My Games

Wednesday, September 26, 2018

An empirical approach to studying GNS

GNS is a theory about tabletop RPGs, and while many people have discussed it in great detail, to the best of my knowledge there has been no attempt to test any aspect of GNS empirically. In order to test the predictive utility of GNS, I have designed the following study. I am primarily looking for a sample that is already aware of GNS, has a broad range of tabletop RPG knowledge and experience, and is active in this or other tabletop RPG communities.

The research topic of the following study is about the (empirical/statistical) predictive utility of GNS. This is a separate question from whether GNS is a valid framework to think of tabletop RPGs from a critical theory or game design perspective per se. At this stage, my hypotheses are the following:
  1. Are certain RPGs reliably labeled as G, N, or S?
  2. Do people's stated preferences for G, N, or S-style games predict their preferences for specific games, assuming we do find an effect in hypothesis 1?
I want to avoid discussing my personal opinions / expectations in order to avoid biasing the study. If I collect enough data to do meaningful analyses, I will report my results in proper APA format and discuss how I analyzed the data and provide interpretations of the results. I'm aiming for planned analyses, but I may do some exploratory analyses as well.

At the risk of sounding adversarial, I have zero interest in getting into a debate. If you think there are serious issues with the design and have suggestions for how to fix them, I can attempt to do so in a followup study. When I report the results, if you have criticisms of how I ran my analyses or how I'm interpreting my results and have suggestions for how to fix them, we can discuss that at that time. If your comment is needlessly confrontational, does not include a suggestion for a practical solution in terms of research methods or experimental design, or is not relevant to the stated research topic or hypotheses (e.g. it's about critical theory or game design per se), I will likely ignore you.

With all of that being said, here is a link to the survey!

Also, I would really appreciate it if people would check out my blog and fill out this survey for my blog as well!

Tuesday, September 25, 2018

SHIELDBREAKER: Play Report 3

This is the third session in what I'm calling the SHIELDBREAKER campaign, set in my Phantasmos campaign setting.



Characters

·       Jim CasperTartarian-Mutant Specialist. Working in a storehouse in the tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
          -- Player: z_bill

Kail: Mimic Knight (Fighter). Kail is a humanoid mutant, almost painfully bland with his stone-grey skin and coal black eyes. He actually sought out the shoglite parasite in order to feel special, and the change produced a sense of wanderlust in him. Now a mimic knight, he acts like a young astral Jack Kerouac, hitching his way around the cosmos/setting. He seeks out different ways to express himself to new people in new situations.
    -- Player: David Horowitz

Play Report

  • After defeating Asimov Dengo last session, the party headed towards Occulon's industrial complex. As one might expect from that crazy bastard, he overworks his employees, who cannot stop for even a second to talk. They needed to talk to Occulon, but he was locked away in his office and could not be bothered. Zeffre contacted them from the mesmerist network, asking them to retrieve a secret document, which glowed faintly in only their vision. The glow was coming from Occulon's office.
  • They created a Rube Goldbergian-level disaster on the assembly line and not-so-subtly blamed it on the nearby worker Toddward, who went into a panic. Security (Occulon's mafia thugs) and an aquorum security drone came to take him away.
  • The players used this as an opportunity to incite a riot, prompting Occulon to come out. In the panic, Occulon decided to kill indiscriminately, using his hard-light projections to mow down unruly workers. 
  • They investigated the office, finding both the document for Occulon (encrypted) and the second partial decryption of the SHIELD's location.
  • As the Doomsday Clock ticked closer to midnight, they learned from Arnold Tanaka that Terry and Barry were attacking The Forum and that they would be compensated by the overworked police if they took care of it.

