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Ben
1:55 AM
@Shalvenay sorry I missed you on the weekend. People kept annoying me, visiting and such. Asking for IT favours.
 
@Ben hahah. what's up?
 
Ben
@Shalvenay Back at work again today. No rest for the wicked!
 
@Ben of course not
 
Ben
How's your engineering project going
 
@Ben still stalled, sadly :/
 
Ben
2:01 AM
Ahh. Bugger.
 
 
1 hour later…
3:03 AM
Hello again, internet strangers!
 
@JoelHarmon hey there
 
[wave]
What's new?
 
I spent much of the weekend working on my car
for RPG-related stuff, I'm trying to work out what bothers me about the d&d 3.5 alignment systems (and related)
how's everyone else?
 
@JoelHarmon alignment is a trainwreck and a half man
 
agreed
 
3:06 AM
@JoelHarmon doing OK, pondering a bit of gnollish stuff
@JoelHarmon I am very glad that 5e puts much less emphasis on it -- especially by removing the hard interlocks between race, class, and alignment
 
I'm poking around and found rpg.stackexchange.com/a/51367/28580
 
@JoelHarmon yeah, that's not a bad way of looking at it depending on your universe -- but at the same time, in 3.x, alignment's tangled with enough that it's a bit tough to replace
 
among the more meta-y things that bothers me: three of the alignments (xE) are basically unplayable as most people see them, and one of them (CN) is, IMHO, horribly abused by many players
 
The first challenge with alignment is that it's totally unlike anything in the real world, but looks like it might be similar. So folks get attached to reading alignment in conjunction with real-life morality/philosophy, and that... doesn't work.
The second challenge is that, as you've seen, the various alignments were never intended to be equally playable.
 
@BESW that, plus it's surprisingly hard to get people to even agree on what constitutes law, chaos, good, and evil
 
3:11 AM
It's a construct to justify the mass murder of sapient beings as morally upright.
 
@JoelHarmon that too -- I have that problem at times with "law" as I'm a due-process guy, which doesn't mesh well with many settings
 
@BESW it can be used that way, but it doesn't have to be
again, see definitions of good, etc
 
@JoelHarmon I'm talking about its origins.
Alignment only really makes sense if we look at it from the "how did this happen?" angle first.
 
I'm not super-familiar with 1e alignments, but that seems likely
 
And for alignment to work as a reason for PCs to be heroes despite all the murder, the PCs have to be toward the Good end of things and enemies have to be toward the Evil end. Alignment is back-engineered from a particular sort of story, to become a mechanic which enforces a game's ability to tell that story.
The further from that story the game moves, the less sense alignment makes.
 
3:14 AM
and then not only is the concept itself screwy at a minimum, the interlocks are sometimes screwball as well
for instance, even on the relatively grognardian NWN RP server I play on -- they allow lawful bards.
 
the alternative is to stick to the non-sapient end of the monster manual, or require all murder to be done under the umbrella of law enforcement or military
 
As editions like 3.5 expanded to try and encompass every possible sort of story one might want to tell, alignment got dragged into increasingly unsuitable territory.
@JoelHarmon Or, yanno, tell other kinds of stories.
For example, World of Darkness doesn't care about making sure the PCs are cast as heroes.
And Atomic Robo doesn't expect all conflicts to end with one side dead.
 
@Shalvenay I think lawful bards make sense; court historian/story teller is a perfectly good trope
 
@JoelHarmon yeah -- another one that gnaws on me personally are the alignment restrictions on the 3.5e Warlock -- that whole class is a victim of a designer tug-of-war, even.
 
@BESW I think the 'one side dead' is another thing that bothers me; I like to think that my NPCs run away sometimes
 
3:19 AM
Aye, D&D tends to paint itself into a utilitarian corner where the best way to neutralise any potential threat is to track it down and kill it before it knows you're coming.
 
