Thursday, August 24, 2023

On Playing Raw: Nasty, Brutish, and Undercooked

This image has made the rounds in some RPG servers in the last few days, where it has been the subject of much clowning and gnashing of teeth.


It is, unfortunately, real, and I did look at the original site. To be sure, there was plenty to laugh at both in the entirety of the above-excerpted piece and in the rest of the site. Much of it was baffling. Other parts I didn't have any particular disagreement with. All in all, it didn't seem to merit any commentary or response. Until I saw this other bit of the home page. 

I'm pretty sure 'JC' means Jeremy Crawford
The alternative sounds impious

The fifth and third points? Good and fine. The fourth point is mixed, and I think it makes a mistake by associating DM fiat with adversarial play. It's the first and second points that draw my ire. 

Are 'the rules' (here referring by default to the rules of the Current Edition™) complex? Sure. But there's a big jump from that to 'DMing is hard.' This is the exact opposite of the message I want to send to beginner players—and especially beginner DMs.

Can DMing be hard? Sure, in the same way that playing chess can be hard when you're playing at a high level against a seasoned opponent or under strict time pressure. This does not mean it must be hard. In particular, putting these two statements together implies that DMing is difficult because the rules are complex... and that just isn't true. 

Gaining rules knowledge can take a while and benefits from focus and experience as a player, but it's far from the toughest thing about being a DM; and it's definitely not the thing which most improves the play experience. If I had to rank all the most important aspects of being a DM, rules knowledge would be well below the mid-point, because unlike many other aspects of the DM's craft it does not benefit from the DM's privileged position. 

The DM can rely on other players to know the rules inside and out and inquire with them when a ruling seems uncertain, but pacing a session cannot be offloaded onto the players, for whom a veil of ignorance must be drawn lest the events to follow lose much of their power, and maintaining order and cordial relations among the group depends on the DM's special role as a group arbitrator. These things are far more crucial to the craft of a DM than mere rules knowledge, not least because they transfer from game to game even as rules knowledge falls by the wayside. These are also, crucially, intuitive and social skills rather than regulations to be memorized and effected. I am sure there are people for whom such things come as easy as breathing but memorizing a rulebook is a horrible imposition; such people will lose little from switching to rules-lite systems. 

The sort of DMing I do is (I'd like to think) quite difficult. In my upcoming AD&D game, for example, I've gone out of my way to make things harder for myself. I've just about rewritten the PHB for my players, made custom programs to generate weather by time and location, and I'm implementing a whole bunch of homebrewed subsystems. I would never recommend that any DM begin running a game this way. A simpler game, starting from the printed rules but loose with them, is an excellent starting place which will serve both DM and player much better than an insistence upon RAW. 

I can't help but think that the prevalence of this attitude contributes, and is perhaps the primary driver, of the 'DM shortage' which is claimed to exist in the 5e space. I don't play that system anymore, yet it still matters to me; fewer DMs means fewer people, especially new players, actually playing the game, and more participating in peripheral activities like watching shows, listening to podcasts, and reading about the game. To be sure, I do all of these things, but they are no substitute for the genuine article, and their prevalence can lead to mismatched expectations about what play is actually like. 

This attitude can seep in early. I can't for the life of me remember exactly when I first heard about tabletop games. I do recall my first year of high school, when I spoke to someone who had played in a campaign the previous year. I was excited by the prospect of the game and expressed a desire to make my own world. I was told flatly that this was a bad idea; much better to learn by running published adventures. Years later, I know this to be false. Never mind that, at the onset of the hobby, one began to DM not by running pre-published scenarios but by constructing one's own town, wilderness, and dungeon. The published modules available today, by and large, vary between mediocrity and crap, both in the case of official corporate modules and those prominently displayed in online marketplaces. These are products which neither teach essential tools (like how to properly run a dungeoncrawl) nor point the DM towards some ideal of play: even if run exquisitely according to the book and rules, what emerges is a railroaded slog. 

