Showing posts with label Cheating. Show all posts
Showing posts with label Cheating. Show all posts

Wednesday, November 17, 2021

Boardgames & D&D

I was asked by ViP about the continuity in behaviours and social dynamics between board games and D&D.

There are obvious ones, starting with sore losers.  These are people who feel their personal worth is determined by the outcome of a game, equating their capability of winning with their competency or value as a human being.  It has to be understood that the connection is taught.  It arises out of family members or friends gloating over their wins or mocking their siblings for losing, which is a memory that can last the rest of a person's life  the pattern is at it's worst when the mockery is condoned by parents and authority figures.  In my childhood, this abuse was so common with boys that examples can be found on television shows and movies from the 1960s and 70s ... where the abuse is depicted as a positive thing.  Arguments like "it will make him a man" and "it'll give him motivation to win" were seen as good parenting.  If your parents are good people, just imagine the shit they had to overcome.

In D&D, the "incapable" loser manifests as envy; an inability for a player to hold themselves accountable for a mistake  and thus accusations against other players for not holding up their end; outbursts of rage at a bad die roll; calls that the game is "unfair" when someone else rolls a better character or succeeds more commonly in combat, and disappointment at not getting the character class the player wanted.  Listening and catering to this behaviour, effectively ennobling it, has led to die matrixes to determine character class abilities, safe cards for game play so that no one is made uncomfortable, fudging dice to make sure than everyone "wins" and a host of other design changes that have been baked HARD into 5th edition ... and ultimately into a whole generation of players.  This is the psychological backlash that arose out of the 80s and 90s to the poison described in the above paragraph ... and it is just as bad, in reverse.

Hopefully, boardgames can teach children how to lose without losing becoming a traumatic memory  either because the loss is minimized, thus crippling the child by creating a sense of constant primal entitlement, or because the loss is maximized, thus crippling the child by creating low self-esteem and a fear of taking responsibility.  The child that kicks over a checkerboard will grow up to rage-quit a D&D game ... just as the child who mocks a loser will grow up to chuckle and laugh when someone rage-quits their game (see the same clip).  The push at the end is encouraged by the DM's response ... giving insight to a combination of different things going on:  the paladin being told how to run his character, the paladin's obvious feeling of helplessness; the paladin's poor self-esteem, the sneering indifference of both the DM and the yellow-jacket guy, the total lack of empathy from any of the players, including the DM, when the paladin gives up, the paladin's cringing response after the push, the insult about whether the paladin is "retarded," the continued smiles and chuckling of the other players through the confrontation, the "asshole" insult, the DM's denial that he's an asshole, the DM returning the insult with "you're a fucking weirdo" ... it's all a wonderful example of an extremely toxic space with extremely toxic people.  Made all the better by someone getting their jollies by posting it on Twitch.

Here is another example, in the reverse.  Angry player wants to increase his chance to hit, finds himself DM'd by the DM (who can't take his pen out of his own face), and DM'd by the player across the table, and who then has his space violated by the player on his right, who snatches up the Angry player's die.  Of course the angry player feels entitled ... but is he necessarily an "angry" person, or has this browbeating been going on all night?  We may think he should "chill," but perhaps he's been doing that for the two hours before the 33-second clip is shown.

As children, when we're ready to start thumping on our friends because the threshold between tolerance and violence is pretty low, we learn NOT to fucking touch other people's armies in RISK, or other people's racing car in Monopoly, or the bank, or other people's D&D dice.  I remember when I was eight I had a drag out fight in my friend Kevin's basement over a RISK game that one of us was losing; it went sort of like this.  I don't remember who threw the first punch or why ... but it didn't end my friendship.  It clarified where the boundaries were.  When someone grows up to be 18 and they still don't know not to touch other people's stuff ... well, I can only say, I hope that guy doesn't find himself working on a job site, in a restaurant or joining the army.  I've played with ex-military who would have, spontaneously and without thinking, broken the kid's arm for that.