I'm not sure how much of that is actually the system, vs. how the system is usually interpreted by players/DMs
so many people seem to miss the phrasing on successful encounters for experience
that, or they lazily just assume that only full murder counts
 
@BESW yeah -- it's hard to deal with that even with DMs who are trying to make things that aren't just murder-puppets
 
While there's no such thing as D&D, certain elements and traditions combine to create the murder-hobo.
 
yeah, in a "thieves' guild" themed one-shot I told the players explicitly that everything should be solvable without actual combat; second scene, first thing that happened was very nearly combat, when a player decided to scale the side of a courtroom
 
@JoelHarmon It's not about XP; it's about broader efficiency and win conditions. In a "PCs vs world" paradigm where the GM and the players are also presented as rivals (the GM creates obstacles for the players to overcome as efficiently as possible), leaving survivors is just giving the GM/world leverage to turn on you later.
 
3:25 AM
killing everyone leaves just as much room for story-driven leverage as killing everyone
 
Obviously the GM can do whatever they like. But it's the same reason murder-hoboes are orphans with no friends.
 
that's more the fault of the players
 
Players learn not to give the GM any more handles than absolutely necessary, when the GM's job is to yank the PCs around.
 
I have a hard time sticking with that kind of thing, too, but I know at least one player who writes 5+ page backstories for one-shot characters
 
@BESW yeah -- I'd blame the PCs vs World thing for murderhoboism more than I'd blame XP
 
3:27 AM
I reject the assumption that "the GM's job is to yank the PCs around."
 
@JoelHarmon So do I.
But we're not talking about universal truths.
 
but I'd have to agree that not everyone does
 
D&D's presentation of the GM/player interplay frequently creates an antagonistic social dynamic wherein the GM is trying to manipulate the PCs into doing what he thinks will be good for the game, while the players are attempting to retain as much character agency as possible.
 
@BESW I think the last part of that would need to be amended away from 'agency' and toward 'completing objectives/bypassing obstacles'
most of the rules for players aren't around choices they can make in game from any kind of personal/moral view, it's about murderhoboing
 
This ties back to alignment, in that choices like "Chaotic Neutral" are often made for the same reason that PCs have no families or friends: if you're Lawful, or Good, the GM has a better handle on how to yank your character around.
 
3:33 AM
that is, in a hypothetical DM vs. characters game, agency is only good for countering the DM's "moves"
 
ah, I need to re-read most of his articles
 
All of which just goes flying out the window if GM/player dynamic stops being antagonistic and instead a group treats everyone as equal collaborators in the storytelling.
 
(incidentally, I dislike the term 'player', because it implies that the DM isn't a person playing a game)
maybe this is why I tend to prefer Dungeon World for actually playing
 
@JoelHarmon Ditto, but I don't know of a good term for person-who-controls-a-single-character-in-the-story which people would understand.
 
3:38 AM
without being a mouthful to say, yeah
 
"Participant" is a decent generic for GM-or-player.
 
@BESW What about [Character Name] Master? To go with Game Master, Dungeon Master, and so on?
 
PCM?
@JoelHarmon You might find Lovecraftesque a hoot.
 
@BESW That's probably better - if you name a character the same name as someone at the table it could make for some awkward situations using my system.
"I am the BESW Master! Ahahahahaha!"
 
> There are three role types which are rotated amongst the players. Roles rotate clockwise at the end of a scene, that is, you pass your current role to your left and take on the role previously held by the person to your right. The roles are: Narrator, Witness and Watcher. If there are only two players, there are no Watchers.
- The Witness plays the main character.
- The Narrator describes the environment and other characters, and ensures the scene requirements are met which usually means revealing a new Clue.
 
3:42 AM
@BESW whereas, my rub is that I don't know how to treat someone as an equal collaborator in the storytelling when the story itself is a second class citizen in my worldview
 
I do like the idea of forcing all players to Narrate/DM/GM/whatever
 
My group usually likes having sessions with a single GM, but we've become very relaxed about passing the role around.
We don't adhere to the idea that "GM" is in some way a privileged or elevated position.
 
My "group" is more or less a pool of about 15 people from which games are created. There are about five DMs in there.
 
Sounds similar to @eimyr's setup.
 
the DM styles vary quite a bit, and feeling out those differences included an awkward but amiable discussion of how one player will never play in a particular DM's games
 
3:49 AM
Anyway, alignment: Many systems reject its reductionism in favour of more open-ended character traits.
 
there's a number of systems that don't even have that kind of thing
 
I thought Mage's Nature/Demeanour concept was interesting.
 
I'd prefer if it were more guidelines like that, yes
 
Lady Blackbird's keys are pretty awesome.
 
