Showing posts with label Adjudication. Show all posts
Showing posts with label Adjudication. Show all posts

Tuesday, May 5, 2026

The Roadside Shrine Test

The PCs are traveling overland. Various NPCs (all controlled, of course, by the DM) tell them that it is important to donate to the shrine at the crossroads, to ensure a safe journey. The NPCs say that ignoring the shrine is sure to bring misfortune. The donation amount is a significant expenditure for the PCs.

There is a surprising amount of potential complexity beneath the surface in examples like this. In-game choices intersect with player choices via metagaming (and metagaming is good player behavior, not bad). What might the DM be doing here? The players may consider the following possibilities. 

Worldbuilding. The shrine is an opportunity for the DM to illustrate local beliefs and add some texture and life for the world. The PCs can engage with the shrine or not; it won’t have any direct bearing on future events in the game. 

Foreshadowing. The shrine decision itself has no actual stakes, but it is a theme the DM intends to iterate upon. The DM will later present a similar choice with higher stakes. The escalation of the theme may continue until the party engages with it or otherwise resolves the tension.

Consequences (direct). The shrine is literally controlled by some minor god, spirit, or genius loci, in just the way the locals expect, which will cause some explicit consequences for the PCs.


A mysterious underground shrine, dimly lit by filtered sunlight with dust motes floating in the air


Consequences (framing). The DM does not do anything differently, but instead frames any setbacks in the subsequent journey as a consequence of skipping the shrine. In this instance there actually was no real choice, and the shrine “decision” was just a set to facilitate later spikes by the DM.

Consequences (retroactively diegetic). The shrine has no effect, but later, someone may cast Zone of Truth or a similar truth-seeking spell on the PCs, and ask them what choice they made. Their answer has social consequences.

Consequences (factions and fronts). Factions or fronts in society care about the shrine. They may even be forces the PCs haven’t yet seen. Refusing to donate to the shrine may escalate a clock or decrement a reputation ranking. 

This is by no means an exhaustive list! Players could be considering literally dozens of overlapping agendas and incentives when assessing this choice, although they are surely not consciously enumerating most of these points. None of these are strictly right or wrong (although some can certainly lead to an r/rpghorrorstories post with the wrong execution). 


A pixel gif image of a fountain at a dilapidated outdoor shrine

Tuesday, February 10, 2026

The 5E Megadungeon: Death, Magic, and Cats

Last week: Running a Megadungeon Campaign in D&D 5E

Last week we covered darkvision and laid out the factors that make 5E insufficiently lethal for typical megadungeon play. Now lets discuss some solutions.




Tailor monsters to make them punch harder, but also die faster. Tweaking monster stats is categorically easier than getting PCs to buy into house rules that lower their own character’s powers. In addressing a common complaint with 5E that combat tends to drag on, I’ve found it helps a lot to make monsters hit harder, but be less tough. With some relatively modest adjustments, it is easy to cut an eight-round slogfest down to a tight three-round nailbiter. Monsters leave a bigger dent in PC HP totals, but PCs also have the satisfaction of taking them down before the battle gets boring. 

Cap leveling up somewhere between levels 8 and 12. D&D 5E is tuned around the first two to three tiers of play. The second tier ends at level 8 and the third ends at level 12. The game is fun in the fourth and fifth tiers, but parts of it break down, and it is certainly not suited to megadungeon play. I ran several hundred sessions of 5E in a game that went from level 1 to beyond level 20, and while that campaign worked for location-based play at low levels (including quite a bit of time in the Caverns of Thracia), it was essentially obligated to transition to scene-based play at high levels.

A megadungeon campaign really needs to stay location-focused for its duration, and the easiest way to make that happen is to agree at the outset to cap the PCs’ level. You can choose where you want to cap the level based on which dungeon-bypassing powers you really want to limit. A series of posts from the early days of my blog attempts to catalog which 5E powers bypass dungeon obstacles at various tiers.

This will take some buy-in from the PCs, but make the case that it is required to run a cool megadungeon in 5E. Capping progress doesn’t even require an explicitly old-school perspective. The idea of “E6” D&D (which caps progression at level 6) came out of the crunchy 3.5 D&D world all on its own. And maxed out PCs can become powerful figures in the local area, engaging in domain-level play. If the players still aren’t convinced, a megadungeon campaign isn’t right for them anyway.

Limit where the PCs can rest. The average modern-style party will gravitate toward a simple gameplan: Fully unload on any antagonists they encounter, then pass out on the spot for eight hours. There's some variance based on group composition – a minority of classes in 2014 5E are optimized around short rests – but most 5E groups will have a majority of long-rest-oriented PCs like wizards and paladins who want a solid eight hours of sleep so they can once again go supernova on the next monster that looks at them funny.