  • They headed there, and found that while Terry was Punisher-ing the Forum, Barry was in his blue-phase, crying in the corner. Barry is not the brightest, and after conversing with him, they reminded him of childhood trauma, having no friends in school, and convinced him that Terry was just using him. He transformed into his red-phase and brutally pummeled Terry to death, tearing off his foldy flaps, then turned himself in to the police.
  • The document that Terry was trying to steal showed that both Barry and Terry were former patients of Doctor Hyborea, prior to release, and after committing further crimes, were then taken to prison.
  • Terry had also attempted to steal a corkscrew-shaped astrium looking glass. With this glass, the party would be able to enter the asylum on the astral plane while maintaining their "object" forms, which would be useful against the insane Doctor Hyborea.
  • Before heading back to Doctor Hyborea's mansion, they decided to check out the Grand Stable, based on information from the partial decryptions. Mr. Myce, the head of the Grand Stable network, was not available, but they conversed with the attendants at the nearby station. One attendant was a red-skinned naked mole-rat with hands like the nose of a star-nosed mole, and the other was a tiny grasshopper able to rub his appendages together to produce muzak. 
  • Through a pneumatic tube system across the Grand Stable network, they received a message from Mr. Myce that he was in communication with Arnold, and that they should come back when they have the full decryption. In the mean time, he provided them with tunneling gauntlets and two mirrors which reflect the light of each other.

  • They also took a detour to Zeffre's secret base. She informed them that the document they stole for her from Occulon was for a planned coup against her father, the Grim General. After some discussion, she convinced the party that her intentions were (reasonably) noble, and she now "owes them a favor".

  • On the way to Doctor Hyborea's mansion, they encountered a magi-SLIME with a wall of ice spell. After defeating it, they tracked it back to a cave containing several dead magi-SLIME and were able to recover two unidentified spells from their meridian cores.
  • They broke into Doctor Hyborea's mansion, and once in his proximity, used the astrium looking glass to transport to the asylum on the astral plane. 
  • Doctor Hyborea murdered the inmates, their “dead spaces” and his fractured mind filled the asylum with broken edges, gore, and various psychopathic entities. 
  • "Psychopathic" both in the sense of being psychic entities and being insane...
  • They encountered three entities. The descriptions were pulled from this table by u/semiurge on reddit, and I would encourage people to check out his work!
  • Arrogance: A toad standing on its hind legs, wearing fine raiments. It is haughty, abhors contractions, and enunciates with infuriating precision.
  • Misanthrope: A crawling tide of vermin, constantly devouring each other and rapidly breeding more. Speaks in a shrieking chorus.
  • Self-Loathing: A worm made of rusted and bloody weapons. Speaks with grinding steel.
  • Over a series of awkward, creepy, and Wonderland-esque conversations that I really wish I had recorded, the party made each of these three psychopathic entities confront their personal flaws and kill themselves.
  • In doing so, they returned Doctor Hyborea to sanity. Before leaving the asylum, they met two new psychopathic entities:
  • Honesty: Like a kind, fat old grandma; ugly on the outside, but warm and sweet on the inside.
  • Responsibility: Like a frazzled single-mom working three jobs to take care of her kids. Doesn't take crap, off-putting at first, but only because she is working so hard to do what needs to be done.
  • After leaving the asylum, the now (mostly) sane Doctor Hyborea gave the party the last partial decryption of the SHIELD's location, which seems to be somewhere deep in the labyrinthine Grand Stable network. 


And that's where we're leaving off, with what will hopefully be a fun dungeon crawl leading up to the conclusion of the SHIELDBREAKER campaign! I don't even need to do a "Breakdown", this was an awesome session and has me super excited for next time! I only wish I had recorded it because I think there was some really good stuff and I have a terrible memory for details, so I think I'm washing over some of the best parts :/.


Sunday, September 23, 2018

Phantasmos/SHIELDBREAKER NPC Reference Sheet (I made a thing!)

To help my SHIELDBREAKER players (or anyone who wants to use Phantasmos), I've made some Magic the Gathering-style cards for some of the NPCs. Since I haven't had as much time as I would have liked to do this, I've only done a handful of NPCs that my players have encountered, are relevant to the plot and setting overall, or that will be relevant for the upcoming session. One of them they haven't encountered yet but I think it's likely they will so I'm including it. I'll try to update this in the future to include NPCs they already encountered or future NPCs.

