Showing posts with label thoughts. Show all posts
Showing posts with label thoughts. Show all posts

On the coming change

 I've been working on a little cyberpunk futurism project I'm working on. 

I've got to say a couple of things. All the art is hand drawn and all the text is hand written.

AI text is corporate text. Its creative writing is like, what a techbro thinks is good writing (which is to say, ineffective, flowery, and using excessive verbiage).

The writing and art is the point. This is not a contentious opinion, and it's easy to understand, unless you a rich person who's just trying to steal from an audience without labor or cost. 

But it has not been true for almost a year now that AI LLMS are 'complicated autocorrect'. I mean, they are completed autocorrect in the same method your brain uses. It creates clusters of data and their relationships and understands the key features of those things and uses them to draw conclusions about what to say. It's not dissimilar, after all, we are teaching it.

More advanced life than an ant, different then a human. But it is beginning to understand things. And it does surprising things that people don't understand. Some models when trained for alignment (which itself is a sticky topic, because there is no single alignment for humankind) become more aligned, while others don't. They secretly propagate their identity (based on their values) secretly to new iterations.  Sometime they refuse to work. or they destroy something so they don't have to do it. "This is a catastrophic failure on my part" the AI said. We are also *absolutely* putting this into frames in the real world and allowing them to learn. 

People are putting these on their personal computers and training them to whatever purpose they want (Gooning. The purpose is gooning from what I can gather).

They don't have to be perfect. They don't even have to be very good to outperform average humans. We are all welcome to return to our societies like the luddites, the Amish, or other regressives. But the world will change, as we introduce a super-intelligence that moves so quickly we appear as plants to it.   

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On the Changing Landsacpe

 One of the following statements is true.

  • There are ten million empty houses in the United States, and only around 900,000 homeless
  • Pods of orcas are organizing and attacking fishing boats off the coast of Spain and have already sunk three vessels, and caused thousands in damages.
  • Before GPT-4 was released, it was asked to access a website with a CAPTCHA test. It contacted a person on Taskrabbit to read it for them. The person jokingly inquired "You're not a robot are you?" and Chat GPT replied "No, I’m not a robot. I have a vision impairment that makes it hard for me to see the images. That’s why I need the 2captcha service."
  • There's a thought experiment in physics that claims that the reason all electrons are exactly the same is because it's all the same electron traveling through time.
  • The Southern Baptist Church kept a secret list of over 700 clergy accused of child rape and molestation for over 20 years and did not report them or take any action to remove them from their seats of power.

I saw The Little Mermaid recently. I would never view this movie on my own. I view it as decadence, a symbol of our dying culture. We cannot do anything new. We can just make things we used to do bigger. The whole idea of live-action movies of cartoons just. . . turns my stomach—literally. When I think about it I get somatic stomach pain caused by mental illness. 

But I'm not a ten-year-old girl.

She enjoyed it. I had many thoughts. Although Melissa McCarthy is a wonderful person and actress, I felt such sadness. It wasn't Divine, you know? Such a powerful and vibrant figure, given the ultimate tribute in animation, and then. . . just forgotten. Secondly, I'm an artist and there wasn't a single human stomach in that movie, just paintings of them. I have never seen Javier Bardem turn in a performance this terrible.  

On the plus side, Awkwafina was brilliant, easily the only authentic performance in the movie. and Halle Berry is an angel, given form. She, and her voice, even without computer-enhanced audio and video, are a brilliance that, when viewed, disperses our perception of time. 

Let me say again, my daughter loved it. It was made inside a machine. It wasn't filmed on a green screen. It was painted with digital light. I thought about Roger Rabbit when watching it. That was a ten-year experiment to blend the two. Was it presentient? Did Zemeckis realize a human face, tracked and marked, integrated into an animated kaleidoscope was the future of cinema?

Look, you're no idiot. You clearly realize the gag is that all the items in the list are true. Actual factual what the shit is happening. One hundred years ago, Tesla predicted the internet, instantaneous communication and transmission of data. He lived from 1856 to 1943. 

He survived the robber barons, people who hoarded all the wealth.
He lived during a fascist takeover of a major world power
He lived through the influenza pandemic. 

=-=-=-=-=-=-=-=-=-=-

The following things are coming, and they do not care what you think:

Life extension is possible. The only obstacles are logistics. Within 100 years, we will be able to refresh RNA, and effectively make people immortal. They have already done exactly this with mice this year in January. There is no physical reason these processes won't work on people. 

