require greater imagination in problem-solving than hacking apart the Gordian knot.

For these reasons, the internet is of very little use to me.

BUT ... not so CGPT.  The thing is, one has to understand how the program works.  See, the more precise the phrasing, the better something can be searched for in Google.  But the more verbose the phrasing, the better results one can get from CGPT.  I'll give an example.  Suppose I want to set an adventure, of the kind I like, in a guild-ridden neighbourhood of, say, Budapest.  Here's what I type into CGPT:

"Set a D&D adventure in a guild-neighborhood of Budapest, with the following parameters: I don't like to base my adventures around some entity that conveniently appears, hands a magic item over to the players that can be used to make them invincible enough to walk into a predictable dungeon and succeed in rescuing someone or obtaining a different Mcguffin. I like adventures based on intrigue and difficult moral choices, not on treasure —which may also be included regardless. As well, I like adventures that take place in populated areas, not just the wilderness, as situations where the players are surrounded by real people tends to require greater imagination in problem-solving than hacking apart the Gordian knot."


Note that I searched the exact wording of the paragraph above, rather than bothering to tailor my search in some precise way.  CGPT doesn't care.  Not only is it not limited in the content it can search, it's not limited by the use of any English word I use, nor idioms, nor anything.  It has a complete apprehension of all these things.

Would you like to see the answer?  Should I withhold it and put it on another post?  Admittedly, there's still some cliche here, but I could simply write another line below saying, "please remove [cliche] and repost the same adventure."  And CGPT will.  Instantly.  Be afraid.  Very afraid.


Title: "Shadows of the Guild"

Adventure Overview: In the bustling guild-neighborhood of Budapest, a web of intrigue, politics, and moral dilemmas entangles the players. This D&D adventure is set in an urban environment, focusing on complex social dynamics and the consequences of difficult choices, while still providing opportunities for treasure.

Plot Hook: The players find themselves in Budapest, a thriving city known for its diverse guilds and merchant factions. They receive a cryptic message from an old acquaintance, Lucian, who urgently requests their help in a matter of great importance. Lucian has been involved in a clandestine guild, and his life is now in danger due to certain sensitive information he possesses.

Key Locations:

Guild-Neighborhood: A bustling district with numerous guild halls, merchant stalls, and inns. Each guild has its own interests and secrets, and alliances are ever-shifting.

Lucian's Safehouse: A hidden location where Lucian is hiding. He provides the players with vital information about the situation and his adversaries.

Market Square: A central hub of activity, filled with merchants and townsfolk. Here, players can gather information, buy supplies, and interact with various NPCs.

Guild Halls: Each guild has its headquarters, including the powerful Merchant's Guild, the secretive Thieves' Guild, and the influential Mages' Guild. Players may need to navigate the politics of these guilds.

Plot Progression:

Lucian's Revelation: Lucian reveals that he possesses evidence of corruption within the city's ruling council, involving some of the most influential guilds. This information has made him a target, and he fears for his life.

Intrigue and Alliances: The players must navigate the complex web of guild politics, forming alliances with certain factions and making enemies of others. They may uncover hidden agendas, power struggles, and betrayals within the guild-neighborhood.

Moral Choices: The players face a series of moral dilemmas as they gather evidence of corruption and injustice. They must decide whether to expose the truth, potentially destabilizing the city, or keep the information hidden to preserve the status quo.

The Confrontation: As the players get closer to exposing the corruption, they become targets themselves. They must confront Lucian's adversaries, who will stop at nothing to protect their secrets.

Resolution: The adventure's outcome is shaped by the players' choices. They may choose to expose the corruption, leading to significant changes in the city's leadership, or they might opt to preserve the delicate balance, allowing the guilty to remain in power.

Endings:

Reform: If the players expose the corruption, they trigger a series of reforms, and the city undergoes a period of transition.

Status Quo: If the players choose to protect the city's stability, they may receive rewards from powerful figures while leaving the corruption untouched.

Personal Gain: Alternatively, the players can manipulate the situation for their personal benefit, gaining wealth or influence at the expense of others.

This D&D adventure in the guild-neighborhood of Budapest is built around intrigue, political maneuvering, and difficult moral choices, with opportunities for treasure woven into the narrative. The urban setting challenges players to use their imagination and diplomacy to navigate complex social dynamics while avoiding the predictable dungeon crawl.


What's hilarious is that the answer is essentially a sandbox, not a straightforward adventure.  It's loaded down with "if the players choose" rather than "the players have to."

