Friday, September 13, 2013

False Sensations


Tao of D&D's talks about Hearing Checks.

GURPS B358 has a similar table but only in ranges. Decibel reference would be useful.
Since the Average person should be able to hear this in the distance given, the Basic Task Difficulty Modifier would be +4 (routine or mundane). In D20 this would be a DC5. when circumstances have more Stress and Distractions then you can have TDM +0 or worse and for D20 about DC10 or worse.

False Sensations

Note that in the real world we have false sensations of sounds, especially when we are expecting it. The cool thing about this is that you can make failed rolls, quirks or disads, play in the way of false sensations.

in Fast Twitch Games and in Combat Simulations like Airsoft, we have a Ton of Sensation Noise and False Sensations. When I first began I was struggling to filter these out, and we learned a lot from our Captain and in about 7 years of playing.

There is this thing called Pareidolia and the Cognitive "hacks" our brain has to increase our response time by gaming the statistics its a foe before confirmation results in friendly fire. I've had about 4 friendly fire incidents where I accidentally took out an ally in 7 years of airsoft and a innumerable number where I was lucky not to hit them.

Friendly Fire and Decision Making is well discussed in The Art of Critical Decision making by Micheal Roberto in chapter 20 Practical Drift.

In the Game

What does False Sensations mean? It means the GM can F*ck you up. 

Seriously the GM can pull out sensations from inside his @$$ and play it on a character with disads and a circumstance that would fit well. Verification of information is a SKILL, which can be summed up by GURPS observation skill or a Multi-Sensory Skill like perception in some games. 

Getting back to the Game Applications of False Sensations - PCs will needs skills to verify and Noise is part of the game. This incentives a well rounded character or Old School Player Skill Virtues.  

I don't know where "ROLE-players" stand in Problem Solving exercises, because I get the impression such Versmilitude gets in the way. I on the other hand, I believe Information asymmetry adds to the believability and realism of a Story, because life is without enough certainties and too many doubts. Making bad decisions that hurt yourself, loved ones, your team, and your career, because of many distracting and noisy factors is just Simulative Decision making that pushes us to think of better strategies or try out other strategies. 

Its nice to Know that because of the growing number of people playing RPGs thanks to Roll20 I may find other like minds who will help me and each other grow and learn better problem solving through the games. 








Wednesday, September 11, 2013

Schelling Point again

Learning a new system, WH40K, I see the same Talents = Feats (d20) = qualities (SoIF) = advantages (GURPS) while skills are similar to skills in D20 and GURPS.

Basically in some systems there are things tasks you roll and you can buy certain mechanical benefits so that you do not have to roll. 

What I find odd is that in many such systems they cannot just make a simple linear cost to being able to do something vs how difficult the task is. to better explain my point, lets look at how GURPS resolves Fast Draw which is a skill roll but in many systems its automatic  when you buy an ability. 

What I like about making Fast Draw automatic is reducing the amount of rolls in my game and reducing the amount of requirements for a course of action to succeed (reducing complexity). So in D20, WH40k, SoIF and other systems Fast Draw is automatic IF you pay the points. 

But now that you've observe that, start looking at how some advantage grant an automatic success but does not scale with the cost of making the skill or the roll automatically successful. 

An example is D20, where you can sacrifice Accuracy for Power in the Feat Power attack. Why can't a untrained person make that economic trade off, of course less efficiently, when it seems such an intuitive leap even to an amature. Note that in D20 you gain weapon proficiencies and given the weight and cost of a feat it should have intrinsically some more knowledge and familiarity with the weapon. 


I find that some advantages like Lightning Calculator in GURPS or Eidetic Memory should have a corresponding cost or penalty when people are attempting such a feat without the advantage. It just makes things more consistent. But such a complain is addmitedly pointless because so many systems have that cognitive dissonance.

What this observation does for me is reinforce my authority as a GM in any system, as to when or what calls for a roll. Again I find my conclusion going back to Schelling Points

 
You automatically succeed in Tasks where you have a 12 or 60%+ chance (don't ask permission just assume you succeed) unless you are an opposing an NPC. I'm trying to reduce rolling for more special occasions or Schelling points so that I can give more airtime.

In situations where you are stacking the odds in your favor, keep track of your bonuses for me. So when you narrate or tell me what you are doing, you can focus on your part of the story and not worry about the system. Details, logistics, and preparation matter in Problem Solving very much but I don't want to roll for every detail. To keep information asymmetric I won't say the roll Modifiers nor will i say if you finish all that you've done.

I will assume, Your character does what he sets out to do optimally if that is his specialization or forte, (A matter of good faith) so know that all the bonuses that you may have missed the GM has considered but this does not guarantee success BUT it does clear up that you should attempt a different strategy if you fail. Don't worry about the rules focus on you getting the details or narrative right (which ever story telling method you enjoy). The ability to change strategy on your feet is important, even for me as the GM who will have to do the same for every player. 

Some emerging scientifically studied techniques Variable Priority Training is why turn order is important when GMing. my players who read this, should help me follow the turn order because its easy to loose track because there are "interrupt" or "reaction" actions that skip the turn order. I will try to cycle as quickly as possible for every player.