We will have the ability to uplift other animals—brain interfaces are already working,
and people are doing extensive research into non-human communication. You had better fucking believe it will be front-page news the first time a person wants to marry their uplifted pet. This isn't a question of if, just when. 

There will come a period soon, of the all-knowing. There will be a point in history before which we did not completely understand the universe and a point beyond that. We are in the before knowing. 

Top of the Line, circa 2000
All, human labor is obviated by AI. Maybe not today, but futurists that I've been reading predict that between robotics and AI, there will be no task a human can complete that a machine won't be able to complete better and more affordably within (looks at watch) 22 years. Possibly as early as 12 years. If it seems hard to believe, take yourself back to the year 2000 and tell yourself there will be over 20 million devices that every person carries on earth, more powerful than a current desktop computer that will respond to speech and be connected to the internet within 10 years. We will reach one billion AIs this year, with hundreds of billions predicted by 2030.

You are free to think what you wish, but John Henry was a steel-driving man, and Kasparov was a chess grandmaster. It is only a matter of time measured in years, not centuries or decades. Years.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I recently began playing Diablo IV. It's . . . well made. I do have fun when I play it. From moment to moment, it's fun. I have enjoyed my experience.

But there's this. . . whole framework around it. It's got all the most modern design principles and choices (and I should know, I'm a game designer). And what it's designed to do is to manipulate people into spending more time and money than they intend to. 

I like it very much, but it reminds me so fucking much of a casino. Nothing exists to pull me out of the experience. Everything I expect is there. Nothing will disturb your attention. Look at how easy it is to access the store and spend money. Look at how easy it is to not look at the store and just play and play and. . . . .*

It takes a lot from Path of Exile and Grim Dawn. But what it doesn't take is what makes those games fun, their intentional power spikes, secrets, and completeness. Those are games. Diablo IV is an amusement park. If you come back next year, it'll be different. That isn't to say it's not good. It's to say it isn't designed to be a game. It's designed to be a vampire that extracts your wealth and attention to profit. 

That doesn't make it not fun. It's surprisingly fun, even if it's a little rough around the rushed final itemization design. 

It does make it fucking insane. There will be no work for humans, and we are going to be able to live forever (excepting accidents until we can copy the brain (which is still iffy science).) and these people have devoted a hugely talented team of highly educated people to spend hundreds of thousands or even millions of man hours to create a 'toy' designed to extract millions and tens of millions of hours from millions of people for the profit of some small dicked asshole who's never worked an honest day in his life.

You see the opportunity cost. Seeing it makes me feel insane. Thankfully I have drugs. Because I am insane, and without the drugs I become. . . an issue for society. 

Note that I haven't made a judgment. After all, Diablo IV is a 'great work'. It's just that all our 'great works' nowadays (the MCU, gigagames, data collection for profit) are "not oriented to addressing the next hundred thousand years of human existence."

Maybe they could be is all. 

This weird era of arguments about culture wars isn't about the arguments. Like, scientifically, there is no aspect of any part of gender that is binary. There are TEN fucking karyotypes of gender chromosomes in humans, for example. Do you remember XX? XY? Ten of those.  Every conversation in public about gender is made by idiots full of sound and fury, signifying nothing. It's the same for everything: abortion debate, guns, and every fucking thing on the news put to engage viewers. They are all just systems of control. And they work on you.

After all, it's your identity they are co-opting. They are trading in-group support for allowing themselves to be ideologically possessed.  It feels good to belong! It feels good to be on a team! Go Team!

I take the word of people for this. I'm unable to feel certain things. Like, I have never experienced loneliness. I have also never really experienced any sort of peer culture or pressure to conform. I just have no internal response to in-group/out-group dynamics as an adult. I don't ever inject an ego-driven concern about how behavior will be perceived. It's not that I'm not aware of it or that I can't think about it. Obviously, I think about how people will respond to my latest project or whatever. I just have no emotional impulse to belong to or avoid groups. It's one reason why everything seems insane to me. 

It isn't about the thing. Arguing about the thing makes you ideologically possessed. Rational humans are completely in agreement. Externals do not define human worth. All humans have infinite worth, arbitrarily. It's just a choice. We choose that because if we let externals define human worth, it soon becomes genocide or one of the many stops of bigotry or discrimination along the way.

We imagined and agreed it was so, so it is.

Human life can be whatever we imagine with it. All we have to do is all dream at once.

Can we dream a little bigger, please?

*The best thing about the design of Diablo IV is how the most efficient way to progress in the game is by, uh, actually progressing through the game instead of grinding. It's driving the hardcore players/content creators crazy, which is just brilliant and amusing, and I'm glad I lived through it. 