I generally hate doing stuff like this, in part because it's cumbersome and I have no artistic skills, but also because I have these very particular ideas in my head of what these characters look like and they don't look like these things, but if it'll help other people then I'll do it :p.

Also, if you're reading this and it is still September or October 2018, please take my survey!

Click here for the Session 1 Play Report!
Click here for the Session 2 Play Report!
Click here for the Session 3 Play Report!
Click here for the Session 4 Play Report!
Click here for the Session 5 Play Report! (Final session of SHIELDBREAKER)












Friday, September 21, 2018

Weird & Wonderful Survey September 2018

As a cognitive neuroscientist and data analyst, I like to take an empirical approach to decision making. I want to understand how people feel about and engage with my blog, both for the sheer curiosity of it, but also so that I can make the blog better, in a systematic way.

The survey should only take a few minutes, and it will help me make the blog better, so I would appreciate it if people could participate.

Thanks!

Click here to take survey

High Level Games: 5 Ways To Make Fantasy Worlds Fantastical Again

I recently started writing for High Level Games, I'm aiming for one article a month there. They're a cool bunch who provide each other writing advice, and I think being accountable to other people will encourage me to be a better writer. Whereas my blog is generally more about my personal ideas, my posts there will be more about general thoughts and advice in the form of listicles. This blog post is my advice for how to make a fantasy setting fantastical. It culminates in a one-paragraph micro-setting that's probably tighter and more broadly appealing than any of the micro-settings I've posted yet on here :p. Give it a look!

5 Ways to Make Fantasy Worlds Fantastical Again


Thursday, September 20, 2018

Antikythera Nova Pt. 2: Factions

This is the second part of my Antikythera Nova setting (first part here). I'm still not totally satisfied with my writing on that first post, but hopefully it's coherent and engaging enough to keep you reading (and if not, LET ME KNOW!). This post is about the various factions I discussed in part 1, in greater detail. I designed this setting from the perspective that most games in this setting would have players as humans from the KFP, but from a scifi/worldbuilding perspective I think the aliens are really cool, if I do say so myself :). I aim to complete this micro-setting in one more post which will discuss some of the technologies that either provide flavor to the setting or are core to it.

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Kaddai Federation of Planets (KFP): The history of the KFP extends as far back as the dark age of the Malik Tous. They have spacefaring and spacefighting technologies, advanced (although not post-singularity) computational power, and the ability to terraform planets. Very few communities within the KFP still directly identify with their Earth origins, although the most prominent cultures maintain elements of 21st-century African, Arabic and Semitic, and Southeast Asian cultures. The racial characteristics of humans in the KFP vary and do not conform precisely to 20th and 21st century conceptions of race.

  • One of the larger ethnic minorities are the Häksen, who are closer in appearance and heritage to Central Asian, Slavic, and Scandinavian peoples. During the dark age of the Malik Toas they were enslaved and cannibalized, and they are often scapegoated or stigmatized even in the present.


Hun-Long Confederation (HLC): The HLC split from the KFP shortly after the Malik Tous reached the Antikythera Sector, although their origins are rooted in several ethnic minorities which formed during the dark age of the Malik Toas. It is rumored that the HLC has integrated other factions of humanity which had split from the Malik Tous at one or more points during its journey. In over a century and a half since the HLC split, the KFP and HLC have communicated only to the bare minimum extent, and so there is much that is currently unknown about the HLC people and way of life. Technologically, they appear roughly at parity with the KFP.

Gabor: An alien species with smooth metallic blue skin, long gazelle-like hind legs, lean and muscular upper bodies, three long finger-like tentacles on each hand, and a slightly hunched forward stance. Their heads are round and featureless, semi-translucent, with a glowing brain-like organ floating in fluid inside their skull. On top of their heads are two medium-length horns, curved forward, which glow when channeling psionic energy. The light from their brain-like organ is an indescribable color, and this light seems to be something non-electromagnetic in nature, although it shares similar (although not identical) physical properties to electromagnetism. The light, often referred to as psionic energy, can be used to transmit information through a psionic network, transmit matter at faster than light speeds, and produce psychokinetic energy, among other abilities. Each psionic organ is like a fusion reactor in terms of energy production, however the death of a Gabor or the destruction of a psionic organ does not cause an atomic explosion or the dispersion of deadly radiation.

