Wednesday, December 23, 2020
Turned Off
Sunday, December 20, 2020
What the ...
Typical North American bias here regarding action movies, which presupposes that every film that's action oriented is a two-dimensional romp with bad marksmanship, speeding cars, beefy guys who endure through pluck and courage and stock villains. No Country for Old Men, Seven, La Balance, the original Swedish Girl with the Dragon Tattoo, Harry Brown, Hanna, Straw Dogs (the 1972 film), The Wild Bunch, Greyhound, 1917, We Were Soldiers, Blood Diamond, Haywire ... these are realistic action films, full of gritty consequences, so obviously the question is trying to assume the distinction between "serious" and "not serious." Which, incidentally, is the distinction between every comparison being made on the list. So why not just say that?
Because we want to believe we're being helpfully descriptive here. We're not. The terms are so general that they're non-exclusionary. Some elements of Armageddon are quite believable. Some elements of Atomic Blonde are scarcely credible. It makes no difference, because both are "cinematic" and both are technically "gritty" Hey, people die in Armageddon—all of Paris, ffs. It doesn't get more gritty than that, although the film's science is jerkily ludicrous.
The larger argument to be made is that REAL LIFE incorporates every adjective on this list. We can hang in a bar with our friends, laughing so hard that we fall off the stool, like being in a beer commercial, and then be crippled for life in a car wreck on the way home. Does that mean every moment in life is "gritty" and has "consequences"? Or is it that life is way more complex that we can tag with adjectives? We have 4,800 adjectives in the English language because we have a lot of different situations to cover. Why would we assume that players, being human and using their brains, and speaking language, would be able to describe something as complicated as a role-playing game with 7 adjectives?
2. "Do you want the game to maintain a sense of medieval fantasy, or can you tolerate some incursions of the modern world and modern thinking (anachronism)?"
There's no possibility of keeping anachronisms out of the game. We don't live in a fantasy universe, we live in a real one, and our natural experiences will cause us to use metaphors and examples from the world we know. It's reasonable to explain to players that in a setting without flush toilets, there are other habits and processes that must take place in order to shift the gong (medieval term) out of our bodies and put elsewhere. But it's impractical to keep players from using a tactic they picked up in a movie or a book, or to actively train their hired soldiers like a 19th century military unit. If a mage figures out how to cast a spell that will produce images on a flat surface, is it acceptable for the mage to then build a theatre and charge for a show every night? Are you telling me the customers wouldn't pay?
Whose to say that if magic didn't exist, "wall plays" wouldn't exist, hm? Perhaps they could be found in every medium-to-large sized town. Ask yourself: does your game world have street lamps? Those came into existence because there were many more workers at night with the start of the Industrial Revolution, but there's nothing intrinsically hyper-technical about them. It's an oil lamp on a pole behind glass. The Romans could have built them. How about baseball? Are your players allowed to teach people baseball? That's what the character Hank Morgan does in Mark Twain's A Connecticut Yankee in King Arthur's Court, along with a great many other things. Are these "allowed"? And if they're not, precisely why not? What is there about baseball that couldn't have existed in the 11th century. Or in Ancient Egypt, for that matter. How do you know for certain that it didn't exist, in some form. We have staggeringly few records of that time.
And whose to say that the gods, being gods and not necessarily subject to time, haven't already taught other cultures on other worlds, how to play baseball? They got it from Earth and now they've inspired my player character to reinvent it. That seems believable and not a bit anachronistic.
I'm kidding, of course, but if you take the anachronistic thing too far, it must be noted how many things have come about since the 1200s that shouldn't be in your early medieval world—quite a lot of things. No matter how you try to guard that gate, there will be anachronistic things in your world; you might just allow for their existence, realizing that it's not such a big deal anyway, whatever kind of fantasy world you're running.
3. "Do you want to maintain a serious tone, or is humour your goal?"
I have very little to say on this. I have an excellent sense for comedy, as anyone who has read this blog for a time can realize. I'm a wit in real life. My marriage is like living in a 1940s screwball comedy, with zingers crossing back and forth between my partner and I; we're both very sarcastic and half the time she will best me. We don't unleash these gifts on anyone but my daughter who, obviously, learned from a young age.