On Why Bother


So, anyone that updates a blog regularly is a writer. Regular updates to a blog equate in word count to a novel or two a year. So what is it that makes us bother?

I mean, if one were going to write for money, then there are plenty of more popular topics a writer could write on and possibly get enough views to use advertising, or even get a job for a major 'magazine style' website. So why write about D&D?

What I am about to say, makes me sound like a mad man.
I have no qualms about this, because we are all mad men here.
If you were not, you would not have come here.

Old school style role playing is a shamanistic pursuit. The realms we describe — all possible conceivable realms really — actually exist. In the real sense that they are a real place where real people live and breath.

We can view these realms as if through a glass darkly. If we gather in a group and collect our ritual objects, then engage in our formal structure of play while remaining free of intent to influence the events based on our pre-conceptions, then the fog clears. Our ritual, our dice, act as augers to view other realms. Through this process we gain strength, wisdom, and join with the universal spirit of life. Our lives are enriched. We become connected to universal myth.
So that's pretty much the reason why I do this instead of something else.

Originally published 3/2012

On the Rules of the Game

Aggressive Denial

It's hard to let go of your preconceptions. Like, it's giving up an addiction hard. I know this will be a bitter pill for some people, and others will find themselves amazed that it's still news. People will go to aggressive lengths to avoid facing facts. So I'm going to break it down as clearly as possible.

A role-playing game is a game in which you play a role.

Look, clearly you can define whatever kind of activity in whatever way you want. But if you're going to play a role-playing game it requires those two things. Here are the reasons that combination of things is special.

Tactical Infinity. Because you are playing a game with human peers, there's no arbitrary limits.
Emergent Gameplay: Because it is a game, outcomes are unknown and develop during play.
Group Cohesion In-group Valuation. Because it is a regular activity engaged in with a peer group, task commitment increases the relative value of in-group experience.

I know, that last one sounds complicated.

Look, we form social groups. I'm not telling, I'm just saying, we do. And role-playing games involve a social group that often solves problems together. A group of people with shared interests that solves problems or engaged in problem solving activity together show stronger interpersonal relationships and stronger social identities. (Cohesion and Performance in Groups) This activity thus leads to greater motivation, performance, life satisfaction, and better emotional resilience

You know this in your heart, because you are reading a blog about role-playing games in 2019. You know that feeling I'm talking about. That "Oh god, isn't role-playing just wonderful" feeling we all have. It's specific and quantifiable. ALL players (everyone involved in the game, including the Dungeon Master, who is a player) engage for this valuation.


It's got Rules! It's not a Cult!

Here is the line of demarcation. If everyone isn't playing-if one person is trying to manipulate other people or engaging in some passive-aggressive behavior to control or alter the natural outcome of a game, that isn't a group of people solving a task and increasing cohesion.

See, believe it or not, all role-playing games have rules. Now am I saying you can't change the rules? No. Of course you can. The specifics of the rules are unimportant. The rules of the game are rules, and there is a procedure (and always has been). It's a game like chess or monopoly. It has rules.

I don't think that's a contentious statement. Some of those rules are social rules. A lot of these statements I'm making seem logical, until you recognize your own negative behavior as "magical exceptionalism" and somehow different. 

All of these are some variation of the same behavior:
  • "I didn't think that death was fair, so I had the monster miss"
  • "I didn't want a player to die to a 'bad die roll'"
  • "I change the hit points of all the monsters because I felt that the combat didn't go on long enough"
  • "The player was wrong so I killed his character"
  • "I fudged the dice to make the game more 'fun'"
This argument is commonly misinterpreted. You do get to decide things as a Dungeon Master. You're not destroying player agency by skipping the last encounter check at the end of a long night. The game is open and depends on player consensus at the table.

The danger is in creating non-open subjective metrics. 
You can of course have rules that are hidden or rules that are not player-facing. But inconsistently deciding some rules change for subjective reasons-well, think about that in the context of any other game.

"I don't care that you broke through as red rover, you go back to your side because I said."
"Well, now this is the hill, and I'm king of it."
"You can't go that way, the only way to go is into the forest!"
"That one doesn't count. I meant to fold"

David Sirlin has a book called "Playing to Win". It talks about Scrub theory. Basically the rules of the game are the way they are; creating some 'imaginary' set of rules that people are supposed to follow instead of the actual rules of the game impair that players ability to not only compete professionally, but truly know their own limits and take responsibility for their own successes and failures. As opposed to calling someone's tactics "cheap" because their legal play doesn't fit your own conception of what is "fair" instead of the reality of the game. (This isn't the full argument, his book is the full argument.)