You are going to have to disabuse them of the idea that it is OK to rest in the dungeon. For a lot of players, it’s going to take some convincing.

Out of character, tell the players that resting in the dungeon or the surrounding wilderness is highly dangerous. Have NPCs reiterate this in-character. Ultimately, the PCs will attempt it anyway, and you should adjudicate consequences firmly, demonstrating how hard it is to get a good long rest in the dungeon. Of course, if the players take clever precautions to secure a long rest in the dungeon, reward them.

Finally, if you don’t think this will be enough to motivate your players, discuss a house rule at session zero that long rests are simply impossible inside the dungeon. I’m trying to be conservative with the house rules here, but this one may be worth it. 

Leverage time and antagonists against long rests. If resting in the dungeon isn’t practical, most PCs versed in modern-style play will pragmatically come up with an obvious fallback solution; retreat quickly to safety after every combat encounter. This is not really a bad thing; smart OSR PCs will keep avenues of retreat open as well. 

But retreating after every fight will slow the game to a crawl. Fortunately, both old school games (strict time records and faction play) and story games (clocks and fronts) offer some tools to incentivize modern and trad players to play differently. 

Establish antagonist NPCs and factions early, and then telegraph to the players how they are advancing their agendas every time the PCs take a long rest. It may help to present the PCs with antagonists right from session zero. A good example is the conceit used in Electric Bastionland and other games; have the party start with a shared debt they have to pay off. It could be one of the powerful factions in the town, or in the dungeon itself. The important thing is that the debt-holding faction both has a reason to be  antagonistic toward the PCs and methods for creating time pressure. 

Magic is ridiculously abundant to the point where you solve most of the normal OSR challenges with cantrips that half the party have.

I agree with this in a general sense. Cantrips are one of my least favorite parts of 5E, and they trivialize many parts of the game that old-school play emphasizes. 

But the problem is really limited to a small subset of cantrips. The biggest use-case of cantrips is essentially providing a DPS floor for full spellcasters in combat. I don’t enjoy this design decision, but it fits with how modern play handles combat, and we don’t need to change combat much to empower the megadungeon experience.

The genuinely concerning cantrips are the ones that trivialize challenges outside of combat. If I was running a megadungeon in 5E, I would modify or rule out a few cantrips:

  • Light and Dancing Lights would be the obvious ones to ban or nerf by “promoting” them to first level, per the discussion of visibility and darkvision in the previous post.
  • Mage Hand should probably receive the same treatment, given how useful it is for manipulating traps and doors without risking oneself. It may still be worth the spell slot even if “nerfed” to first level. If a player is interested in the Arcane Trickster archtype (a rogue subclass), you may need to negotiate with them how to interpret this adjustment, as Mage Hand is baked into that archetype’s core powers.
  • Guidance is not causing a problem for a megadungeon specifically, but it is bad game design, so I would probably ban it if I was cutting other spells anyway. 
  • Minor Illusion is a consideration, although strictly adjudicating it can denude it of its worst applications. 

The rest of the cantrips in the 5E.2014 PHB are not really disruptive to megadungeon play. Non-cantrip spells are a resource expenditure question, and are essentially covered by the time pressure tools discussed above. Sure, having access to Fly or Dimension Door can subvert some dungeon challenges; but these are precious spell slots if we cap the PC's level somewhere between 8 and 12. 

So yeah, a 5E group is going to move through the megadungeon more quickly and suffer fewer casualties than an equivalent old-school group. But they're not going to trivialize a well-run megadungeon. 

Cat People???

An animated gif of the catperson adventurer Izutsumi from the TV show Dungeon Meshi (AKA Delicious in Dungeon)


Tuesday, February 3, 2026

Running a Megadungeon Campaign in D&D 5E

A post on the 3d6 Down the Line Discord expressed skepticism that the Arden Vul megadungeon could be run in D&D 5E. 




And I get it. D&D 5E would not be my first choice for a megadungeon either. 

But I have run a lot of 5E with an OSR mindset, and I believe I could run a megadungeon in 5E with (relatively) modest house rules and campaign assumptions, if for some reason I decided to do so.

All points below are in the context of the 2014 5E rules. I do not own the new 5E books, but understand they do not deviate far from the 2014 rules, so I expect this approach would broadly work there as well. I also anticipate that most of the same ideas would apply to the 5E-compatible systems that have come out since 5E was released into the Creative Commons.

Below are the four issues that the post identified, addressed in turn.

Everybody Has Darkvision

I agree that darkvision is over-prescribed in 5E, and that darkvision can undermine old-school exploration by removing the question of visibility. But a serious part of the problem is that a lot of players and DMs don’t even follow 5E’s rules as written, and assume that darkvision is a more potent ability than it actually is.

