Playing hide and seek in Kennilworth Castle. You’ll never find me!
(geotagged for your convenience)
You’ve probably come across GeoGuessr already: it’s an online game where you (and friends, if you’ve got them) get dropped into Google Street View and have two minutes to try to work out where in the world you are and drop a pin on it.
A great strategy is to “walk around” a little, looking for landmarks, phone numbers, advertisements, linguistic clues, cultural indicators, and so on, narrowing down the region of the world you think you’re looking at before committing to a country or even a city. You’re eventually scored by how close you are to the actual location.
I decided to see if ChatGPT can do better than me. Using only the free tier of both GeoGuessr and ChatGPT1, I pasted screenshots of what I was seeing right into ChatGPT:
That’s pretty spooky, right?
The response came back plenty fast enough for me to copy-and-paste the suggested address into Google Maps, get the approximate location, and then drop a pin in the right place in GeoGuessr. It’s probably one of my most-accurate guesses ever.
This isn’t a one-off fluke. I tried again, this time using only a single photo, rather than one pointing in each direction on the street:
This time, it wasn’t quite right: the actual location of the photo was Chittagong, not Dhaka, about 200km away.
But that’s still reasonably spectacular from only a single vantage from a single point.
Obviously my approach here was crude, but it’d be relatively easy to, for example, implement a browser wrapper that cheated on-your-behalf: while playing GeoGuessr, you’d just click a “send to AI” button whenever you fancied and it’d start working in the background, improving precision with each subsequent screenshot (so you could still “walk around” and pass extra details to it).
And similarly, a little prompt manipulation could have the output include estimated GPS coordinates, allowing the code to place the pin for you while outputting its reasoning on the side2.
The short of what I’m saying is: if you’re playing GeoGuessr against somebody you don’t trust not to cheat… they might well be cheating. And thanks to the explanatory output, they can even justify their explanations for the places they dropped pins.
The other thought that comes to my mind is: could this be used to infer approximate geolocations from photos whose EXIF metadata has been stripped. Because if so, that’s the kind of thing that’s certain to get exploited by all kind of people who want to know where you are/were at a particular time. For example… law enforcement, stalkers, and other unsavoury types.
I wrote a prompt for gpt4o
and put it to work:
The AI guessed:
Location: Port of Spain, Trinidad and Tobago
Explanation: The photograph shows a large ship docked at a port with a building that displays the text “WELCOME TO PORT OF SPAIN”. This text is in English, indicating an English-speaking country. The mention of “Port of Spain” directly specifies the port’s location in the capital city of Trinidad and Tobago. The design and style of the port facilities, as well as the presence of a ship named “Logos Hope”, which is known to visit many ports globally, further suggests a Caribbean port, aligning with Port of Spain’s known characteristics.
Coordinates: 10.6549, -61.5011
✅ That was pretty easy, to be fair.
The AI guessed:
Location: The Rollright Stones, England, United Kingdom
Explanation: The photograph depicts an area with several ancient standing stones arranged in a circle in a rural setting, characteristic of a stone circle. These are typically found in certain parts of the UK. The terrain is typical of the British countryside, with a grassy field and surrounding trees. The specific arrangement and size of the stones, along with the style of fencing and walking paths, are reminiscent of the Rollright Stones, one of Britain’s historic sites known for a circle of Neolithic or Bronze Age standing stones located in Oxfordshire, England.
Coordinates: 51.9743, -1.5731
✅ Again, spot on. If you’d never been to the Rollright Stones, you probably wouldn’t get that one, because while it’s a distinctive-looking stone circle… it’s not that distinctive-looking, right? Let’s be honest: it’s some rocks in a field.
The AI guessed:
Location: Istanbul, Turkey
Explanation: The photograph prominently features the Galata Tower in the background, a well-known landmark in Istanbul, Turkey. Moreover, the presence of a ferry or similar boat and the architectural style of the surrounding buildings are indicative of Istanbul’s famous skyline. The signage in Turkish, as suggested by the word partially visible on the left, also supports this location as Turkey is a predominantly Turkish-speaking country. These elements combined make it highly likely that the photograph was taken in Istanbul.