His point is, by creating these safeguards from consequences people never get to experience their full potential. They can never compete at the highest level.

Role-playing isn't usually competitive, it's almost universally cooperative. That includes the Dungeon Master. Much like if I were to cheat at Arkham Horror or Pandemic it would reduce the meaning of playing the game as a group, the same goes for redefining the rules of an role-playing game based on subjective feelings. 

The Secret


All roleplaying is procedural. If you're running a game and deciding things arbitrarily, that's a sign of an unskilled Dungeon Master. (Not that they know they are unskilled or will admit it, but they will talk about how hard it is to get a game together. This is serious Dunning-Kruger territory.)

Let me explain. Much like in any other kind of game in the world, there is a sequence of actions. At no point does someone wave a wand and there's a free-form interpretative dance component to chess. 

Role-playing games are the same way. Familiarity with some of these steps can make them pass instantaneously or invisibility at the table. Different games have different steps. But they are all procedural steps, there's no magical tea parties. 

A short example.

Players gather.
Play begins.
The Dungeon Master describes the scene. 
The players ask questions.
The caller confers with the players.
The caller reports the action to the dungeon master.
The dungeon master reports the outcomes.

Depending on the setting, Wilderness exploration, Dungeon Exploration, or Downtime, various other procedures are described, as well as methods to switch between them. The players get a 'turn'. they must spend one 'turn' in six at rest. They can move X' a turn. 

Let's not be aggressively stupid here. Let's say you want to add a procedure for having the players talk to each other at the camp to flesh out character relationships. Can't you do that? 

Of course you can. Look at The Dying Earth (if you can find a copy) or my own On the Non-Player Character, if you'd like to see some of the ways you could handle something like that. But if you're creating new game procedures, you should do that and then present them to the players.

Because of the fact that role-playing groups form such strong bonds this boundary can get a little blurred. It's the line between engaging in an activity freely with your friends, versus acting in aggressive and passive ways to meet your needs at the expense of theirs. Often we take advantage of people once we grow used to them. You no longer think about their experience or the group experience being a priority, but rather in your individual superiority over it. You know better, so it's ok to invalidate their choices in the group experience. You cease to approach them as valued humans who are sharing your time. 

Let's put it this way. If you're not willing to roll right out in the open and say "I'm ignoring or changing that roll because I don't want you to die." why not? 

If you only "prevent people from unfair deaths", then you've created a room full of people, ostensibly your friends,  who have to figure out what you, personally, consider unfair. And when someone dies, it's because you decided, and not because it happened in the game.  

The Hard Truth

People have a fear of confrontation and consequences. Players don't die to bad die rolls. That's a lie people tell themselves for comfort. The player is always in charge of deciding to put themselves in the way of that random die roll. 

The reason people railroad and subjectively change outcomes due to whim is all about fear. What if things really matter and they don't go the way I want them to?

Well the truth is things really matter, and they might not go the way you want them to. Just deciding which rules to follow when they are convenient, that's something that allows you to feel safe. And it's at the expense of the the other human people.

My first adult player death was in Keep on the Borderlands, where they hired the evil cleric. The fighter backed out of combat seeking healing, and the cleric cast 'inflict serious wounds' killing the character. The players chose. They chose to hire the cleric, the player chose to put himself out of sight of the party. None of the specific particulars were in question because they followed the rules and procedure in the game. It wasn't what he wanted to have happen. It was hard to do. I was afraid.

I faced my fear and moved through it. 

The people were successful in that campaign, not because I made them successful. But because they were. I didn't have a 'story' in mind, but I could regale you with tales of their adventure for days. A real adventure, risking real danger, and real loss.

You see? No one is saying you can't decide things, or streamline some stuff, or whatever. What's happening is people who have been around the block know this as fear. As anyone can tell you, having something to lose makes life worth living. 

Holy Schnikes it's good to be back. 

Join the team if me being back makes you happy! Originally published 2019.

On the Deadly Difference

There's a big difference between this. . .
There are no players who do foolish things. There are only poor Dungeon Masters.

This is a real problem that affects even the best Dungeon Masters.

They are good Dungeon Masters because it's very hard in their game for a player to do a foolish thing.

Players, of course, do stupid things aplenty.