D&D 5E’s rules allow creatures with darkvision to see in darkness as if it were dim light. That means disadvantage on Wisdom (perception) checks and an inability to see colors. Darkvision is better than nothing, but it is no substitute for a proper light source, particularly when checking for traps or keeping an eye out for secrets and treasure. I also remind players that whenever they are within the area of a source of light – whether from an ally, the environment, or an NPC or monster – that light prevents the use of their darkvision until they move out of the light. When I explain all of this to 5E players, they often choose to use light, even if they don’t “need” to, treating darkvision as more of a plan B, or an option for stealthing apart from the group.

Monsters face the same limitation. Whether an intelligent monster decides to rely on darkvision or use light typically reflects its level of confidence in its place in the dungeon hierarchy. Those confident in their control of the space use light. Those fearful of discovery favor the darkness.

Of course, an intelligent monster with 120’ darkvision will rely on the darkness more often than a creature possessing typical 60' darkvision, because it expects that it will have an edge. Creatures with tremorsense, blindsight, and similar abilities actually can functionally “see” in darkness as well as they can in light, so they do work in the way that many players think darkvision works. Creatures with those senses actually will completely skip light, for the most part. This makes them significantly scarier opponents in their native environment than creatures with mere darkvision.

If I was going to go further in houseruling this issue, I would take darkvision away from elves, and leave it to just the gnomes, dwarves, and tieflings. But even without altering the ancestry rules, darkvision can be brought into check simply by following the rules as written strictly.

It’s Impossible to Die in 5E

Let’s start with two easy caveats. First, simply removing 5E’s playculture presumption of level-appropriate encounters solves part of this problem. Even the most optimally constructed low-level 5E characters are not going to last long if they arrive at Arden Vul and beeline for the lair of Craastonistorex, the old and powerful green dragon. Once the players realize that difficulty is dictated by where they go and what they do – not what is appropriate for their current level – they will act more prudently.

Second, at very low levels, the problem isn’t really that pronounced anyway. Low-level PCs in 5E are much tougher than B/X or OSE characters, but they can still go down after just a few hits. The death saves system usually gives them a few chances to survive, but a deadly dungeon can kill many PCs outright through massive damage from falls and traps. In combat, monsters can also opportunistically focus on downed characters and quickly finish them off. Remember that any source of damage to a character on death's door equals a failed death save. Lowly goblins or kobolds become much scarier when they drag a downed PC away into the darkness, rather than “fighting fair” and engaging the PCs who are still standing.

But beyond those two caveats, I acknowledge the issue OP raises. At about level 5, 5E PCs get a lot stronger, and they don’t slow down from there. PCs in 5E at middle to high levels create a series of interrelated issues for DMs who want to run a megadungeon game that cares about exploration, time, and resources. I believe there are at least four interrelated issues that cause problems here:

  • 5E PCs have massive amounts of HP
  • 5E PCs have a lot of resources to replenish HP
  • Both play culture and player powers make it unlikely that PCs will get lost, captured, or otherwise separated from safe locations where they can rest and recover 
  • Modern play culture presumes little or no time pressure, so choosing to rest does not come with an inherent cost

A few different adjudication techniques and house rules can solve a lot of these problems. We'll cover those next week.

Next week: Death, Magic, and Cats

Tuesday, November 18, 2025

The RPG Revelation: GM as Interpreter and Medium

I can’t turn off my GM brain when listening to an actual play podcast. As entertaining as the content may be, and as much as I can appreciate different styles of GMing, it is hard for me not to listen to an RPG session unfolding and say “I would handle that situation so differently.”

With that in mind, listening to 3d6 DtL’s recently concluded Arden Vul campaign has been an interesting experience. About 90% of the time, I'm on the same page as Jon, the podcast's GM. He prioritizes player choice, adjudicates fairly, and isn’t afraid to present consequences when the PCs get in over their head. 

But the 10% where we do things differently is the interesting part. One example is that Jon is quite transparent when the text of the Arden Vul campaign doesn’t provide the answer to a question the players have proposed. At times he even says something like “Richard doesn’t say,” referring to Richard Barton, the module’s writer.

Early in listening to the show, this made me wince. While I try not to be too precious with verisimilitude, I do make an effort to preserve it. Why remind the players of the layers of artifice at work between the creation of the game and their experience with it? Not just that they are playing a game, but that the game is being mediated from the author through the GM, and that there is no easy, in-session way for the latter to seek clarity from the former.

But the more I heard of this approach, the more I warmed up to it. Because it is entirely viable to cast the GM less as the storyteller and master of all knowledge, and more as an interpreter and medium of exogenous content. 