 

Monday, September 9, 2013

Mistaken Game, an Opportunity

There are so many new entrants to Games because of Roll20 they don't bother to read the fine print. My GURPS Modern Fantasy Game gets people who think it is DnD! Lolz

I should feel insulted, at least cautioned because these people didn't bother to think it through. If they didn't bother to even read the TITLE, that should be a red flag... but thats the thing. This hobby is not growing If I'm cautious and a filter out these new guys. Once they play DnD they are going to be playing that game there is a very low chance they play something else. The Game I'm running is MODERN FANTASY, with guns monsters and current events. Real or Fiction, it can find its way in the game. Intentionally a Kitchen Sink setting.

Sorry if it sounds bad to the DnD Guys but there are so many systems out there and not enough of the new guys are trying it IMO. I want others to try out GURPS, and eventually try out other systems like Mongoose Traveller (or Classic Traveller), Fate, Fading Suns, L5R, House of the Blooded, Song of Ice and Fire, etc. etc... (WH40k has ENOUGH people wanting to get into the RPG from the wargaming side).

People may complain about GURPS as they might, but we have the best Editing in the business. Check out our Errata and FAQ (no BALANCE ISSUES!!!). The system has not needed a new version since 2004, and prior to that it was in 89 was the previous versions. If Grognards want to talk value for money, editing, and comprehensive and well references books plus getting REAL WORLD EXPERTS GURPS is your game. Also the number of science geeks in GURPS is comparable to Traveller and Transhumanist Sci-fi fans.

So basically its all about Attitude. Turning this mistake into an opportunity, and using the opportunity to open people up to other RPGs.


Friday, September 6, 2013

Minorities in my stable of pregens

Exploring the modern world through games, I'm considering making my next batch of Pregens of something far less common and rather mundane considering Disenfranchised/Disadvantaged Minorities (to distinguish it from Elite Minority that typically rule).

Being a minority means being in a very weak position in society. The reason why the "weaker" is protected is because Democracy/Liberty does not means Might or Many makes Right (although most often forgotten; in at present Facts and Truth slowly lose their value).

Of course many people "feel" like a minority when they are in power, simply because its their first time to not-get their way that's another interesting dilemma that would be useful in game.

But being a real minority, under-represented and so few that no one cares if you and your people live or die is something interesting to play.

Please ignore this if you don't like this kind of clutter and overhead in your games...

I can't speak for others, I'm just guessing some people may feel the same as I do, but inter-connectivity has made the experience of being oppressed, a persecuted minority, more real and tangible than ever. Many liberties I take forgranted  are brought into new light, and degrees of seperation are overcome by empathy regarding the plight of such people.

What is strange is that playing a Psychopath or Sociopath is a more accepted norml and does not make people uncomfortable, but playing certain minorities can make people very uncomfortable. Sure the morality of a monster is a great vehicle to tell a story, but why can't playing these minorities be also.

In light of the persecution reminiscent in the last world war, i can't help but see the parallels and be fearful. Then the game in the brain takes over and curiosity wants to explore that fear and the emotions deeper. I can relate with these people to some extent, and can be made a social outcast by certain "mindset" if not for status and money.

Since we deal with Heroes and heroes need challenges to overcome, being a Minority... a persecuted minority in this day and age is something interesting to play.

at the risk of offending, I'm particularly curious about having characters that are LGBT and various minority faiths and circumstances. Most interesting is that if their circumstance, makes their beliefs or preferences harder and definitely there is a certain lacking of the same rights we have taken for-granted.

Several instances of complexity I can think off is inspired by real world events is the Philippine Hermaphrodite Runner, the canadian trangendered miss world contender, and of course the more controversial LGBT persecution in Africa and Russia. There is also the minority of Non-religious, and their killings and jailing in Sharia countries. Of course, educated and empowered women fall in this depending on the culture and countires.

Modern Day has many interesting and muddy issues and interesting circumstances and PEOPLES that would be too fun to ignore. A Game is as much a Vehicle of Story Telling, so why not deal with heavy issues? ANyway, its a game you can always turn down or turn up the gravity of the situation.

Anyway, the GM doesnt' have to explore it in gritty detail when he can see that people are uncomfortable, he can short hand the scene.

Thursday, September 5, 2013

Migrating to GURPS Spaceships

There has been no update on GURPS Traveller ship combat rules. Its really time to dump them despite all the effort I've gone through making a spreadsheet, doctrine, and consolidating all the rules from all the various sources in my notes.

Spaceships has support, and plug in rules for GURPS mass combat for fleet action.

I was talking to +James Austin since he has the books and I was able to learn what else it supports. It was a great coincidence that he was also a honorverse fan and we can talked munchkin.

Man they thought of everything, the best edited and proofread system and rules, and it's more science crunchy with game blogs that talk gurps talk science.

If you have beef with the rules, then call on the Men in black or Steve Jackson Games volunteers who will help you out - I'm an MiB too.