Trying to force comedy into a campaign might work for the groundlings, but not being a stinkard, I refuse to pay only a penny for my entertainment. The humour I see presented on Critical Role, for example, is infantile acting out ... and these are experts at the "humoured campaign." No, thank you. Why don't these people just hit each other with pies?
You get better humour when you don't try so hard.
That's all I'm going to say about comedy. Others have written much more than me, and I bow to their wisdom.
4. "Even if you are serious, is the action lighthearted or intense?"
It depends on what's happening, doesn't it? I'll say both.
5. "Is bold action key, or do the players need to be thoughtful and be cautious?"
Again, it depends on what's happening. There's a reason why we have the two adages, "Look before you leap" and "He who hesitates is lost." It's because sometimes, it is the best idea to rush in and seize the moment, and sometimes, it's necessary to be cautious. That's really the players' problem, isn't it?
Yes, my world is threatening, in that it has monsters in it and the dice will kill you. Judging by the amount of caution my online players seem to possess, I'm guessing my world is a LOT more dangerous than most worlds.
6. "Do you have a hard time improvising, or are you great at winging it?"
This is getting awfully specific. The passage doesn't give me any information as to how either affects the game. I know how it does, but this is supposed to be a how-to and these two questions are asking the same thing twice. "Is it tails or is it not heads?" Instead of asking me why I do it, why don't they take some time and teach instead? Hm?
Okay, you need to improvise because there's no real way you can prepare for the game ahead of time sufficiently, that you won't also need to come up with something on the fly when the players act unexpectedly. Mind you, this fact is in no way a "DM style"—every DM has to do this, constantly, regardless of their style. True, some are not good at it. But even in a railroaded campaign, players will go left when you expect them to go right, they will randomly set the place on fire, they will decide this is a good time to shout stupidly at the top of their lungs. You've got to be ready for that shit.
7. "Is the game full of varied D&D elements, or does it center on a specific theme such as a horror?"
Again, this isn't "style." This is genre. Do these writers have a dictionary?
8. "Is it for all ages, or does it involve mature themes?"
Well, it's not for 2 year olds. How mature are we talking about here? You mean "mature" like the 16 y.o.'s who are buying drugs from the dealer and holding each other's hair when they puke? Or do you mean "mature" in that the themes are related to 1950s standards of sexism and racism? Please define mature.
Again, I can't help thinking this is genre-related, or political maybe. The game is about killing monsters. That's why we have monsters. So we can kill them. As it happens, all the weapons and spells are pretty good for killing men, women and children also, not to mention dogs, cats and cute lil' bunny rabbits. So, if we're saying the game doesn't have "mature" content, then what the hell are all these weapons for? Do you get just how horrific a fireball would feel like if you experienced one? That doesn't seem pretty fucking mature? Where the hell are these goal posts?
9. "Are you comfortable with a moral ambiguity, such as allowing the characters to explore if the end justifies the means, or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden?"
Please point to the person who's comfortable with moral ambiguity. I'll wait.
If the players want to explore "the end justifies the means," how do you propose that I stop them? Is that the style you're talking about? How much we quantifiably deny the players' rights to take actions with their character unilaterally, if it steps outside a boundary?
I really like how "justice," "sacrifice" and "helping the downtrodden" are described as OPPOSITE to moral ambiguity. Will someone please explain how the "heroic" versions of these things are lacking in ambiguity? Again. Happy to wait.
Well. I know a lot more about DM Style than I did before I read this passage. How 'bout you?
This series continues with Turned Off
Saturday, December 19, 2020
Keeping the Faith
"Are you trying to follow all the rules? You don't have to do that—D&D is a really simple game. Whenever you run into some kind of problem, just call things as you see them ... and everything will be all right."
This is such bad advice. Yet I hear it constantly. I shudder, thinking what it must be like to run in the games these people run.
The opinions of your players are ... mm ... tricky. The phrase, "something you don't know how to adjudicate" is like my giving directions to dinner guests by saying, "I live in North America." Just exactly how is an answer "hashed out"? Wouldn't that be useful information—rather than saying it's possible?"
Okay. Let's get into that. How do you hash out a fair answer, after asking the player's opinion? Ready?