An animated gif of a dungeon, with flashing lights from an unseen source illuminating a room with pillars


The GM is an interpreter in that they are taking an inherently incomplete text and attempting to translate it for the benefit of the players. Except perhaps for read-aloud text, everything in a published RPG product needs to be translated. Descriptive notes need to be translated into what the players can perceive. Tables need to be translated into actual events. A monster stat block must be translated into an in-fiction diegetic entity. And the text is partial, inevitably missing information that will come up in the game. The GM must emendate the text for the players, making reasonable decisions to fill in the blanks that the players will inevitably find. 

The GM is also a medium, in that they must intuit the will of the creator, going beyond what is on the page. Even a writer creating the most painstakingly thorough RPG product in the world is only going to anticipate a tiny fraction of the things PCs will do with that product. This is a feature, not a bug. The magic of roleplaying is that no matter how many times a new group runs Lost Mines of Phandelver or Keep on the Borderlands or any of the other most popular modules in the history of RPGs, the output is going to be different. The GM can act as medium, and allow the spirit of the creator to act through them. In a good RPG session, the writer is like a ghost that is dimly perceived, as the GM intuits their will beyond what was explicitly written on the page.

We can and should have strong opinions about the role of the GM. But we should also keep an open mind when observing how others run games. You never know what strange truths they may reveal. 

Tuesday, November 4, 2025

The RPG Prestige: GM as Stage Magician

Is the GM a referee? Or are they a performer? Are they adjudicating a game? Or curating an experience?

I strongly dislike the RPG habit of fudging. A GM fudges when they alter die rolls or other randomized elements of the game to steer a session toward a favored outcome. I have previously written about my issues with it. But I also believe it is worth seriously thinking about why fudging is so compelling for many GMs out there.

And one possible reason is that some GMs think of themselves less like impartial adjudicators and more like stage magicians. The verisimilitude is not some external thing that all the people at the table can independently verify, but rather an illusion or trick that the GM is performing for the players. 

And the players, like an audience at a stage magic show, have agreed to be deceived. Most people in audience at a magic show are not there to "see through" or "figure out" the trick. They are there to suspend their disbelief and enjoy the performance. A GM who is working with a stage magician mindset will be much more likely to fudge than a GM who is thinking like a referee.


An animated gif of a stage magician revealing a rabbit from a top hat

Magician gif by Jude Coram


Lie to Me 

There isn’t a hard line between these styles. Most DMs are concealing at least some part of their process from the players. Sometimes when a particularly exciting and strange thing happens in a session, a player will ask me, “did you plan that!?” I’m reluctant to explain specifically which aspects of a session's events were firmly rooted in prep contingencies, and which emerged almost completely from the session itself. 

That said, I’m generally not a fan of the stage magic approach to GMing, for several reasons.

The exclusive society. GMing with this idea of "the prestige" in mind reinforces the idea that running games is an exclusive skill available only to the select few who, like magicians, have been inducted into the society of GMs. There is a bright line between the magician and the audience at a magic show. Applying the same idea to GMing discourages players from running their own games.

No room for error. When the illusion of stage magic fails, there’s no easy way to get it back. If a magician blows a trick, the audience is not going to believe anything that follows in the performance. The spell has been broken. Likewise, once a player realizes that the verisimilitude of the game is an illusion maintained by the GM's fudge, they're never going to buy into the magic spell again.

At least, that's my own experience as a player. Once I’m aware of how and why the GM is fudging, the nearly limitless scope of potential that makes RPGs shine shrinks down. The game goes from limitless possibilities to only those possibilities that fit with what the GM has predetermined as acceptable outcomes. 

In contrast, GMing primarily as a referee or adjudicator gives the GM much more flexibility. They are conversing and negotiating with the players, not performing for them.

Buy-in is difficult. Getting players to consent to this deception without conceding it completely is difficult. For stage magic, it is baked into the very experience that the audience is signing up to be fooled. But the same is not true of RPGs, because of course many games do not feature the prestige at all. Some players may want to be fooled, while others (like me) view it as a dealbreaker. 

For My Next Trick

As strongly as I feel about this, I am not a one-true-way GM. As I discussed in the steelmanning post linked above, I can see various reasons why a GM might still choose to fudge.

Ultimately, if the players keep coming back to the stage magician GM’s game, and keep saying they’re having a great time… it is pretty hard for me to argue that the GM is doing something “wrong.” My one request for stage magician GMs is that they ask players to buy in to this arrangement at session zero. Simply advertising the GM's style at the outset solves many of the problems of unaligned expectations.

Tuesday, August 26, 2025

Should Party Pace Be a Player-Facing Mechanic In More Games?

Should PCs in party-based roleplaying games – particularly fantasy dungeoncrawls – more explicitly choose their pace of exploration?