Politeness didn't originate socially by everyone agreeing to be sweet and kind; but by an inherent understanding that you WILL be sweet and kind on that side of the boundary or you'll lose an arm.  I grew up learning this from my vicious, selfish, self-righteous but extremely polite Russian and German family members ... who had to be polite with each other despite all those qualities.

Moving onto cheaters.  Much of this has to do with the sore loser problem, taken to extremes.  "I can't bear to win, so I'll cheat to make sure I do."  By and large, cheaters fear conflict; though maybe you haven't caught one, cheaters have been caught before, and probably often, since cheating is a compulsive behaviour.  Cheaters tend to avoid intimacy  again, because letting someone behind the wall increases the likelihood you'll see what they do there.  Cheaters in D&D especially don't like what business calls "quality assurance."   They don't like to prove their character's possession of things or how much experience their character has ... and will usually use the "privacy" argument I've just made about dice to protect their character sheet from a DM.  These are the same kind of people who hold their monopoly money in a single stack, habitually in their hand, or like to add armies to their RISK territories in a glob rather than one at a time.

The principles of performance magic are built on tricking the senses into being able to cheat you ... obstensibly for the purpose of entertainment, but there are more than a few magicians in stir who realized that the skills that enable them to perform magic will also help them lift your wallet.  For an ambitious player of any game, there are many, many ways to cheat.  There are no sure-fire ways to guarantee that one of your players isn't slyly cheating from time to time ... though the player who rolls six 1s in a particular game night probably isn't.  [who knows?  It could be a set-up; that's how cons work].

It's strange to me that people would cheat in D&D, since the game isn't about "winning."  By the time I'd played a year of D&D I'd already met several examples.  After all, I'm talking other 15 y.o. kids, not experts along the Las Vegas strip.  I'd learned to watch my relatives for cheating; my uncle Igan had a nasty habit of counting four holes in cribbage when he pegged three.  He was a huge, leathery, terrifying farmer with hands like a catcher's mitt, but even when I was eight, if I called him on cheating he'd shrink and apologize, counting accurately.  Usually, my aunt could hear us playing.

Truth be told, cheating in D&D as a player will not help that much.  I don't randomly ask to see a players' character sheet ... but eventually they'll have to roll a saving throw for every item they're carrying due to a breath weapon or a high fall.  For those times, I'll definitely be looking over the player's shoulder as they roll down the list.  I insist on all dice being rolled in front of at least one other witness, and it's not usually me ... but if I want to see a roll because it's a life-or-death roll, then I'm going to get up and watch that puppy hit the table.  So for all the cheating any player might do, sooner or later, they're still going to roll or die, when I'll be watching.  They might hit a little more often; they might level a little more sooner; they might have a bit more gold than I gave them  but unlike a card game or a chess, the other players and I don't "lose" by their cheating.  At worst, its a pathetic bad habit they ought to shake before getting into a situation with not-nice people, where their habit gets them thrown out of a fast-moving car.

Ah, then there's gamesmanship.  This is the art of winning games by being a total fucking dick.  I have played everything from golf to football to chess to tiddly-winks with people like this, in my family and out, but I don't have this problem with D&D.  See politeness, above.  I expect my players to wait patiently for their chance to throw dice in combat, I expect them to listen politely to other players, I do not allow harassment of a player (except by an occasional taunting NPC, and the players get to kill those) and I don't trust anybody who commits an infraction against protocol more than once in the same way, despite being told to stop doing it.

This is why I have rules like, "no one throws a die until the DM says its time."  I did my years of play where players would roll a die out of turn, get a high number, then pout and complain and moan that they didn't get to keep the roll in spite of rolling it out of turn.  Note that if they're rolling it out of turn, everyone else is distracted by watching the legitimate roller, so who the hell knows what was really rolled?  And even if they do, it creates a lot of negative energy around the table when a player has to be disappointed because they really did roll a critical ... which no, they can't keep.  Rulez is Rulez.  Everybody abides by the same ones and everybody sucks it up.   Nobody, but nobody, rides for free.

