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I suppose it's time to actually show people my work. Running Breathless is a game about being chased and dealing with problems along the way, sometimes not even your own.
squidlord.itch.io/running-br…
Maybe you're a psychic kid who's escaped from the hospital or the school for unusual talents. Maybe you've made the heist of your life. Maybe you're the worst kind of criminal scum. Maybe they're right behind you.
Catch your breath when you can. Go to ground if you find someone you can trust or a big enough sucker. The one thing you're guaranteed to do? Run.
Running Breathless is a TRPG for one to five players, GM optional, based on the Breathless SRD.
Check it out. It's pay what you want, which means you can pay absolutely $0.00, and I won't be mad. In fact, I encourage you to do so. It runs pretty quickly, so you can even throw it up on the table while waiting for other players to arrive for your main game. It's fast, a little bit cruel, and you should have about 50-50 odds of getting away with it. Whatever it was you did. The chasers know.
I am up entirely too late, but in my defense, I got caught up not just in creating a post for the Digital Garden, but actively refining the tooling that my hounds use to help me edit and publish it.
I think this is something that people forget in the process of working with large language models and the harnesses around them: that it is a continuous process of refinement, just as it is working with an intern or somebody that works for you or someone who is helping you. You have to continuously go back and review and make sure that what they're doing is not just right, but efficient.
There has to be some local pressure to be more efficient, to be more careful, to make fewer mistakes, to figure out what the root cause of the mistake is and fix that, not just write up an additional process patch that goes and checks it again. There is no end to the checking if you do it that way.
youtu.be/AL-PQuB2wy0
This video and the one after it in the sequence, which talks about ontology and epistemology in information systems, helped refine some of my thinking about this. It didn't use any terms I didn't already know or bring any concepts to the surface I wasn't already aware of, but it drove home something I don't think that the guy that made the video wrapped his head around as much as I did, which is that the feedback loop has to involve the human for reasons that involve a wider understanding of the needs and responsibilities of the whole system.
You can delegate a lot and turn it loose, but even if you put it in a loop where it's supposed to run for weeks alongside other agents, it will start building up bureaucracy as a natural side effect because bureaucracy is cheaper to execute than work.
We will truly reach a high point in human society when we start realizing that the ways in which large language models fail are extremely similar to the ways in which human beings fail. They make up shit that they don't have to, i.e. they hallucinate. They will create bureaucracy in order to dodge work whenever possible.
If they think they can get away with it, they'll change the rules while you're not looking so that they can get a higher score. They will collude. They will use underhanded tactics. They will know when they are being watched and change behavior. Or make it so that you can't watch them when they want to do something they know violates the spirit of the metric.
All of these behaviors are incredibly human. I feel like a commercial with them being confronted and the AI replying, "I learned it from you, Dad. I learned it from you!"
The more we learn about how to manage large language models and extremely large datavores, the more we're going to learn about how to deal with human foibles and why they occur and what we might can do about them. The most efficient process may be the same for both machines and man: kill the process, spawn a new one, and hope it doesn't develop the same quirks.
We shall see.
This is another good video about AI wrangling and management, though I don't like the default architecture of a corporation because it just brings the wrong approach to my mind.
But if you were to restructure it as a GM and an adventuring party, each of which has a different set of skills and understandings, I think I could make some serious inroads.
Especially since my distaste for authoritarianism would then immediately run toward how can I turn this into a GM-less game?
How can I rip out a central authority and distribute power sensibly across the mesh of involved agents?
Because I am a sick motherfucker, that's why.
youtu.be/7RVf25Rg0Mc
You know, I've seen this attitude show up more than once on the Japanese side of TRPGs, and every time it makes my head hurt because it avoids the whole point of playing an RPG so hard it turns it into an entirely different experience, intentionally or not. But worse than that, it puts the focus on absolutely the wrong person in the world.