I also really like 5e's trait/ideal/bond/flaw
I'm not familiar with Lady Blackbird's keys
 
3:52 AM
In LB, you get XP for doing things in line with your character's main traits/goals. You can get lots of XP if you radically defy your trait/goal.
And XP can be used to buy, among other things, new traits/goals.
For example, one pre-made PC has the Key of the Guardian. She gets 1 XP each time she "hits" her key by making a decision influenced by her charge or protecting her from harm.
 
the only system I recall offhand that rewards alignment with XP is *world
 
5 XP can be used to buy an advance--another key, a character ability, etc.
If she ever buys out her key by severing ties with her charge, the PC immediately gets two advances.
Her other keys are Vengeance against the Empire (buyoff: forgive) and Warrior (buyoff: pass up a good fight).
That means you get rewarded for doing things that are in character, but you're also incentivised to have character growth and development.
 
I'm not sure I like that; it encourages characters to grow over time by changing their focus, but it seems too prone to abuse by simply always making it your goal to violate your stated goals
 
[shrug] Lady Blackbird isn't interested in setting up catchment systems for controlling people who'd rather be playing some other game.
Hitting keys is interesting and buying them off is dramatically significant, and that's enough of a control for people who like that kind of game.
 
I suppose abusers will tend toward games where they think their abuse accomplishes something. If LB encourages that as story, then they've abused their way into an interesting character and that's not likely the original goal.
 
4:03 AM
Even if the player is trying buy off Naomi's Key of Vengeance, it's going to take an opportune moment. Playing toward that is interesting and worthwhile.
Naomi can't just stop in the middle of the hall and have an epiphany; the group won't let that fly.
afk a while
 
can you make the assumption that the group will behave a particular way?
good bye
 
4:20 AM
I thought you were talking about The Shadow of Yesterday. I keep forgetting that its Keys were joyfully borrowed into a number of other games.
(Not yet played either TSoY or Lady Blackbird, but I've used Keys in D&D, of all places.)
 
hey guys, quick question, do any of you guys know of any cool live action fantasy series to look into? I am thinking of something like Fallout NukaBreak, but D&D themed
Like the Gamers videos, but no out of character stuff
 
No idea, sorry!
 
4:36 AM
all the trailers for warcraft just make me wanna watch live action fantasy things XD but i have watched all the normal things like LotR
 
@MC_Hambone There is, in fact, a D&D movie. I am not recommending it, just informing you that it exists.
Apparently I'm wrong. There are 3 of them.
 
@Miniman I knew there were 2, didn't know there was a 3rd! (have only seen the 1st)
 
@Adeptus The 3rd was released directly to DVD, for...some...reason.
 
@MC_Hambone Series: Legend of the Seeker, Shannara Chronicles, Xena. Movies: Eragon, Conan (x2), Red Sonja. Haven't seen 7th Son yet, but that's another.
 
@Adeptus Wait, they made a Shannara series? I suppose that was inevitable.
 
4:46 AM
@Miniman Pretty sure the 2nd was too. And I've heard they're working on a new D&D movie.
@Miniman Yep. Based on Elfstones, apparently. Been so long since I read them, I can't remember much of the books. The series is explicitly post-apocalypse Earth, which I think was only hinted at in the books.
 
@Adeptus It got explored in later books, which I haven't read.
The nice thing about a skeletal horse is that you can literally flog it forever.
3
 
5:49 AM
Good grief. Warning: NSFW.
 
@Miniman er, what's NSFW about it?
 
@Magician The noise I made when I read it.
 
Ah, fair enough.
 
6:19 AM
From now on, my alignment will always be Chaotic Rage.
No, wait. "Chaotic Rage!", with exclamation mark.
 
Well, if you're really chaotic, you should mix up the punctuation every time you write it.
 
@lisardggY Nah, Chaotic Rage is a feat Barbarians can take in 3.5e from one of the later splatbooks. It explicitly allows you to attack teammates while raging and protects you from the consequences because "it's just good roleplaying".
 
"Chaotic Rage‽" for example.
 
@BESW "¿Chaotic Rage?"
 
"Chaotic! Rage"
 
6:29 AM
!chaotic ǝƃɐɹ
 
...oricce gatah...
I also like Chaotic Stuff.
 