I may have lost some readers with the last paragraph, sensible and reasonable readers, whom I might have otherwise persuaded. But... seriously. This cannot be the standard. It's an impoverished shade of what the medium can do. When I imagine playing in a game like this for an extended period of time, I get the feeling of a man drying out in the baking sun. It is the reduction of this wonderful hobby to a mercenary service and of the DM's craft to a mechanical operation perfectly poised to be replaced by a cheaper and more effective mechanism. I don't tolerate it and neither should you. 


I will take a moment to rant about the RAW attitude on display above, though it was not my original intention: the original site states, regarding the choice of a novice DM to modify an encounter in order to challenge a character with an optimized PC,
It is grotesquely unfair to the player(s) involved, who may have invested dozens of hours into building their character under the perfectly reasonable assumption that the expensive rule books that they spent their money on would be the rules that the game follows.
This one sentence is a nesting doll of terrible ideas. How, exactly, is it grotesquely unfair to make a variant guaranteed-hit lightning bolt, in a way that it would not be unfair to include an upcast magic missile, or, for that matter, simply introducing Tiamat? 

Further, these players may have invested dozens of hours into building their characters? In what world? I don't disbelieve that there are players who spend longer making characters than they do actually playing them, but why is that the assumption?

Finally, because players have purchased expensive rule books, the DM is under some obligation to conform to them? This is the assumption that the DM is providing a service for the players who, as customers, possess some rights and protections, as opposed to the assumption that the players have been invited into a group experience in which the DM possesses some special abilities and responsibilities. 

It should be no surprise that this fellow is, in fact, marketing himself as a DM-for-hire, and is moreover a former Adventurers League DM. I consider myself blessed every day that I was not introduced to the hobby through that medium. 


DMing has a very high skill ceiling, but the floor at which an enjoyable game is played is low indeed. I have, myself, run games which were quite poor on a technical level and which were hardly better paced or organized: my players still came back, and they got to see a much better game grow as a result of their trust in me. One of my close friends, who had never interacted with the game until a couple of years ago, sat in on, and then became a player in, my last campaign. They have now for many months been running their own homebrewed campaign in 5e: it's a riotous, ridiculous farce of lobster cult secret police suppressing journalistic ventures to discover the secrets underneath a vast conspiracy, and all the players there are having great fun. My cousin, nine years old, is starting to run his own homebrew campaign based loosely on 1e rules; every time we meet, it's all he wants to talk about! None of these games or DMs started smooth or proficient in the rules—players developed a loyalty to them anyway. 

This is because the act of roleplaying, the burning creativity available when people come together in this magnificent game, really is just that appealing and enjoyable, so much so that it takes serious dysfunction on a personal level to make it actively unenjoyable. But it relies on the openness and freedom that distinguishes the role-playing game from all that came before it, both on the part of the player and DM. It is exactly that freedom that a misguided, absolute appeal to RAW threatens to smother. 

Friday, August 11, 2023

The GM Is Dead, and we, Murderers of All Murderers, Have Killed Him

With apologies to Joyce: only big titles for small posts on account of the sound. 

Some time ago, I stumbled on this thread: it's a very, very detailed review of a Paizo adventure path from the 3.5 days, on a forum called the Gaming Den. I'm not in the habit of reading RPG forums, and I've never played D&D 3.5 or any of its cousins. I can't for the life of me remember how I found this or why I chose to read it, but I did. 

It is fascinating. 

Not the interminable room-by-room summaries of every single dungeon in the book, that stuff makes my eyes glaze over. It's the stuff in between, the opinions in the margins and the arguments that erupt. This thread is, in reality, a type of fantasy fiction. Reading it, I was transported into a strange and different world: a world where monsters are discussed in terms of 'beatsticks' and 'closet trolls', players are assumed to have whatever magic items they want and can afford, and characters go from level 1 to 20 in three months. 

I'm particularly interested in a vitriolic little exchange that starts at the top of the third page of the thread. I'll summarize:

A: By the time the PCs can cast sixth level spells, they can shit gold and gems if they want! They should be spamming planar binding and getting xorns to dig priceless diamonds out of the elemental plane of earth!