The following is implicit in how I adjudicate situations on the GM side, but it isn’t something that players historically see in a plainly stated way. I infer their pace from the actions they choose, and then rule accordingly. But I’ve been thinking about what it would look like if party pace was a formal, player-facing mechanic. 

I’ll mention advantage/disadvantage here as a shorthand, but equivalent benefits and penalties could easily be substituted for games that don’t use that mechanic. 

I’m certain this isn’t a brand-new idea. I’m sure there’s are systems and play styles that handles party pace in a similar manner. Pointers appreciated if what I'm describing is very close to something that is already out there.


Methodical. The party is moving very slowly, basically a crawl. 

Assuming ample light and no direct obfuscation, hidden information is typically found without any special action by the party. They have advantage on rolls to find secret information. The party is assumed to be moving stealthily, within reason, and may gain advantage on related rolls.

When moving methodically, the maximum amount of time passes – this is as slow as they can go. A random event is essentially guaranteed, although the party may gain advantage on a surprise roll, or some similar benefit. If there is a clock for antagonist action, or any other time pressure beyond random encounters/events, it will almost certainly advance.


Cautious. The party moves at a slow, steady walking pace.

The party can choose to focus on searching or stealthing, but not both. If the former, as long as they have decent light, they have advantage on rolls to find hidden information. It’s possible to find secret information, but will require pointed inquiry. Stealthing foregoes both the hidden and secret information, but is otherwise practical at this pace.

If some PCs want to search and others want to stealth, they can, but they must split up. Note that stealthing ahead of searchers and searching ahead of stealthers both present complications and dangers for the party. The traditional stealthy-character-scouts-ahead role is, by definition, limited to the Methodical pace.


Balanced. The party moves at a brisk walk.

This is the default party pace. Hidden information can be found with careful questions, but won’t be exposed by default. Secrets are almost never found at this pace. Stealth is difficult or impossible (usually requiring at least disadvantage on an applicable roll).


Fast. The party moves at a hurried pace, like a steady jog, or quick dashes from point to point.

Hidden information and secrets will not be found, but the PCs will still see landmarks. Mapping or orienteering is very difficult (roll with disadvantage, if it is possible at all). Less time passes, but random encounters/events will happen at about the same frequency as the Balanced pace, because the party is more conspicuous. There’s an increased chance for lights to be extinguished and for similar complications. No stealth. If characters moving at a Fast pace run into an encounter that could turn hostile, they probably have a good opportunity to run away. If they give chase to someone who flees from them, they have a good shot at keeping pace with them.


Reckless. The party charges forward, headless of the danger.

Random encounters/events trigger automatically, although there’s at least a good chance the PCs can outrun some of them. Organized non-local antagonist action doesn't really happen because there just isn't much time passing. Players may need to either stow or drop held objects. The party is only dimly aware of their surroundings as they move. No mapping or orienteering. Not only will they miss all hidden and secret information, but they may need to roll just to spot landmarks.

When moving Recklessly, the party can usually escape typical combat encounters (either without a roll, or rolling with advantage), but are likely to be separated or lost when doing so. They have advantage on rolls to escape a pursuer or catch quarry.



Moving at a reckless pace AKA me when I win at Bang! as the Renegade with a Mustang and no other gear AKA I will use any excuse to add Golden Kamuy to a post 


After Them!

We usually don’t care about the pace of monsters or NPCs, but in a chase scenario, it becomes important. PCs or monsters moving a category faster than their pursuer/quarry have advantage on rolls to escape/catch them. PCs or monsters moving two categories faster will escape/catch up as a matter of when, not if. Think about a monster’s abilities when adjudicating this question; some will only use one or two of the movement conditions above. Fleeing from an air elemental should feel dramatically different than fleeing from a giant slug.

Switching Gears

Moving to a faster or slower pace is always possible when conditions are normal and the PCs are in no direct danger. If they are in danger, they can only move down the list, toward the faster paces. Assume they can move by one category per combat round or equivalent unit of time. If a party is moving Methodically and suddenly is drawn into combat, they probably can’t immediately pivot to Fast or Reckless retreat; they need to change pace one stage at a time.

Certain circumstances may almost force them to change their pace. This kind of procedure can add a lot of spice to something like fear effects; frightened characters can only move down in the pace list, toward the faster categories, even if they're not in direct danger (and they may perhaps be compelled to do so, even if other characters do not do the same).

Splitting Time

If the party is moving at different paces, assume that a faster group can take twice as many actions for every step separating them. But they should also get more limited information during that process, in accordance with the landmark/hidden/secret distinctions above.

Player-Facing or Player-Unknown?