Naturally, what concerns people on first glance is the argument that it's "not very good."  Of course it isn't.  On the other hand, it's a million times better than anything we're going to get out of google or randomly searching D&D blogs and videos ... because this gets so much closer to what we wanted.  Again, with google: precise input, hugely varied inconsistent output.  CGPT: haphazard, complicated input, precise output.  Which is better?

Moreover, the above is a first draft.  No one expects the first pass at something to be good.  Here, we can either address the writing itself, or we can simply return to the program ... which remembers our last search term (unlike google) so that all we need to say is, "expand and elaborate on Lucian's safehouse; pay attention to the details it would have in the 15th century."

Ready?

Certainly, in a 15th-century setting in Budapest, Lucian's safehouse would be a hidden and well-concealed location, designed to offer him protection and anonymity in a bustling city filled with intrigue. Here's an expanded and elaborated description of Lucian's safehouse:

Location: Tucked away in the heart of the guild-neighborhood, Lucian's safehouse is situated within a labyrinthine network of narrow cobblestone streets, nestled between tall, centuries-old buildings. The safehouse itself is unassuming, blending seamlessly with its surroundings, making it nearly impossible to detect without insider knowledge.

Exterior: The building housing the safehouse is a four-story structure made of sturdy medieval stone and timber. It features a modest wooden door with intricate carvings, providing an entrance that draws minimal attention. A small, weathered sign nearby reads "Antiquarian Bookshop," serving as a clever guise to deter prying eyes.

Interior Layout:

Ground Floor (Bookshop Facade): The ground floor serves as a legitimate-looking bookshop, cluttered with dusty tomes, parchment scrolls, and faded maps. A counter with an old-fashioned abacus hints at a potential shopkeeper. This façade ensures that casual observers see nothing out of the ordinary.

Hidden Passage: Behind a concealed bookshelf at the rear of the bookshop lies a hidden passage. By pulling on a specific book, the shelf swings open to reveal a dimly lit corridor leading deeper into the safehouse.

Main Living Quarters: The safehouse's main chamber is a cozy living area. Rough-hewn wooden beams support the low ceiling, and a large fireplace dominates one wall, providing warmth and ambiance. The room is furnished with simple, sturdy wooden furniture, including a table, chairs, and a comfortable bed covered with embroidered linens. The walls are adorned with tapestries depicting ancient myths and legends.

Study and Library: A smaller chamber adjacent to the living area is Lucian's study and library. Shelves line the walls, filled with meticulously organized books, scrolls, and parchments. A large, ornate desk occupies the center of the room, covered with quills, ink pots, and maps. A window with heavy curtains overlooks the bustling streets below.

Secret Room: A hidden chamber within the safehouse contains Lucian's most sensitive documents and personal effects. Accessible only by a concealed door behind a tapestry, this room is protected by additional security measures, such as traps and a locked chest.

Basement: Below the safehouse lies a concealed basement. It is well-stocked with food, water, and supplies to sustain Lucian during extended periods of hiding. A trapdoor beneath a rug leads to a subterranean escape route that connects to the city's labyrinthine sewer system.
    • Security Measures: The main door is reinforced with heavy iron bars and multiple locks.
    • Each window is fitted with sturdy shutters to block prying eyes.
    • The hidden passage is cleverly designed, with a mechanism that prevents accidental discovery.
    • Traps are placed at key entry points within the safehouse to deter intruders.
    • A hidden cache of weapons and defensive tools is strategically placed.
Lucian's safehouse, in this 15th-century setting, is a well-concealed sanctuary where he can gather evidence, plan his next moves, and seek refuge from those who wish him harm. Its unassuming exterior and cleverly hidden features make it an ideal covert location for navigating the intrigue of Budapest's guild-neighborhood.


Allow me to remind the reader that we pay upwards of $40-60 for this level of detail.  Though it should be pointed out that no bookshops existed in the 15th century, as the printing press was invented in the 15th century; and certainly no "antiquarian" books.  CGPT does have a time problem this way; but a different front could be asked for and gotten.  Instead, however, I'm going to ask the following: "Can you give me a list of traps placed at the key entry points?"