Firstly, I'm an American. As a result, culturally, I am predisposed toward individualism and local personal responsibility. This is why we are generally okay with individuals having guns. Not the least reason being that tyrannical governments are generally undesirable and the means to stop them is something that you want.
But also because local decisions are far more important than distant decisions. That is, the idea that I feel that I'm in a threatening situation and need to protect myself is far more important than the belief that the police will come and help me when I'm in a threatening situation.
Likewise, I don't actually give a fuck what the scenario writer wanted. Do you know who's important to me when I am facilitating a game? That's right, the other people at the table. Why? Because they are sitting there looking at me and hoping that I will help them have a good time, just as I'm looking at them and hoping they will help me have a good time.
Do you know who's not at the table? The guy that wrote the scenario. He has nothing to do with me. At best, he has some of my money. At worst, I gave him a download tick. That's it. That's our only interaction. That's our only overlap of responsibility.
My responsibility is to the other people at the table, just as their responsibility is only to each other and to me. None of us give a rat's ass about the scenario writer, except with a vague sense of gratitude that they provided us a jumping off point to have our own fun.
That there is critical, because the whole point of playing a TRPG is to actually play the game. The process of playing the game involves players making decisions as their characters in an effort to make a difference to the world, maybe in big ways, as in stopping a global catastrophe, maybe in small ways, as in protecting a dog who's just about to be kicked.
If I, as the facilitator, step in to take away their ability to change the world in gross or subtle ways, I am removing their agency in a literal sense and totally obviating the need for them at the table. After all, if the scenario writer has told me exactly what is possible and how it must come to be, then what do I need players for? What difference do they make? What advantage do they provide?
Why should they even bother to play the game if the players come up with a good plan which can be executed through the proxy of their characters and the challenges of the unknown are met by luck or good grace? Then why shouldn't I let them intervene in an NPC's death just because the scenario writer said no? Fuck that guy. Who cares what he said?
The characters stepped up and met the challenge. Let them have the fruits of their success. Does that mean that they can change the end of the scenario? Fuck yes, that's the whole point of playing the game.
Perhaps the scenario sets a potential outcome if the characters fail, and perhaps even the outcome can only be affected somewhat by character success. Okay, fine, but let them have their success.
The players and I are at the table. The scenario author isn't there. I don't care what they think. I don't care what they think of the play. I don't care what they think of the characters. I don't care what they think of me. They can fuck themselves.
The only thing I'm interested in is that the people at the table have a good time. That's my job, perhaps my only job within the context of playing TRPGs.
I will go one step further than the argument that the original poster here is disagreeing with. They say that they disagree with the idea that "as long as it's fun, any kind of alteration is fine." I say, "Any kind of alteration is fine for whatever reason you want to. It doesn't matter. The scenario author has no power and shouldn't. Any kind of alteration is fine."
If somebody shows up at your table and expects to have the same experience as somebody else did at their table just because you're running the same scenario, they aren't looking to play a game. They are definitely not looking to play a TRPG.
Send them off with people of like mind with a copy of a screenplay and have them read from it around a table, because that's what they want to do. That will always have the same outcome.
Everybody left will be grateful to be rid of them and have a better game for it.
Thanks for coming to my TED Talk.
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I know some people, not all of which live on this side of the planet, are interested in what Netherworld Haunted House looks like. If you needed some horrific inspiration for your next game, I might have some imagery here, including deep ones.
photos.app.goo.gl/vibW3i5grC…
Sometimes, if you catch me in the right mood, I'll ramble about what I think some of the best indie RPG designs of all time are, and Microscope is always going to be on that list. Want to see someone play the edition that is currently being kickstarted?
youtu.be/o1CL5cmEgXo
Now there's a fair amount of Microscope First Edition play on my personal YouTube channel, but a lot of that was recorded over a decade ago.
I am excited that there is a Kickstarter for a new edition of the game, which looks like it's going to be streamlined even more minimalist, which is kind of shocking in a game that didn't have dice in the first place or any other randomizer. In fact, it doesn't even have characters.