I’m always fascinated by which procedures and mechanics are player-facing in a game, and which are not. I don’t think any of the above needs to be player facing. In the old-school context, I endeavor to adjudicate the dungeon’s reaction to the players accordingly, and the players trust me as a fair referee to present the dungeon’s response to their presence in a measured and plausible way. 

But making this mechanism player-facing has a certain appeal for teaching the playstyle to modern players. Divorced from the Strict Time Records of yore, modern/OC/5E-style players will choose to do almost everything Methodically. And why wouldn’t they? What is the incentive to go faster if there are no clocks, no wandering monsters, no proactive enemy responses to their presence? I believe the above procedure, or something like it, can help them grok the pros and cons quite well.

Tuesday, January 21, 2025

Always Split the Party

“Never split the party” is player advice, not DM advice. In D&D and other party-focused fantasy adventure TTRPGs, the DM should always be trying to split the party. OK, not always. But more often than most people think.

For the players, it is a sound tactical rule of thumb. But players should also understand that splitting the party may allow them to accomplish something that is worth the risk.

Both players and DMs should understand that splitting the party – when adjudicated well – is fun.

It’s Actually Hard to Cut Too Fast

I believe many DMs assume that a sequence of actions should continue until they reach their natural conclusion. I’ve gradually come to the opposite conclusion; that the DM should cut as soon and as frequently as possible, as soon as the player(s) currently “on screen” provide an opportunity.

If there is an opportunity to cut from one group of characters to another, I take it, almost every time. Every time there is a die roll… or a player pauses for a moment to think about what they are going to do next… or I just need a few minutes to think about how to adjudicate something unusual… I ask myself, “is there any reason not to cut back to the other PC(s) right now?” When I started asking myself this question, and cutting much more frequently, it didn’t really feel any different than PCs taking turns in combat, which is a form of spotlight-sharing most players are comfortable with already. 



If you're not cutting between scenes at least this manically, you're going too slow; animation by Picassotrigger8

It’s also a good tool to remind players of the importance of time; a lot of party splits in my games occurred because players wanted to do A, B, and C in different locations, and I would tell them something like “you only have time for one of those things, unless you’re going to split up to get them all done.” I also use party separation as a common deal to offer players; “you can all try to flee together here, but it’s going to take a roll, and you may fail; alternately, you can flee without a roll, but you’re going to have to split up.”

Fast cutting doesn’t work all the time; when a player wants to get into a longer, more granular situation (like an important (but not dangerous) social interaction) I prefer that the whole group be there, because it can get really hard to find good places to cut. But it has been a great tool for me, and it really makes me appreciate the core conceit of the adventuring party, where even when PCs split, there’s a strong magnetism pulling them back together. I’ve played in some modern-setting RPGs that lack that presumption, and even though I’m usually interested in what the other players are up to, it's kinda brutal to sit through long stretches where my character is offscreen. I haven’t had that problem in party-oriented games.

Tuesday, December 24, 2024

Modern Play Means Freedom From Restraint

Last week: The Big Difference Between OSR and Modern/5E Playstyles

To summarize last week's post, PCs in 5E and other modern games are free from social and political norms, institutions, and rules. And that freedom is more essential to the appeal of modern play than any particular combat loop or class power.

Examples are easy to find. Take Critical Role, one of the most prominent examples of modern-style play in the 5E age. Both the first and second seasons of Critical Role feature parties who violated laws, disregarded customs, and generally acted like real shitbirds. The characters were, to varying degrees, misfits and scoundrels. But they never faced the consequences that misfits and scoundrels would face in an OSR game. If they died, their deaths were dramatic and tragic, not mundane and tragicomic. And when they succeeded, their success was epic. Success wasn’t just a haul of gold to spend carousing in town. Both of those campaigns ended with world-spanning quests to save the world. OSR PCs who flaunted social and factional constraints the way Critical Role PCs would not save the world; they would die, quickly and unceremoniously.

Running 5E with an OSR mindset, I was constantly reminded of how many “get out of jail free” cards 5E characters had. That could be literal jail; at all but the lowest levels, most 5E PCs have a range of skills that trivialize mundane incarceration. But it also applies figuratively. Factions simply cannot hope to constrain PC action in a modern game in the same way they would in an OSR game.


Dragon

Dragon by Millennium Hand


And this distinction is not unique to modern vs. OSR play. A huge part of PBtA-style games, and other story games, is tools baked into the core of the game that explicitly create leverage and seed consequences for disregarding social rules and laws, or for recklessly standing in opposition to powerful factions. Faction play is still useful in 5E; if nothing else, factions have numbers and time on their side, so they can act against PCs even in modern-style play, because those PCs simply cannot be everywhere all the time. But it takes a lot more work to make it happen.