I get exactly how that makes me sound like a "miserable bastard."  I'll remind the Gentle Reader that we all thought the teachers were miserable bastards when they forced us in line ... which they did for good reason, because if you don't force 35 kids in line, you get chaos and nothing gets learned.  I'm only a miserable bastard DM when a particular player feels the protocols don't apply to him.  When there are protocols, and the players get used to them, and accept them, and recognize why they exist, they're just as annoyed as me when someone bulls in and decides to act chaotically, while vociferously proclaiming that protocols are wrong and unnecessary.

Thankfully, like our grade school teachers, I don't give a rat's ass who thinks I'm a miserable bastard.  I care that my players are able to invest themselves totally into a game that runs as smooth as creamcheese glaze.  I played several year's worth of games without protocols; as I closed my first decade as a DM, I couldn't help noticing the protocols were making the game a lot tighter and efficient ... and thus improving both momentum and immersion.  After four decades, I will boot the cog that won't turn right before I'll tolerate it in my engine.

Those are the problematic game elements that occur to me.  If anyone has any others that deserve discussion, let me know.

Friday, October 18, 2019

Corruption

From a DM defending fudging in an answer I received from Quora.
If I am focused on the story, I don’t want to kill off characters. They build up contacts, gather information and drive the story forward. Replacing them will disrupt the story. I am ok with a character death for a stupid action or a story reason, then I accept the disruption. But in most cases, I want to build on what is already there instead of introducing new characters on a regular basis.

Remember, here we are talking about a game.  But obviously not the player's game.  The DM here blatantly exposes his bias, his will to control the game, his personal entitlement where the story, the contacts and its possible disruption are concerned.  Note the language.  The DM is "ok."  The DM is "focused."  The DM is very clear on what he wants and what he will accept.  The players' opinions are not mentioned.  The players' acceptance is not solicited.  It is all "Me me, me me me."

Yet if the reader will take a look at the whole answer from the writer, it is plain the writer believes they have given this considerable thought and that they have the right perspective on the matter.  And this is the effect that total power has:  the delusional aspect that, having total power, and being determined to use if for what's "right," gives superior knowledge of rightness and utter blindness to what is plainly a selfish perspective.

This is why we don't fudge.

Thursday, April 11, 2019

Whatever the Hell it Was

I am going to talk about dice fudging.  But first;

Stumbled across the new Going in Style film, and I can't say I'm interested.  But it made me think of the 1979 version that I'm fairly sure I saw at the drive-in with my parents.  It didn't make much of an impression ... but I remembered the story and I found myself wanting to connect with what that old film was like, from the point of view of someone who is 54 and not 16.

I felt sure the newer film would be looser, more raucous, less paced, jokey and perhaps with a little bit of drama.  The old film, I was sure, was so thick with drama it was hard for me to enjoy.  I watched it another time, on television, sometime in the 80s.  But not since.  I did not remember this scene.




Let me take a moment and explain a little about drama.

Drama is a story where we talk about something we wanted, and we didn't get, or we couldn't have, or we can't now change.  Then we talk about how it makes us feel.  And then we talk some more, trying to get a handle on managing that feeling, knowing that we're never going to succeed at it.  Ultimately, that's where it ends.  The disappointment, the uncontained sorrow and melancholy we feel, it becomes part of us.  And as we get older, we remember it, and we relive it.  Just like Willy here.  We relive it and it aches ... and all the harder because there is no way we will ever find a balm that will remove that ache.

We watch drama, if we're at all interested in being self-aware, and not resolved to destroy our consciousness through the means available, to reflect upon the shared experience of that ache.  To identify with others of our species, who understand what it means to be our species.  It's not the laughter and the joy that makes us care, or love, or lift ourselves a little higher.  It's the mistakes.  The regret.  The losses.  The things that we wouldn't have asked for, that we wouldn't have wanted, that we would be happy to be rid of.  Yet we wouldn't be us if we were rid of them.