Its going to cost me about $90usd to get all of space ships and the pyramid articles but I have to wait till Xmas when forex is in my favor. Wish they had a bundle discount lolz.

Wednesday, September 4, 2013

Host and Guest Protocol in RPG session

Talks with +Ken Kthulhu regarding technical set up for his Dark Heresy game made me think about why its a hard job being the GM.

I can compare it to being a Host and your players Guests. since there is no convenient etiquette protocol to reference I will supply my cultural hospitality protocol in Hangouts. (note that in Real Life Face to Face, these protocols are just ideal in polite society... gamers who wish differentiate themselves from Douches or D-bags may want to follow the protocol). 

Duties of a Host

Make Sure Guests are Comfortable, this includes making a comfortable environment - making sure your technical considerations for your Hangout Game is well in order.  
Take the time to entertain Each guest - GM facilitates and gives spotlight to each player.
Provide a means for other Guests to Busy themselves in the event - this is tricky, because it requires multi-tasking but in a Game either Face to Face or Hangouts.

Duties of a Guest

Its the Hosts's Event don't make it about you - when rules lawyers or dick players act out they are breaking this duty. In an event where there is out-game argument consider if it serves the game or it serves only your character. The GM is god and if he's not a douche he will work with you outside the game to deal with whatever prompted discussion. 
Guests Bear gifts, tokens of appreciation - well in games the GM forfeits this in exchange of emphasizing above, its Hangout/OnAir.  
As much as the Host makes the Guests comfortable, the Guests makes the Hosts job easier

And as in all things Deal in Good Faith. 

Monday, September 2, 2013

A little more imagination and empathy: Gamer Good Faith

I was having a discussion with friend about GMing and RPing, and we came to the topic of preparation and skills.

Personally I don't need the GM to make a big performance (unless it feels spontaneous and on a whim), practiced at improv, accents, and a lot of props prepared (virtual or actual). I look for a comfortable environment and trust. Everything else is really just made up of imagination, as +Christian Blouin put in the game "Its all in the theater of the mind' (I don't know where he was quoting from, but I remember it being a philosophy of the mind quote).

One big hindrance to imagination would be attitude. Lethargy would really hamper attitude, and checking to see how your player's day was actually prepares the GM how much effort he should allocate to power through bad moods or dispositions. I think i've covered that with a previous post in Emotional Energy.

Imagination can get hindered also by rules or technicalities. I noticed in a recent game I played, i was in "tactical mode" and based my narrative of that. I guess if the system was 3rd Gen RPGs that are focused on Narrative then I'd be inclined to give way to narrative and hold back my technical.

In that game I paid a small price for being reckless, I deviated from my plotted optimal strategy and suffered the predictable consequences. I guess in some systems you have to really master the rules to get it out of the way as it informs you on the best course of action.

My inner munchkin feels bad by the mistake but my role-playing part feels indifferent. I did do the research and should have trusted 2-months-ago Justin with his final analysis.

Back to Imagination AND EMPATHY fueling the creative side of the game I find myself talking about +Mark Knights Topsy Turvy Traveller post where he regrets certain GMing decision. As one of the players I didn't mind the Retro Feel and simply assumed the best of him (which is very Naive but I find a great way with dealing with people even though I'm the paranoid guy who looks for and sees risks everywhere).

The Empathy part of imagination was that I tried not to second guess his assumptions, because I need to trust the GM. I also try to do the same with all my GMs and Players (but as a GM I screen players). Trusting and Assuming the best in intentions is where I think one cannot go wrong, even if they are fooled more than thrice to learn. Its that empathy that makes all my Roll20 games enjoyable (I admit its Naive but its not like I'm giving anyone bank information).

It also helps that after many many hours of Debates and Flame wars, I learned my lesson about never assuming the Assumptions of another person. I can't read minds, I may have clues, but I will never know for certain their assumptions and motivations and the Diplomatic thing to do is deal in Good Faith.

Good Faith (a wikipedia link)
One of the business concepts that is in the tackled also in Philosophy, Ethics and even in Cognition/Psychology. You can say, its even a pillar of society because without it (or very very little of it) destroys economies, communities, and civilization.

Pretty much how Empathy is used as I talked about it above falls under Good Faith. but there is a Catch to good faith, you have to be clear in assumptions and proceed to communicate clearly and comprehensively. Often you will write and communicate like a lawyer being clear with your objectives, motives, and intentions.

I know it bogs down the game, but I do ask if certain moves are legal (unless its a Yes&/Yesbut game where there are no permissions) before proceeding. The problem which arises and triggers "Lawyery-ness" is assuming that your assumptions are the same.

(Even friendly) Arguments begin when we have contradicting claims, and there is need to peg assumptions and bring about the burden of proof. My policy is that if I'm not prepared to bear the burden of proof I'm not going to argue AND if the other person doesn't know how Burden of Proof works then I don't argue AND if the person doesn't know that assumptions have to be pegged down I do not entertain even a "friendly" discussion.

Its like sparring but the person doesn't know how to keep it non-lethal, its just gets lethal... and people get pissed and everything is ruined.