Listening to 3d6 DtL’s Arden Vul podcast, I was repeatedly struck by how the idea that “the world reacts to your actions” created situations that the players could at best hope to endure, not overcome. When a dragon shows up and makes demands of the party, it is not a dramatic cutscene. It is not a preview of a boss battle a dozen sessions down the road, in which the PCs will almost certainly prevail. The dragon is orders of magnitude more powerful than the PCs, and if they don’t understand and appreciate that, they will die, suddenly, ignominiously, and deservedly.

To turn the question around, I have also found that modern-style players can adapt quite quickly to OSR play. When I run Knave for players who have no background or investment in the OSR, they very quickly grok the danger their characters are in, and intuit the risks of acting in defiance of the world they find themselves in. They start asking more questions, thinking further ahead, and generally taking the world and its factions seriously. Give a player a character with 2 HP and a rusty knife, and they don’t need you to explain styles of play to them; they figure it out very quickly all on their own.

Tuesday, December 17, 2024

The Big Difference Between OSR and Modern/5E playstyles

I ran D&D 5E for years with a behind-the-scenes OSR mentality. There are a lot of good reasons to apply an OSR mindset to a game for players with a modern (or “OC” or “neo-trad” or whatever) playstyle. Even if the players have no idea what OSR means, applying OSR principles to prep and adjudication creates a more immersive, convincing world, with more challenging obstacles and more rewards for creative play.

But systems matter, and not every OSR principle can apply to a modern game just because the DM has internalized the Principia Apocrypha. The idea that “the answer is not on your character sheet” is not going to translate when the system itself is very loudly and consistently telling players that many answers are, indeed, right there on their character sheets. And there’s no easy way to undo the super-heroic power level of PCs in modern play, without hacking 5E into a different game.

When talking about the modern style of play, as opposed to other cultures of play, we often focus on fluid, action-packed combat, where characters have specialized roles and neat action loops. And that is part of it. Certainly that’s a big part of D&D 4E and (to a lesser degree) D&D 5E. It’s part of Pathfinder. And it’s part of the new crop of games that rose in the wake of Hasbro’s self-inflicted OGL debacle.


No special relevance to the subject of this post, just a really cool image


The Real Fantasy Behind Being Superman

So everyone understands that modern play features superheroic PCs who fight more like the Avengers, rather than fighting like Fafhrd and the Gray Mouser. But what is also interesting (and comparatively less-discussed) is how modern play changes gameplay outside of combat. Superheroes remain a good point of comparison to illustrate the difference.

A key part of the appeal of superheroes is their ability to act unilaterally, as individuals, without negotiating with or deferring to society’s rules. This expression of independence can be simple and direct. A heroic vigilante acts in defiance of law enforcement… but in a way that the audience mostly views as moral and correct. 

But it can also be a less literal form of unilateral activity, of defiance. I will posit that so many superheroes can fly because the idea of freedom from the law of gravity is a form of rebellion against law itself; in other words, flying is not a common fantasy because of something intrinsic to the act of flying itself, but because the act of flying is fundamentally a rejection of the rule of gravity.

Freedom is what really defines the power fantasy that many people explore when they first dip their toes into TTRPGs. A kid playing their first superhero RPG doesn’t want to be Superman so they can lift a bus over their head, so much as they want to be Superman because nobody can tell Superman not to lift a bus over his head.

Next week: Modern Play Means Freedom From Restraint

Tuesday, October 15, 2024

Roleplaying Games Are Nomic Games

Roleplaying games, particularly in their most freeform state, are often a kind of Nomic game. Per Wikipedia:

Nomic is a game created in 1982 by philosopher Peter Suber, the rules of which include mechanisms for changing those rules, usually beginning by way of democratic voting.[1] The game demonstrates that in any system where rule changes are possible, a situation may arise in which the resulting laws are contradictory or insufficient to determine what is in fact legal.

Initially, gameplay occurs in clockwise order, with each player taking a turn. In that turn, they propose a change in rules that all the other players vote on, and then roll a die to determine the number of points they add to their score. If this rule change is passed, it comes into effect at the end of their round. Any rule can be changed with varying degrees of difficulty, including the core rules of the game itself.

Peter Suber’s book, The Paradox of Self-Amendment, is available here. Appendix 3, beginning on page 199 by the PDF pagination, is about Nomic. But the Wikipedia summary is sufficient for understanding the basics.


Calvinball

Calvin and Hobbes by Bill Watterson


The logic behind Nomic subtly influences many kinds of games. Calvinball from Calvin and Hobbes is, of course, explicitly a Nomic game. It lacks the rigor of Nomic, as well as enough players to incentivize negotiation through voting, something Nomic’s rules specifically identify as an issue: 

Two can play, but three or more make for a better game. With only two players, there is no (initial) difference between unanimity and majority rule, which takes away a lot of the fun. 