Understand please that this is how I resolve disputes from the position of knowing what the rules are. The rules are your friends; they are the gavel you hold in your hand while trying to maintain order. So long as its understood that everyone is going to follow the rules, the DM included; and so long as cooperation is the agenda, and not personal selfishness; these being the subjects of the last two posts; then the rules are a pathway to legitimacy and cooperation. Get to know the rules and learn how to apply them.
Your first order of business as a DM in resolving disputes is to do it before they start. This is done by finding rules in the books that either don't make sense, are biased towards a sort of game play you don't want in your campaign or might be interpreted in a bad way due to the language being used. Whenever possible, don't throw out the rule's text altogether; the more of the original text you retain, the more any change you make will look like a legitimate adjustment and not an act of arbitrary abuse. Hm. An example, yeah?
The original text from the AD&D Dungeon Masters Guide says this about Gaining Proficiency Levels:
"Experience points are merely an indicator of the character's progress towards greater proficiency in his or her chosen profession. UPWARD PROGRESS IS NEVER AUTOMATIC. Just because Nell Nimblefingers, Rogue of the Thieves' Guild has managed to acquire 1,251 experience points does NOT mean that she suddenly becomes Nell Nimblefingers the Footpad."
The caps are Gygax's. Now, let's say we disagree with the rule at our game table. Gygax's system was designed to tax player's wealth by forcing them to pay ludicrous sums to be "trained" to be a higher level; but we've decided that we're fine with exactly the opposite of what's said above.
In our list of house rules, we could merely write, "When a player character accumulates enough experience, they automatically go up a level." Simple, succinct, clear. But ... if our players are stalwart by the rules people, we can mess with their heads a little by writing out,
"Experience points are an indicator of the character's greater proficiency in his or her chosen profession. UPWARD PROGRESS IS AUTOMATIC. When Nell Nimblefingers, Rogue of the Thieves' Guild manages to acquire 1,251 experience points, it means that she suddenly becomes Nell Nimblefingers the Footpad."
Written that way, even a long-time savvy player whose memorized the books will pause and say, "Wait a minute. Did Gygax write that?"
"No," we say. "I adjusted it to fit with my system. Let's move on." A, it proves you've read the rule and B, you've already set the standard for how it now works in your world. The rules lawyer can't argue that this is not what the rule says; we've already demonstrated that and that we don't agree with it. Quad erat demonstrandum.
This grants power where it comes to arbitrating rules at the table; though, of course, you must know the rule and you must take the time to properly correct it. Incidentally, I chose the rule at random, by opening my DMG and reading under the first heading on that page (86).
You can make your point even firmer by adding examples of situations where the rule proved its worth, or even specifically when the players agreed to the change. Dates have remarkable value in these disputes. Admittedly, I don't do this—but if you read a random text on dispute resolution, such as the one Wikipedia provides—you will find an ironclad template on how to back players (and your own bad habits) back on their heels. I'm using it as a guideline for this post.
For example, it says on the page, "Talking to other parties is not a mere formality, but an integral part of writing the encyclopedia." That instantly translates into the DM's guidebook as, "Talking to the PARTY is not a mere formality; it is integral to running the game." Arguing with the players or using your position as leverage will not gain sympathy for your point of view, will demonstrate your bad faith towards the players and will show that you have no interest in their opinions. This sort of disrespect will not smooth things out later in your game's play and soon you will find yourself without friends at the table, or any players at all.
Solid advice flat out rewritten from the Wikipedia page.
The key to dispute resolution between you and your players depends on what you believe you're trying to resolve. The text from 4th Edition gives the impression that the result wanted (suggested by telling us we don't need to know all the rules) is to encourage DMs they don't look like fools if they ask for help, particularly by not worrying about their authority if they give into the player's opinions. I apologize to those who feel this is a great way to run a game, but it really isn't.
If I know the rules, then I really DO know how to adjudicate something the player does. This would seem a rational approach. Know More Than The Player. Duh. "Fair" ought to be based on the rules, the believability of the action, the natural laws of the campaign and the manner in which it compromises the spirit of the game. I've said again and again: if the spirit of the game is, in the minds of the players and the DM, is based on whatever is randomly made up by the players and all the other rules bend to that object, then of course every dispute settlement is going to be arbitrary and unfounded. On the other hand, if the spirit is to challenge the player to adjust the player's tactics based on hard physical and defined limitations in the character's power, THEN the resolution is based on "Can this be physically done" and "Do the rules state that its possible." Again, an example.