Certainly! Here's a list of traps that Lucian may have placed at key entry points within his safehouse in the 15th-century setting:
    • Pressure Plate with Dart Trap: A hidden pressure plate triggers a mechanism that shoots small, poisoned darts from concealed holes in the walls or floor when someone steps on it.
    • Tripwire Alarm Bell: A thin, nearly invisible tripwire is stretched across a doorway or corridor. When tripped, it releases a loud ringing bell, alerting Lucian to an intruder's presence.
    • Falling Net Trap: Disguised as a section of the ceiling or wall, a net is released to drop onto intruders, entangling them and making escape difficult.
    • Hidden Pitfall: A concealed pitfall trap is triggered when someone steps on a specific floor tile. It leads to a chamber below or simply creates a fall hazard, possibly causing injury.
    • Gas Emission Vents: Opening a door or entering a particular room activates a mechanism that releases a non-lethal but disorienting gas, impairing intruders' vision and mobility.
    • Blade Swing Trap: A tripwire or pressure plate activates a pendulum with sharp blades. When triggered, the pendulum swings across a doorway or corridor, potentially harming anyone in its path.
    • False Bookcase: A section of a bookcase is rigged to swing open suddenly, revealing a concealed passage behind it. This can be used for quick escapes or as a surprise barrier.
    • Concealed Arrow Slits: Small, narrow openings in the walls near entry points house hidden crossbows. When triggered, the crossbows fire a volley of arrows in the direction of the intruder.
    • Lock-Activated Spike Pit: Attempting to pick a locked door can activate a trap that opens a hidden floor compartment, revealing a pit filled with sharpened spikes.
    • Alchemical Fire Trap: A vial of alchemical fire or other incendiary substance is rigged to break when an intruder opens a door. This creates a fiery hazard in the immediate area.
    • Water Release: Triggering a switch or pressure plate causes a torrent of water to flood the corridor or room, potentially dousing torches and extinguishing light sources.
    • False Stairs: Certain stairs within the safehouse are rigged to collapse or become slippery when someone climbs them, causing intruders to lose their balance.
These traps are designed to deter and impede intruders, offering Lucian an advantage in defending his safehouse. They are not necessarily lethal but aim to disrupt and delay unauthorized access, giving Lucian time to react and protect himself.

At which point we can try, "How do D&D rules function with relation to the pressure plate with dart trap?"

In Dungeons & Dragons (D&D), the functioning of a pressure plate with a dart trap typically involves the use of game mechanics to determine if a character triggers the trap and how it affects them. Here's how it works in the context of the game:

1. Detection: A character's ability to detect the pressure plate is determined by their Passive Perception score, or they can actively search for traps by making a Wisdom (Perception) check. The Dungeon Master (DM) sets the difficulty (DC) for this check, depending on how well the trap is concealed.

2. Triggering the Trap: If a character steps on the pressure plate without detecting it, the trap is triggered. The DM decides when and how the dart trap activates, depending on the narrative and the circumstances.

3. Saving Throw: When the trap is triggered, affected characters may be required to make a Dexterity saving throw. The DC is set by the DM based on the trap's design and complexity. A successful save allows the character to avoid or reduce the trap's effects.

4. Damage: If the character fails the saving throw, they typically take damage from the darts. The damage type and amount are determined by the DM and the trap's design. It can be piercing damage from the dart's impact.

5. Poison: If the dart trap is poisoned, characters who fail the saving throw might also be subject to poison damage or additional effects. The specifics of the poison's effects are determined by the DM.

6. Disarming: Characters with proficiency in Thieves' Tools or a similar skill might attempt to disarm the trap before it's triggered. This usually involves a Dexterity check using Thieves' Tools. A successful check disables the trap.

7. Avoiding the Trap: In some cases, characters might find a way to avoid the pressure plate altogether, such as by jumping over it or using a long pole to press it down from a distance. Creative solutions can be rewarded by the DM.

8. Narrative Impact: The DM should describe the trap's effects and the consequences of triggering it in a way that enhances the narrative and engages the players' imaginations.

Remember that D&D is a flexible game, and the exact mechanics and consequences of a dart trap can vary based on the edition being played and the preferences of the DM. Communication between the DM and players is essential to ensure everyone understands how traps work in the specific campaign.


What does it take to convince?

Some rather sordid people have invented a gadget that saves hundreds upon hundreds of hours of game prep, tailors the adventure exactly to our specifications, teaches which questions to ask and which ways to expand on the knowledge given, and even gives guidelines on how to run the procedure in the game ... at the speed of typing a sentence, so that if you have to ask the question IN GAME, you can get your answer instantly.  So not only does it do your prep work for you, it's your extra DM on the side while you're running.

Are you going to turn your back on that?

This is, I think, a good time for the comments on this blog to be turned off; it means that some other person's prejudices aren't likely to affect the answers of anyone who wants to email me.  This is a revolutionary upheaval to everything in D&D ... sitting there on a shelf, gathering dust, because a media that's fast becoming obsolete doesn't like it.

_____

If you wish to comment, please write questions, ideas or opinions to alexiss1@telus.net and they will be posted on Saturdays.

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