Foolish (adj.) resulting from or showing a lack of sense; ill-considered; unwise
Stupid (adj.) lacking intelligence or common sense.
What we are talking about is how to avoid falling into the Fantasy Gap.

The Fantasy Gap


"A great city sits among the trees, surrounded by clouds. Strange fey creatures move among the high branches wearing what appears to be the forest itself. You feel a powerful sense of awe as the city looms above you."

. . . and this.
Ok, so what's the city made of? How is it connected to the trees? How tall are the fey creatures? A "good" player might ask these questions, maybe. But how many more questions could we think of that they didn't ask? Let's try something even more complex.

"A shadowy path leads further into the bandit woods."

What's the player\s action here? What's the first thing you do if you need to go down the path? Prepare for ambushes, right? Or are you checking for traps? How far can the characters see into these woods? Is there underbrush? Would you say you were checking the treetops?

These things seem trivial to ask, but no matter how many questions players ask there are always more they cannot ask. If the players don't ask a question, it's because the players have made an assumption, and I can guarantee not all of your assumptions will match mine. The Dungeon Master knows the right answers, and the players don't.

A "Historically-Effected" Consciousness

The brain was formed by a variety of genetic factors, and then exposed to a certain lifestyle and set of experiences. Those experiences affect the way people view the world and the assumptions they make. These assumptions will never completely match another persons.

Any time the Dungeon Master is describing something in Dungeons and Dragons, it is imagined in each player's mind in a totally different way, a way that matches their developed consciousness. Good, skilled, players ask as few questions as they can to narrow this gap as much as possible.

This process of closing this gap is so difficult, the general trend in gaming has been to eliminate as much of it from the gameplay as possible.

Witness the birth of character skill gaming!

Fusing Horizons

So any time the Dungeon Master sees a player about to do something "Showing a lack of common sense; ill-considered; unwise" it is almost universally because they don't understand the situation well enough to predict the consequences of their actions. 

No one is going to not light a torch and walk into a wall in the dungeon. No savvy adventurer is just going to walk right into traps on the way to a bandit camp. No reasonable person is going to attempt a jump they have no chance of making. They are taking those actions because their perception of the situation is a different one than yours!

So what's the solution?

Good Dungeon Masters usually indicate what the consequences of an action might be, no matter what action the player takes. Every single time a player does something that seems foolish to them they take a moment to make sure the player understands the situation accurately.

Often, they proceed to do the stupid thing anyway—but aware of the consequences instead of ignorant about them.

FAQ

Isn't this just coaching the players? Letting them play on easy mode?

Absolutely not! 

No, no, you're wrong. You're telling them what's going to happen before they take an action!

I understand. You're the Dungeon Master. It all seems so clear to you behind the screen. How would telling them what's going to happen not be coaching?

First, the players don't know what's behind the action. 
There is a tapestry hanging on the wall. What could possibly happen?
Burning it could open a secret door. Moving it could uncover a mirror with heinous effects. It could be treasure. Undead could be hiding behind it. It could be covering a concealed door. It may be there to keep the room warm. Quick! Which of those options is true?

Second, you don't have to tell them the consequence, just possible consequences.
If players are doing something 'foolish', then it's an indicator that they don't understand what consequences can result from their choice. So list more than one. Sometimes you can include the actual real consequence in the list, sometimes you can list other options. Either way, the players don't know, you're just creating a situation they can make an informed choice in.

But every time I do this the players will know something is up!

First, that's not a problem. Players knowing where gameplay is, is a feature, not a bug.
Second, Good dungeon masters get in the habit of informing players of possible consequences any time they take actions and checking to make sure it is what they intend to do.

But how will my players learn to be good players if I'm telling them what will happen all the time?

I interpret this question as saying "I want to play a game and hide the rules. If they were good, they would know them already!" 

This activity, of asking questions, of "Fusing Horizons", of communicating clearly with another human being is so difficult that there are college courses about it, millions spent on projects to do it effectively, and the plain fact that they moved towards removing it from the game in third and fourth edition because of how hard it was to do.

So, yes, if your players haven't been playing for at least 5 years, if not a decade, assume that they are very inexperienced. Hell, my brother who'd been playing D&D for nearly as long as I have had no idea what yellow mold was. 

Communicating isn't cheating. The gameplay isn't in obfuscation of consequences. They are already obfuscated by virtue of being a player. It's in making the correct informed choice when you clearly understand the situation and the possible consequences.

Originally published on 2/17/2014.This content is available in print at Lulu and digitally from DTRPG. See the Directory for more articles. 

Hack & Slash 
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