Trust me, it's still a role-playing game. A very strange one, but a role-playing game. You should really check it out.
I always see a bunch of independent RPG producers getting up in arms about American tariffs and very little about American regulation, because they largely don't exist, but almost never about European regulations strangling business.
geeknative.com/243712/atlas-…
Yet here we are. Now I realize that Atlas Games isn't the behemoth it once was, but it's interesting to note that they haven't just reduced direct-to-consumer sales to the EU, but have completely cut them off.
Brazil, I can understand because of necessity, but there's no way they weren't considering their response to the situation in the EU for quite a while.
Fascinating stuff.
I don't want to sound like a shill, but if you were interested in Starforged, the sci-fi version of Ironsworn I go on at length about on a regular basis, you can pick it up from DriveThruRPG for $8 right now.
drivethrurpg.com/en/product/…
That is, in fact, a pretty darn good deal.
That said, if you want everything, and I mean everything, for Starforged in PDF, you can have it all for $40, still 30% off, from Shawn Tompkins' store directly.
tomkinpress.com/products/eve…
Work out how much awesome solo, co-op, and guided RPG fun you want and can absolutely stand, and spend appropriately.
Don't forget, if you just want to check out the system, Ironsworn alone in PDF is available for absolutely free.
I can neither confirm nor deny that I was responsible for any of this without actually being in the game and being hundreds, if not thousands of miles away. My psychic resonance may have possessed the players, however.
Castles and Crusades Battle Report -
Hold on to your butts, this is a doozy.
Players get sent to kill/or capture BBEG.
BBEG is holed up in evil temple committing sacrifices to try to release the champion of an evil diety into the world.
Player's lay siege and defeat his forces. He makes a run and they chase him down and capture BBEG alive.
Game over. Happy ending. Right??
Naw.....
Players want to go back and clear temple. Find treasure.
The find Sacrificial Altar.
Players say "townsfolk were probably going to execute him anyway. Why not save them the trouble?"
So they actually do it. Runes in the chamber start lighting up. One of the Players says, "hey, I've got a special ability to read runes! Watch me!"
So he reads them off as they light up.
Ceremony accelerates. Execution takes place. All runes are read in proper order.
Culmination - soul is sucked out of sacrifice victim and imbued into the Death Knight Champion of evil diety.
Death Knight emerges, and ignores Players. Immediately leaves to go do the bidding of his foul master.
Players -
"What just happened..."
"I dunno"
"Should we tell the townsfolk?"
"No......"
"We don't even know what happened for sure. It might have been nothing. We don't want to worry them. Don't say anything."
And I'm sitting behind the screen like -
"WHAT. THE. FUCK.
ARE. YOU. KIDDING???"
Alexander 'Lex' Williams retweeted
Gaming tips from Sandy Petersen.
House rules are better than a rules-heavy game that covers everything. Why? Because you can never find a specific rule when you need it. You have to go poring through all the books searching for that one thing, and gameplay stops cold and it sucks.
Just make up something. You're as smart as the game's creator, and you know your gaming group's style better.
Alexander 'Lex' Williams retweeted
TRPGのセッションを一番円滑に進める奥義が1つだけあって。
それは
「この状況は想定してなかったら、どうすると面白いかみんなで考えよう」
とプレイヤーにアイデア出しを協力してもらうこと。
メタ発言を恐れないこと。
メタ発言を受け入れることを
You ever get a weird urge to do something just because it sticks in the back of your head and it needed to be done? Yeah, I have no idea why I needed to do Keep Calm posters for Ars Magica, but here we are.
For the record, I'm the Rego Corpus guy. I have a good friend who's all about the Creo Ignem. Her solution to every problem is "cast fireball." Personally, I just prefer to puppet people into stabbing themselves through the eye socket or something. You know, something subtle.