As a halfling standing in front of a 7 ft. tall orc, having rolled initiative against said orc, I tell you I'm going to climb up the orc's leg and stab the orc in the back. What do I roll?
If you're trying to think of what feat applies to that situation, this is one of those moments when I wish I could punch people through the internet.
Is it physically possible? Perhaps, if the orc were a statue, and not actively defending itself, and is unable to kick its leg in the fraction of a second, and if it doesn't jump back as the halfing runs towards him, and if my halfling doesn't actually sacrifice my initiative by abandoning my weapon because I need both hands to climb, well, then, sure ... so long as the game is taking place in fucking fantasy land.
Which is, of course, the argument rendered. "Hey! It is fantasy land!" I have to stop and rub my head a moment. Yes, if this is toddler fantasy land, or Mickey Mouse fantasy land, sure, why not, fill your boots—but then, why go for such a low bar? "I pick up the bartender and the stove and slap the orc between them both. Obviously I hit, because this is fantasy land. How much damage does the orc take?"
My fantasy role-playing game is based on a more substantive set of rules, which argues that NO, it isn't physically possible for you to climb a self-aware defending orc, no matter how small you are, and NO, there is no feat that allows that because I don't incorporate ridiculous unbelievable nonsense into my game rules.
Oh, wait. That was me "using my position as leverage," wasn't it? That's not going to get me sympathy as a DM. That's going to demonstrate my bad faith towards the player who wants to climb the orc. That's bad for dispute resolution, isn't it? Yes, it surely is.
Thing is.
One of the qualifiers for dispute resolution is that the other side comes into the negotiation with a reasonable expectation. When you approach your boss for a raise, you don't say, "I think I deserve a hundred dollars more an hour. Let's negotiate." Now, in your sweet little heart, you may be thinking that 35 cents more is fine with you, and you're just taking a hard bargaining position, but in fact you're being tremendously insulting thinking your boss will find your opening position appropriate. Even if you think it's a joke, it's STILL inappropriate; money and business are NOT things appropriately joked about. If I were your boss and you opened a real negotiation this way, I would be thinking, "Why do I keep this idiot on my payroll?"
Player: "Can I climb the orc's leg and stab him in the back?"
Me: "Do you intend to take this game seriously?"
There's our bargaining positions. I'm pretty damned rock solid on my position, because I've run the game for 40 years and I have an expectation that people will approach the game and my version of it respecting the rules and the hard boundaries they provide. The player, on the other hand, invented this nonsensical plan about 30 seconds ago; I'm fairly sure the player isn't invested in it, but if I'm wrong, well, then the player isn't intending to take my game seriously. Seems pretty obvious. Therefore, I can't say I care to have the player in the game at all.
That's how I maintain my GOOD FAITH with the players who are there to take the game seriously.
Sigh.
This probably didn't help. It's hard to talk about conflict resolution in text, and harder still without being able to address specific questions being asked by specific people. Your game world is your business; and the spirit of your game as well. I like a game where everyone plays the same rules and to which the same standards apply to everyone. Then, everyone knows what to expect, everyone knows what the limitations are, everyone understanding that getting to do "cool things" requires levelling up and acquiring additional abilities and no one thinks they can skirt the rules with made-up metaphysical unearned self-empowering nonsense. And the key there is "unearned." You've got to learn to kill the orc the hard way before you get to kill them easily.
This series continues with What the ...
Friday, December 18, 2020
The Sermon Today Is ...
Thursday, December 17, 2020
Oil to my Elbows
The image shown is from p. 11 of 4th Edition's DMG, How to be a DM.
"Oh, hey, when this happens, don't let it." That's all that you, as a DM, get.
Wednesday, December 16, 2020
The Character is Only a Game Piece
The Typical Party & the Typical DM
Lots of robes and no plating,That's the one you should be hating.Shiny armour and metal sword,Kill them when the wizard's snored.
Friday, December 11, 2020
The Last Two Types
Wednesday, December 9, 2020
The Carrion of Story
"The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil that surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies—dwarves, elves and halflings—who rise above the common level and join battle to stave off the darkness which woudl otherwise overwhelm the land ..."