Yeah, that's some of my favorite stuff.
 
 
2 hours later…
8:14 AM
Hello
 
Yopp.
 
What's new?
I've heard some mentions... [snoops]
 
Hmm. It's interesting to compare the results for "how can I get" [gm-techniques] with "how can I make" [gm-techniques].
Hrm. [refines searches]
Ah, here we go. [gm-technique] questions with "how can I make" in the title are mostly about improving the game experience; [gm-technique] questions with "how can I get" in the title are more frequently about manipulating players into behaving a certain way.
3
 
8:34 AM
write a meta post about your findings
 
Heh. There's nothing actionable about it. Just interesting sociolinguistics with a side order of playstyle.
 
@BESW Still worth a meta post, for interest.
 
Is that a thing meta does? I'm not sure I've ever seen that.
 
You can "get" people to write better questions by replacing "how can I get my players..." with "how can I make my game..."
 
I dunno, GMs using social engineering to guide players' actions without engaging in explicit out-of-character discussions about play goals is a long-standing playstyle that I don't want to denigrate.
 
8:45 AM
@BESW I don't know either, but I don't see why meta has to adhere to the "questions only" rule. Meta is there for site governance.
 
9:18 AM
I'm not sure how to make it more than "I saw this thing about use of language on the site that I didn't expect to be the way it is."
 
@BESW You might check whether majority of "can I get" questions are challenged and the answers recommend a change in attitude. If they do then it would be a good guideline to make those querents ask the duck.
E.i. if you can't rephrase your question to start with "how can I make my game..." instead, you're asking the wrong question.
 
9:39 AM
Hmm. I'll poke that and see if something comes out of it.
 
 
2 hours later…
@BESW Ooh, I can't tell if it's a me-kit for killing vampires or a kit for killing me-vampires.
 
Also, I'm finding it really hard to believe enough people ever thought slayer kits were real vintage artefacts for it to be a lucrative business.
 
Also, I'm pretty sure the word "nosferatu" was invented in the 20th century. Or maybe late 19th.
 
Wikipedia says it's hard to trace prior to Dracula, and its earliest confirmable print appearance is 1865.
Like, making a quality vamp kit is an art. But selling it as an antique?
 
 
1 hour later…
12:55 PM
@BESW "side order of playstyle" would make a good name for a... wait--what are we naming these days?
 
@nitsua60 Mutant orangutans.
Which, coincidentally, would be a good name for a band.
 
Alright, then. BESW: @Miniman says "Side Order of Playstyle" would make a good name for a band of mutant orangutans.
 
@nitsua60 Whoa. That got meta.
 
@nitsua60 ...for a Holy Order of Knights.
@nitsua60 erm... maybe more like Order of St. Playstyle.
 
 
1 hour later…
2:27 PM
@Asteria Hello!
How's it going?
@Asteria Jsut wanted to say I found your recent question very interesting, having some similar experiences myself.
 
 
3 hours later…
5:06 PM
@BESW Seriously, people are stupid if they believe that garlic could be 150 years old -_- But nooo. It is truly from mid 19th century!
 
 
4 hours later…
8:49 PM
@Momonga-sama I don't know--there's some really old plants out there. Basically, I try not to be surprised at anything biological...
 
@nitsua60 Dude, seriously. It would turn into a rotten pile.
Even if it was sealed, the moist in the garlic would destroy it.
 
9:03 PM
@nitsua60 I think @Momonga-sama objects to harvested garlic bulbs, present in the kit, showing signs of freshness.
 
10:03 PM
I feel like there's an excellent campaign setting in this.
 
@eimyr Whaaaa?
Well. The auctions states 'garlic'.
 
10:38 PM
lol
 
11:20 PM
@Momonga-sama and shows pictures of said garlic, it's got a spot laid in the back of the case too. One of the comments tears the assembly to shreds over what a mess it is.
 
11:30 PM
Which comment?
 
I would like to see a mummy-hunting kit, though.
BTW, @trogdor, you could easily justify bringing Ajani into the Amaterasu campaign if you wanted.
 
@BESW yes, because I need more encouragement to bring in more characters XD
but that is honestly a great idea
 
Perhaps as a confused and reluctant subject of the Hip-Hop Pharaoh.
 

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