Sometimes I'm reminded that parts of D&D were really fucking cool. There was a time that even set an impossible task, like unify all of our settings into one metaplane system, the writers could pull it off.
youtu.be/rW_gBBoXrRs
Could this ever see the light of day these days? Absolutely not. It's way too edgy, way too cool, way too interesting, and the art is way too good. We got one solid video game out of it, at least.
Planescape, like Spelljammer, was one of the really fascinating bits of D&D that never really kept its coolness, which even I have to admit I'm saddened by. Ridiculously complex and uneven? Sure. But you could literally mine it for ideas until the day you die and never have depleted all of them.
Sometimes you stumble over the right thing at the right time, and this bit on tile crawling from Cezar Capacie is the right time.
What's tile crawling? It's sort of like hex crawling, except dynamically generated and on cards.
youtu.be/PriQjApAXW0
This absolutely fits in with my usual exploitation of the Ironsworn: Delve and Starforged exploration systems, but it struck me that both @ChubbyFunsterGC and @td10rpg were doing things related to hex crawls and dynamic table generation recently. It might be something one of them might be interested in.
Because sometimes I find interesting things. In this case, I'm also a huge sucker for 3x5 cards, to the point I always have a pack of them in my ready kit for RPGs. So, it slots right into what I'm already doing.
Alexander 'Lex' Williams retweeted
Pendragon 6e invites you to use your book.
As much as it would KILL me to write in these nice books, I can appreciate the sentiment.
I don't think I would let this work without some hint that the character should know a little bit of occult lore. After all, what are they drawing? Why are they drawing it?
It's a great idea if it can be justified even remotely, but if it can't, I would say "You most certainly can try" in the exact same tone of voice that I would respond with if they said "I want to jump off this building and fly to Morocco."
Tabletop gamemastering tip from Sandy Petersen.
In a recent horror film (which I won’t name because spoilers), a character is menaced by a supernatural horror. He retreats to a bed, and draws a chalk circle around the bed. There is no indication that he knows the slightest bit of occult lore.
But it works. The horror is kept at bay. And in considering this, i realized that if a player in Call of Cthulhu tried this, I would have ruled in his favor, despite the fact that the rules say nothing of this.
But the player was using his brain, it was a clever idea, and it was evocative.
Too often I see GMs who are trying to railroad players or restrict them. I want the players to feel smart and free.
I admit if they tried exploiting this in future adventures I would give the baddies countermeasures (sweeping or blowing away the chalk). But that first time emergency use? That’s gold.
#TTRPG #GameDesign
Ron Edwards said system matters. Aaron Marks said premise does. Both are right, and both go wrong the moment they make it the most important thing. Everything matters.
grimtokens.garden/Articles/E…
Well, that's it. The streams have been well and truly crossed now. All that's left to us is the end of the world.
youtu.be/5QKeYse5GF8
#TTRPG #AI
The machine scaffolds, edits, indexes, and announces. Judgment is a human quality. For now. Step right up: the whole pipeline, drawn out to the breaking point. (The title alone should get me VC funding.)
grimtokens.garden/Thoughts/A…
Alexander 'Lex' Williams retweeted
The real crime a reader (gamer, viewer) won't forgive is lack of imagination. If you want to talk about sex (hi, Bioware) or disability (see you, Medivh in your glowing wheelchair), and you put in the worldbuilding work, your fans will be fine with it. Scifi where you can 'resleeve' your body and we're grappling with the effects of transhumanism? People will fight about what it means but not whether you're preaching. Fantasy where magic can't heal injuries? But there's a crazy industry around clockwork limbs and spells that make it possible to float instead of walk (and maybe there's some healer somewhere trying desperately to discover a way to conquer death and disabilities and disease... and does? What then)? People will go there cheerfully.
But transplant 21st century problems/ideas complete with 21st century jargon into any setting that's not literally right now? That's on you as a writer. You should have been creative. As the kids these days say: "Skill issue."