Our best works of art are not comedies.  They are not satire.  They are not heroic tales.  Watching enough of any of those, and usually age 30 or 35 is enough, we grow jaded and cold.  We begin to grow bored with things we're not and we'll never be.  We get interested in ourselves.  And two minutes of a film we'll never see, that we never want to see, can cut into us like a knife.

It takes character and resolve to stand up to consequences.  Squeezing out of trouble, shifting the responsibility, finding excuses, rationalizing a behaviour we have that we don't want to look too closely at, those things get to be habits.  They're options we take because we're all too aware that lifting our chin to take the punch is hard, too damn hard, for the way we feel right now or the way we want things to go.  We avoid.  Often when we avoid, we find such success at it that we encourage others to avoid.

And more often than it should, we also learn that finding people a new way to avoid pain and misery is a great business model.  Nothing makes a buck like a rationalization your neighbour hadn't considered.  Turn your rationalization into a book, turn it into a channel, make it into an industry, then spread it around so everyone can buy in.  Because everyone, everyone, is seeking a way not to feel like Willy does at the top of this post.  If you can promise they don't have to; if that's what you're peddling and you can make it sound real, jeebus boy, you're on your way.  You've got a licence to print money.

Okay.  That drama thing is settled, I think. Let's move on.

Crossing the 'Verse recently characterized the paradigm defending dice fudging thusly:
“Sometimes, the die comes up with something that completely deflates the moment; it derails the game; it kills the momentum; or it otherwise destroys the overall feel that you’re going for.”

People will talk about whether it's right to fudge the die to ensure that doesn't happen.  People will talk about whether or not the moment should be deflated or if the game should be derailed. But what they won't talk about is "the moment."  Or, "the game."  Or, its "momentum."  You, the reader, are presumed to understand these things perfectly ~ and most of you will believe that you do.  Yet let's see if we can't define them.

"The moment" is that critical point that promises you're about to achieve something, or obtain something, or prove something that's really terrific.  "The game" is the collection of moments that have brought us to this point, the spectacular collection of lesser "moments" that right now promise a win that will really produce a resounding emotional triumph.  "Momentum" is the inexorable, unstoppable, adrenaline-rushed roller coaster that the players have been riding up until this moment, when the player, or the DM, is going to throw that ultimate, utmost climatic die, upon which total success hinges.

And the die fails.

Drama is a story where we talk about something we wanted, and we didn't get, or we couldn't have, or we can't now change.  Here it is.  The consequence.  The moment of loss.  Failure.  Death.  Disappointment.  The bitter, rancid fruit, in your hand.

It takes a real asshole of a DM to make you bite off a piece of that fruit and swallow it down.  Especially when it wasn't "you" that failed.  It wasn't.  It was the die.  The goddamn, inflexible, unfair die, that doesn't even have feelings, that's just this stupid thing made of plastic, that doesn't really have any actual power to force me to accept its dictates.  Hey, it doesn't have any power, does it?  Fuck no.  And fuck if I'm going to accept what a piece of fucking plastic says.  Not me.

One thing for sure.  My DM's going to understand.  My DM ain't gonna pick a hunk of plastic over me.  And anyway, it should have worked out, right?  It should have.  Everyone can see that it should have.  Damn it.  Damn IT!  It should have come out right.  But that's all right.  My DM is not an asshole.  My DM knows what's riding on this. Look how this moment was spoiled.  This would be a pretty fucking shitty game if the DM didn't understand how this ruins everything.  Fuck yeah.

Those are the thoughts going through your head, those at the thoughts going through the other players' heads, those are the thoughts going through the DM's head.  It's just a die.  It's not real.  And things should have worked the way they were "supposed to."

I've seen this many times as a DM.  I've had players throw over the table.  I've had shouting, and swearing, and players threatening to quit.  I've had a player quit, and never come back.  Once, I had to physically throw a player out of my house.

I am playing a different game.

