Showing posts with label Gamesmanship. Show all posts
Showing posts with label Gamesmanship. 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.

Saturday, April 21, 2018

Gamesmanship Examples

Which brings us to the subject of gamesmanship.  Here I'll be suggesting techniques to "game" Dungeons and Dragons, in a way that does not contravene any rule, nor rely upon an argument that "the rule does not exist," in keeping with Stephen Potter's 1947 book, The Theory and Practice of Gamesmanship (or the Art of Winning Games without Actually Cheating).

Techniques may be used to interrupt, distract or otherwise break the flow of the DM's presentation, making it difficult for the DM to remain on message, or the players to maintain comprehension of what the DM is saying, allowing for opportunities to misunderstand, misquote, quibble about fine points or otherwise undermine the DM's arbitration of events.

  • Taking an unusually long time to roll up a character, choose the right die, make up one's mind what to do next, or otherwise holding up the game while asking for enough time to properly and accurately make a decision (and thus causing the DM to feel guilty if this "necessary" time is not granted).
  • Asking for key elements of the adventure's descriptions, goals, NPC participants or other crucial facts to be repeated, explained again, explained more in depth, or otherwise dissected, while pointing out aspects or key points that were previously stated in different words ~ then taking further steps to identify which "version" is true.
  • Leaving one's chair at a key moment, to use the bathroom, to fetch a drink or food, to make an important phone call that has been forgotten, or otherwise to simply step out of the picture so that either the campaign has to be suspended for the interim period or tied up with having to explain to the absent person what has happened in their absence.  Often includes momentary disappearances just when the character's participation is crucial.
  • Throwing dice as to be a distraction, dropping dice on the floor, throwing them under objects, rolling dice without purpose, organizing dice or other objects so that key moments in the adventure have to be repeated, or acting in a like distracting manner when other players must make a decision or the DM is presenting something important.
  • Maintaining intensive eye contact with the DM or another player except when attention is desired or asked for.
  • Complaining at length about lucky dice, not having lucky dice, the failing qualities of lucky dice, the importance of getting lucky dice ready or any other lasting verbiage on the subject of dice and which needs to be used.
  • Failing to remember a character sheet, failing to properly update a character sheet, getting pages mixed up, shuffling pages, losing pages, offering to "remember" details that were not written down or otherwise using bookkeeping as a means of distraction or furthering one's advancement through guesswork and the natural generosity of others who do not wish to take a hard line.
  • Encouraging others who are feeling a sense of stress from game play that it is "only a game," waxing at length with academic details about facets of the game or adventure, underscoring statements made by the DM that fearful events "aren't so bad" or that consequences are "no big deal."  In general, downplaying the emotional qualities of the game.
  • Using tools or weapons with which a character is not proficient, only to mention afterwards that they're not.
  • Connecting the wrong results with die roll numbers momentarily, such as stating that a roll is under wisdom and then stating a half-minute later that "I was mistaken."  Various innocent-sounding mistakes that seem to occur with frightful regularity.
  • Deliberately overthinking situations, so as to slow down game play.



    Techniques may also be used to cause other players to overthink parts of the game, mislead other players from chosen decisions, cast doubt on the DM's presentation or otherwise make an issue or a situation more confusing by introducing complications.
    • Proposing speculations that fit the facts that have been given to the players but which are not, in themselves, substantiated by what's happened or what's been seen: "Maybe the villain is some kind of noble lord;" "Maybe there's a beholder at the bottom of this dungeon;" "Maybe we can't find the informer because it's a trick and there is no informer!"
    • Giving advice to other players that subtly increase the advice-giver's advantage.  Such advice is often vague or potentially destructive to the listener.
    • Asking for advice in order to seem like a member of the group, then paying no attention to it.
    • Claiming less ability at running a character, speaking in character, knowing what to do and so on, in order to gain an advantage as someone who shouldn't be held too much to task for errors made.
    • At the same time, claiming a much higher expertise than the player has, in order to cause others to give greater weight to the player's statements and suggestions.
    • Stopping play in order to point out possible dire consequences if other players take actions they've already decided upon, pointing out key details that slant the decision in a very negative light, so that the player feels a greater stress or hesitates before taking the action, or balks.

    And techniques may be used to "set up" other players by deliberately failing to act as a team member.
    • Making a promise to support another player in a dangerous situation, then failing to act when the time comes.
    • Attacking weaker or minor creatures in order to minimize the amount of damage sustained, while strongly remarking upon the joint participation at the end of the fight.
    • Hanging back to be sure to give support in the way of healing or other aid, while risking no real harm.
    • Inflating one's participation, particularly when rolling extraordinarily well at a lucky moment.
    • Refusing to share resources because they must be "saved for later.

    I'm sure the reader can think of several of their own.