B: No, if you go over the Wealth by Level in the DMG the DM is supposed to take the excess money away from you, and if you want henchmen you need a feat. Stop passing your houserules off as actual rules.

A: No, it's a character building guideline, and it's not a houserule to put together the rules for various spells and see the PCs can generate infinite wealth at this level, also there are other ways to get henchmen and hirelings. 

B: Only in that everything in the DMG is a guideline, the DMG says to take OP abilities away from PCs, and since the WBL table goes up to a million at level 20 it can't be infinite at level 9, also planar beings and wishes will screw you over.

I'll stop. 

As best I can tell, the claims are that, by combining a few vanilla spells that allow one to control or transform into beings that can create wealth (like genies) or can work for the PCs (like xorn) it is possible for the PCs to make way, way more money than the game anticipates. 

Now, I don't have a dog in this fight, rules-wise. What interest me are the norms of this discussion. Namely, this is being argued in terms of legitimacy rather than merit (my girlfriend is a constitutional law nerd, and she's insisting that this is an argument between originalist, textualist, and, on my end, judicial activist modes of interpretation). What is asked here is not "how would implementing this set of rules improve or impair the experience of the game" but "is this what the designers intended."

I needn't remind the readers of this blog that, once upon a time, the game was only house rules: the culture of kit-bashing and designing bespoke systems in the OSR sees to that. There is also a culture of interpretation: reading over the 1e DMG and OD&D, crawling through the attics of innocent Wisconsonians for scraps of old notebooks, and holding forth on initiative rules with nigh-Talmudic seriousness. I confess to having done some of these things. But I also maintain that the question there is "How did the original players think, and what can that teach us?" as opposed to "What was the intended method of play, so we can do that."

It matters not a whit whether the authors of the 3e DMG wanted you to take excess wealth away from your players, only what effect this has on the game. Your game, at your table. 

That's the crux of the issue, I think. Partly as an edition thing (with the increased focus on character-building as an aspect of gameplay), partly as a community thing (with the rise of character-optimization communities, especially on online forums), partly as a business thing (make sure everyone is playing with the published rules, in the published settings, using published adventures, so that they buy our books) the experience of the game for many players has shifted away from the experience of playing at a given table, characterized by a particular DM and players with their own faults and foibles and opinions and houserules, and towards the partly-imagined experience of playing a sort of platonic ideal D&D, where the rules always work as intended and the setting is exactly as published and the game is a regular progression of CR-appropriate combats atop masterful battlemaps. Both DMs and players do this (I know I have, especially in times when I didn't have a regular group). I can't help but think that Joseph Manola's writing about RPG books as fiction is relevant here. 

The result is the argument summarized above, appealing to the rulebooks without a thought for how this affects the experience of play or the world of the game. 

My own, possibly controversial opinion: characters in double-digit levels using magic to create vast sums of wealth, far more than they could gain through normal adventuring, is not necessarily bad. 

There are caveats. It is bad if it damages the play experience, or runs counter to the setting. The adventure path assumes a game and setting wherein getting paid thousands of gold pieces to adventure is something desirable and appropriate, in which there are many characters of this level and higher, who do not themselves have infinite planar wealth. Leaving the world-saving mission to go make a ton of money by spamming spells would indeed be destructive to this playstyle and game. 

But let's imagine, starting from this principle, what such a world might look like, where the right combination of magic spells can yield endless, untold riches. What would a PC that has done that look like?

The first thought that comes to mind for me is the sorcerer Maal Dweb, from the short stories of Clark Ashton Smith (The Maze of Maal Dweb and The Flower Women). All-powerful, surrounded by wealth and wonder, and incapable of enjoying any of it. Clearly not a character devoid of drama, or ill-fitted to appearing in an adventure game, whether as a player character or an antagonist. All it requires is recognizing what sort of game, in terms of style and genre, the rules imply we are playing. Justin Alexander made this case in an old post (actually, almost as old as the adventure under discussion in the thread), that people like to stat up their favorite fictional characters as 20th level D&D characters (this specific incarnation is more of a 3e thing, since that's when 20th level got codified as the top of the usual power curve, but Gygax was statting up Conan as a teens-level fighter/thief multiclass decades earlier, and it was just as silly then). Luke Skywalker is the bestest jedi ever, so he's 20th level, right? 