Let's redefine those terms, as I see them, and not as most see them.

"The moment" is every moment in the game.  No moment is special.  No die roll is special.  Events turn, patterns form, die rolls become critical, sooner or later the ultimate, utmost climactic die is thrown.  But it is the player, and not me, who has shaped the moment when everything hinges on that die.

"The game" is the collection of player choices that brought the player to this risk.  The player entered the dungeon.  The player stayed longer than was wise.  The player failed to run.  The player did not bring enough help, or resources, or resisted retreat to get more resources.  The player runs the game.  The obstacle in front of the player is set up, but the player never has to overcome it.  It's a big world.  There are many obstacles.  If the player has to overcome this one, this specific one, it is not my business what happens.

"Momentum" is in no way hinged to success.  For my money, the player screaming at their loss, the player throwing over the table, the player shouting in my face, the player railing and throwing dice and storming out of the game all sound to me like one FUCK of a lot of momentum.  No one is bored.  Drama is spectacular.  Everyone talks about it.  Everyone redresses what happened.  Everyone offers an opinion.  Everyone is engaged.  The moment is real.  The moment is memorable.  The moment is profound and moving and, in its ugliness, in its misery and melancholy, the moment is beautiful.

The player I threw out of the house that day made up with me a year later and rejoined the game, with a new character.  All but one of the players I've had that stormed out in anger because yes, I was going to honor the die, came back within 20 minutes.  They came back and apologized.  They were told it was fine.  They learned their friends could forgive. Their friendships became stronger.  They rolled new characters.  The new characters came to be loved.  Old characters, even those who had reached a high level, were honored, but well forgotten.  People lived in the present.  The drama made for good stories.  The stories made for great jokes and laughing and camaraderie on a deep, esoteric level.

Because I was an asshole.

I don't know what makes me an asshole.  Maybe it's the subconscious effect of seeing that scene from Going in Style when I was 16, and a lot of other scenes besides.  From a very young age I ate every movie I could see, often three or four a day, all day, if I could find them on TV.  I did not care what kind of film.  So maybe watching hundreds of hours of misery, of fighting, of people swearing to hate people, of reconciliation and comprehension, innured me to the panic that someone might not like me because I was willing to let their character die.

Because in those moments, I was willing to let the chunk of plastic matter more to me than their feelings did.

Maybe it was because I loved the game more than I loved my friends.

I like to think I expected more of my friends than a typical DM defending the virtues of fudging dice seems to expect.  I like to believe that a bad die roll in a bad moment isn't that big a deal; and that someone swearing at the table over a die isn't that big a deal; and that shit happens, and so what?  Players will get over it.  At least, the players I care about will.  I've seen people lose their shit over a lot of things ... a lot of petty things, as it happens.  It's not a big deal.

It's definitely not enough of a deal for me to compromise a die roll.  It is so easy to do that.  So easy.  And once it's done, and rationalized, and excused, and the consequences easily avoided ... well, it's so easy to do it again.  And again.  And again.  And each cheat cheapens the drama.  Each cheat steals the potential for a player to experience the full game.  Each cheat steals.

I'm not ready to steal a life experience from my friends for the sake of avoiding a bitter result.  I don't care if the experience is a good one or a bad one.  I look at that two minute piece of film at the top of this post and I think, do I want that moment of sadness removed from the world?  I think it is beautiful.  It is more than a man feeling sorry for himself.  It's resilience.  It's having the strength to talk about it openly, and see the mistake for what it was, and to regret the mistake and be a better person, even if now, this late in life, it makes no difference to anyone except that person.

I celebrate that.  And I celebrate players who have gotten past their dead characters.  And DMs who have taken the storm and forgiven the player, and never held the player accountable for having an honest, bitter piece of fruit to swallow.  Hell no, I won't cheat.  I won't rationalize cheating.  I won't preach cheating and I won't condone cheating.  Cheaters steal all the reality and beauty, and ultimately the love, from the world.

No matter how they rationalize it.