Given that the Gabor have only recently begun to interact with humans, and mostly on hostile terms, little is known about their civilization and way of life. Communication has proven difficult since Gabor and human physiology and psychology are so fundamentally different, but thus far the use of mathematics, specifically signal processing, has proven the most effective means of communication.

The versatility of their psionic abilities gives the impression of scientific advancement, but in fact, prior to interaction with the human factions, Gabor science was comparatively primitive, as they did not require technology to thrive in the way that humanity does. Their abilities gave them a major advantage against the human factions early in the war, but the systematic application of scientific and statistical methods by the human factions has rapidly closed this gap, and now the Gabor are attempting to learn from humanity.

The Singularities: Even more so than the Gabor, the Singularities is incomprehensible to humanity. Only the symbiotic transhumans who coexist with it can meaningfully communicate with it, or between it and the other factions. It has converted most of the matter on Earth and in the Solar System into sub-nanomachine "gray goo"; a pure computational space. In such a space where matter can take any form and information can be perfectly replicated, compressed, distributed, or processed, the distinction between physical and virtual/augmented reality becomes arbitrary. This surreal reality is the Singularities.

With great power, comes great expense. The exact goals of the Singularities are not understood, but it seems to be folding spacetime and penetrating other dimensions or even other universes beyond human comprehension. Maintaining the gray goo and performing these computations is enormously expensive, and so it uses its less resource-demanding transhuman symbiotes as heralds, scouting for energy-rich worlds, particularly those containing cintammani minerals such as the Gabor worlds, to convert and integrate into itself.

It is capable of manifesting approximations of eldritch beings from other dimensions within the gray goo, although the true form of these beings seemingly cannot exist within spacetime as we understand it. It is unclear whether it is binding these creatures to its will, or if the singularities has itself become an eldritch being, and is merely coordinating with its peers across meta-spacetime.

Tuesday, September 18, 2018

"Traditional" Fantasy Anathema

These are 20 races, classes, or other concepts that would be considered anathema in many traditional fantasy settings. Either these can be ways to subvert genre expectations in your world by making them non-anathema, or alternatively, the fact that they are anathema could make them plot points unto themselves. Some of these, such as the cults of the xenopantheons, could probably be a whole table unto themselves.