Well, no. Not just because 'levels' is a silly thing to apply to fictional characters wholly outside the framework of an RPG, but because the sorts of things a character can do is heavily dependent on the genre and the kind of story being told. Need I remind everyone, Inigo Montoya is second level (yeah, yeah, and Gandalf is 5th). 

Just because you paid for the whole speedometer doesn't mean you should use the whole thing. Just because you have a system that goes up to 20th level doesn't mean you need to put all your GMPCs at that level. A lot of settings would benefit from bringing down the power curve, stats-wise, in order to make some more sense. 

Conversely, extrapolating from the rules in any edition of the game and hypothesizing what a high level character would look like in the fiction of the game gets us high-fantasy pulp stuff, or superheroes, depending on the edition. Lean into that! The old AD&D modules topped out around 14th level, and those had you taking on the avatars of evil gods! 20th level characters should be ruling nations, leading religions, and getting into wars/negotiations with extraplanar beings over blood diamond mines on the lower planes. Recalibrate your expectations! 

After a fashion, I feel sympathetic for these guys on the thread. They've run into the contradictions between the ruleset and the explicit setting, and are flailing around to fix it. They're going about it the wrong way, but clearly they're trying to fix a problem. 

Now, am I suggesting that the approach above leads to a good game? No. But I do think it should be interpreted as an opportunity for drama and conflict instead of a bad rule in need of fixing. To any GM faced with such an issue, I must ask, where do the items conjured by, say, a genie, come from? Maybe in your setting the wish spell simply creates matter from nothing in the desired configuration. If so, you may have some setting implications to think through. But maybe it doesn't. 

In my games, items like the Everfull purse, which creates small amounts of coinage apparently from nothing, actually steal the coins from elsewhere: the coins are randomly teleported into it, the closer the more likely a given coin is to be teleported. As a result, such items are illegal, and it becomes very difficult to use them to create a stockpile of infinite wealth; you end up stealing from yourself. Some might interpret this as a mean-spirited ruling to nerf the players, but I must heartily disagree: this is keeping up the drama. If a PC uses the above methods and tries to make infinite wealth by turning into a genie, where does that come from, and what does it imply? Does it perhaps come from the coffers of some other genie? After some time, will many such beings discover they are being stolen from, and seek out the miscreant abusing their powers? When an efreet rewards a PC with money, is it perhaps coming from the efreet's own stash on its home plane, or perhaps borrowed from another, to whom it is now in debt?

A related question: if a player shapechanged into a genie can make infinite wealth... why aren't the genies also doing this? Or are they? Or does this run the risk of crashing the magic item or gold market? Are there regulatory bodies, terrestrial or planar, that come after them?

These are all questions which lead to more drama. The problem with 11th level characters using shapechange to make tons of money isn't that it breaks the wealth tables, it's that these reviewers are arguing this entirely on the plane of book rules rather than interpreting it in the context of the game world. It's assuming that the world isn't consistent, isn't interactive, that it doesn't bite back; that it exists only as a vehicle for the published adventure. 

I think that's a very sad way to run games. Let the players get in over their heads, and let there be consequences! Let them push the big red apocalypse button! A campaign that ends up with PCs on the run from genies because they're abusing wishes sounds awesome, and I'd much rather keep the possibility of such crazy scenarios occurring than squash them to ensure that the regularly scheduled adventure path continues as normal. 

As much as I've used published material in the past, and will continue to do so, I'm glad that my upcoming campaign is going to feature a lot more original stuff. When I read the stories from the oldest campaigns (including some that are still ongoing) I can't help but feel a white-hot energy there, a creative joy on the part of GMs that is essentially linked to their freedom in the absence of standards for what the game looked like. There's almost no published material that captures this; it is a delicate thing that emerges from the table, in actual play, and doesn't survive being pinned down and stuck to paper.