But in spirit, it is so accurate to Nomic that I wonder if Calvin and Hobbes creator Bill Watterson read the original Scientific American article and got the idea there.

Other, more conventional games have Nomic qualities, insofar as there is almost always a socially navigated layer of agreement above the actual rules of the game. Common games played with standard decks of playing cards, for example, typically have many variations or house rules. The game cannot begin until the players agree on the rules they are using.

Even if the rules and procedure of the game are unambiguous, unforeseen events can arise that can only be resolved by group concurrence; which is to say, through a Nomic overlayer. What happens when a card is accidentally revealed? Do the players shuffle it back into the deck? Discard it? Is it replaced or not? Even a decision as simple as ending a board game before anyone has won involves a group discussion of whether to just conclude the game without a victor, or set the pieces aside to continue later. 


Calvin and Hobbes by Bill Watterson


But TTRPGs are perhaps the most natural type of game to incorporate Nomic aspects. Even the loosest RPGs have some structure or rules; otherwise they would simply be freeform improv sessions (and there is nothing wrong with that; but it is no longer a "game"). And even the tightest TTRPGs, with the most intense procedure and the strictest rules, will inevitably require Nomic negotiation to amend and patch the rules, because as a game system, a TTRPG is an engine that produces corner cases, contradictions, and exceptions.

Nomic games cut directly to the idea of the social contract that is crucial to TTRPGs. Suber's anecdote about removing the rule that says "follow the rules" in the Paradox of Self-Amendment is instructive:

After Nomic was first published in Scientific American, a German philosopher wrote to me insisting that Rule 101 (that players should obey the rules) should be omitted from the Initial Set and made part of a truly immutable shell. He missed an essential point of the game. Rule 101 is included precisely so that it can be amended; if players amend or repeal it, they deserve what they get.

Surely everyone who has played TTRPGs – particularly at a young age – has encountered this problem, right? When my friends and I were kids, and D&D took the place previously held by purely freeform imaginary storytelling, we learned that while the rules were optional, we had something to gain by the constraints they imposed. The need to abide by rules to keep a game coherent is obvious and intuitive with a board game, and even more explicit with a video game, where (short of cheats and mods) one typically cannot alter the game’s rules much, if at all. 

But TTRPGs give the players more freedom than almost any other type of game. And with that freedom comes responsibility. There are no guard rails preventing you from changing, distorting, and ruining the game. And that’s what makes TTRPGs so fascinating.


Calvin and Hobbes by Bill Watterson


Tuesday, April 2, 2024

Searching for the Answer

“Is there anything else interesting?”

“I look around some more to see if there is anything unusual.”

“I search the whole room for anything useful.”


Anyone who has GM’d more than a few games has probably heard variations on these statements from players -- particularly in games with serious exploration elements. The players know (or at least suspect) that there is something worth interacting with in the space. Something that will get them what they want – treasure, information, or an edge in a potential conflict. So they ask again for more detail on the place they're exploring. And ask again. And again.

I don’t think players are intending to misbehave here. Navigating a shared imagined space, primarily through question-and-answer, is difficult in the best of circumstances. The players are trying to engage with the fiction. 

But when players try to move forward by repeatedly executing general searches, it feels like moving around the room in a video game while blindly spamming the action/interact button. That’s understandable when you get stuck in a video game, as there are limited ways to communicate with the game. Sometimes you have to either look things up, or brute force it.

But the GM does not suffer from that limitation. The players can (and should) ask any number of variations on their questions. The GM just needs to help them understand how that dialogue works.


An AI-generated image of a pawn shop crowded with weird objects


I’ve found it helpful to explain that when players want to extract more information from the physical space their character is interacting with, one of two things is possible*:

  • When I (as GM) introduced the fictional space or set the scene, I listed everything that was of interest; I did not purposefully omit anything their character would be interested in.
  • If there is something they would be interested in beyond what I identified at the beginning of the scene, it will only become apparent through deeper interaction with the objects and people already established.

*I suppose that “I forgot something” is another possibility, but that’s not something the player can solve; I need to correct those errors on my own time.

It can also help to simply prompt the player to be more specific. The illustrative examples I provided at the start of this post are characterized by their ambiguity and generalness. So the GM should ask more questions to advance the scene. 

  • What do you mean by “interesting”? This tomb has been sealed for a thousand years, there are many “interesting” things within it. What specifically would be most interesting to your character in this space? 
  • What do you mean by useful? Were you expecting to find something in particular in this space? What particular problem is front-of-mind for you right now?
  • What do you mean by unusual? You’re exploring an alien spaceship. Everything about it is fundamentally unusual. Where are you focusing your attention?

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