Anathema (1d20)Description
1. Chaos MonksThey have the martial technique and spiritual abilities of a monk but the bloodlust of a barbarian. They believe in cosmic balance, but unlike other monks, they believe that the world has become so imbalanced, that acting with rage and ruthlessness is necessary to restore equilibrium.
2. Green ElvesA forest-dwelling tribe of cross-bred orcs and elves. They are nearly as large and muscular as half-orcs, with short tusks, green skin, and black hair. They have pointed ears, a lean frame, and an androgynous attractiveness.
3. Objectivist Paladins (God-Killers)The closest mortals can come to the divine is to seek it from within themselves. To submit to a god or messiah is cowardly, weak, and will ultimately prove fruitless.
4. Nihilist ClericsThey believe the physical world is futile and reject both materialism and any divinity which acknowledges mortals. Their gods are eldritch and indifferent. They wish to enact an omni-suicide ritual. The ritual can only be accomplished by bringing peace and prosperity to the world; only when all have the luxury of contemplating their metaphysical futility will the ritual be possible.
5. Divine LichesMortals chosen by their gods to serve as their avatars. Their god serves as their phylactory, storing their soul within them, or within a relic. Their bodies degrade over time not due to mortality, but due to the metaphysical strain on their physical form. They undergo uncanny, divine mutations in the image of their god.
6. Geas AttorneysThose practiced in arcane and devilry law. They find legal loopholes to break geasa and other deals with devils, and bind devils through these pacts. They are occasionally "requested" to serve as public defenders in purgatory.
7. Soul DeadOn the verge of natural disaster, an ancient, enlightened civilization enclosed itself, committed mass ritual suicide, and raised themselves as undead. Over the ages, like monkeys with a typewriter, these undead eventually developed new souls and regained their lost knowledge, reopening themselves to the world.
8. Life GolemsA holy word is willingly imprinted on an individual, sacrificing their soul to host the word. They gain powerful supernatural abilities in relation to the word, but their personality is altered, and they are no longer capable of learning, growing, or in any way changing as conscientious individuals.
9. NamuhAn uncanny-looking humanoid species. Their facial features are just a little too big, or small, or out of place. Their body proportions are slightly off. Their expressions and body language, and their thoughts and emotions are different from and opaque to other mortals. They were created by a different god or pantheon than the other mortals, and laws of divinity apply differently to them.
10. Cults of the XenopantheonsThey see themselves as the adopted children of alien gods, creators of other life from other worlds. The powers they derive from their pantheon are divine, not occult, but alien and uncanny, and of a fundamentally different ethical and metaphysical sort than our own.
11. Church of the Third DimensionIt is traditionally held that ethics exists along two dimensions; structure (chaos to law) and valence (evil to good). However, some believe in a third ethical dimension, attachment, along which are the beliefs of upadana (passion), wu wei (non-action), and wu nian (non-thought).
12. Ex-ChannelerHoly people who make a deep personal sacrifice; while channeling their divinity, their skulls are opened and their pineal gland lesioned. They will never again channel their divinity or receive any kind of holy reward, but they disrupt any other divinity or divine channel in their presence, no matter how powerful.
13. Apocryphal ProselytiserIn a world where the divine are present, some still choose to believe in lost gods. Often merely charismatic charlatans, a rare few proselytisers have found a genuine holy book or relic of a lost god, and gain access to the lost powers of the divinity.
14. Druid, Locus of the Dam (Naacal)Those who, rather than serving nature, attempt to master it for the benefit of society. They use magics and technologies to manipulate nature. They are architects and carpenters. They control machines, aberrants, and undead as readily as nature. They are neither divine nor arcane and they reject ethical absolutism. Whereas druids believe in the inherent goodness of nature, the naacal believe in the inherent goodness of society.
15. CriticsOft-reviled, they are not creators, and they do not draw inspiration from the spirit. They refine. Although often accused of arrogance or ignorance, adventuring parties with critics are smarter, wiser, more versatile, and less complacent. Their parties defy the expectations of linear progression, challenging themselves and each other.
16. AdvocatesLike the Fool, traditionally their job is to serve for, and at the expense of, a king or noble. They dress provocatively and profanely (with tacit admission by the Church), always arguing against the ruler or against the common wisdom. They are brilliant, masters of argument, logic, and abstract or atypical thinking.
17. Barbarians, Path of the PedagogueAn unusual sect of barbarians who channel their rage towards argumentation. They are formidable logicians in their own right, but are often accused of over-reliance on pedagogy and arguments of pathos, verbal intimidation, or trolling. Nonetheless, they consistently out-perform other disciplines at swaying the opinion of the masses.
18. PolimancersPoliticians, those with "presence" (such as sorcerers), propagandists, saboteurs. However information is disseminated, they undermine it. Through charm and social engineering, illusions, psychological or psychic tactics, in rare cases altering reality itself, they undermine facts even in the face of concrete evidence.
19. Risen DevilsIt is easy to fall, but difficult to rise. As such, risen devils are rare, but are often the wisest and most powerful of the divine. Either they represent the concept of change, growth, and self-actualization, or they defy the notion of gods as abstractions for mortal concepts altogether.
20. AbsurdivinityAn ever-changing, uncanny being; disgusting, pitiable, uncomfortable, the way people look at the homeless. A divine argument against the notion of any fairness, order, or reason in the universe. In its presence, one is forced to confront that often good things happen to bad people and bad people win and that good and bad are irrelevant. The other gods are false, there is no afterlife, it's all a mass-delusion, a childish play-pretend power fantasy. In its presence, characters break the 4th wall and players must confront their own personal doubts and flaws.