Coordinates: 41.0082, 28.9784
✅ The coordinates aren’t exactly right – it’s placed us in the city rather than on a boat, which we clearly are – but it’s not done badly. Spotting the Galata Tower3 was a nice move.
The AI guessed:
Location: Cardiff Bay, Cardiff, Wales, United Kingdom
Explanation: The photograph features a marina with modern residential buildings, which is characteristic of the Cardiff Bay area in Cardiff, Wales. The architecture, clear blue skies, and marina setting are reminiscent of Cardiff’s waterfront development. Additionally, the presence of English signage on the boat (“FINBAR”) supports a location in an English-speaking country. Cardiff Bay is known for its redeveloped waterfront area with modern apartments and leisure facilities surrounding the marina. The style and design of the building are consistent with developments in Cardiff’s revitalized docklands.
Coordinates: 51.4626, -3.1678
❌ Oops! Nope. I can see the thinking of what it’s claiming, there, but this was actually the Ipswich marina. I went for a walk to take a break from the code I’d been writing and took this somewhere in the vicinity of the blue plaque for Edward Ardizzone that I’d just spotted (I was recording a video for my kids, who’ve enjoyed several of his Tim… books).
So I don’t think this is necessarily a game-changer for Internet creeps yet. So long as you’re careful not to post photos in which you’re in front of any national monuments and strip your EXIF metadata as normal, you’re probably not going to give away where you are quite yet.
1 And in a single-player game only: I didn’t actually want to cheat anybody out of a legitimate victory!
2 I’m not going to implement GeoCheatr, as I’d probably name it. Unless somebody feels like paying me to do so: I’m open for freelance work right now, so if you want to try to guarantee the win at the GeoGuessr World Championships (which will involve the much-riskier act of cheating in person, so you’ll want a secret UI – I’m thinking a keyboard shortcut to send data to the AI, and an in-ear headphone so it can “talk” back to you?), look me up? (I’m mostly kidding, of course: just because something’s technically-possible doesn’t mean it’s something I want to do, even for your money!)
3 Having visited the Galata Tower I can confirm that it really is pretty distinctive.
4 3Camp is Three Rings‘ annual volunteer get-together, hackathon, and meetup. People come together for an intensive week of making-things-better for charities the world over.
In light of Trump’s attempts to axe Voice of America, because it is, he claims, “anti-Trump” (and because he’s so insecure that he can’t stand the thought that taxpayer dollars might go to anybody who disagrees with him in any way, for any reason), I’ve produced a suggested update to the rules of Twilight Struggle for the inevitable 9th printing:
Yet another blow to US soft power in order to appease the ego of convicted felon Donald Trump. Sigh.
This is a repost promoting content originally published elsewhere. See more things Dan's reposted.
Being on your phone all the time and while also not being on your phone all the time has never been more important.
“It is as if you were on your phone” is a phone-based experience for pretending to be on your phone without needing to be on your phone. All from the comfort of your phone.
Relax and blend in with familiar gestures and realistic human behaviour.
When I tried this fun and experimental game, I was struck by a feeling of deja vu. Was this really new? It felt ever so familiar.
Turns out, it draws a lot of inspiration from its 2016 prequel, It is as if you were playing chess. Which I’d completely forgotten about until just now.
Anyway, It is as if you were on your phone is… well, it’s certainly a faithful simulation of what it would be like to be on my phone. If you saw me, you’d genuinely think that I was on my phone, even though in reality I was just playing It is as if you were on your phone on my phone. That’s how accurate it is.
Give it a go on your phone and see if you agree.
I’ve been playing Sean O’Connor’s Slay for around 30 years (!), but somehow it took until today, on the Android version, before I tried my hand at “rewilding” the game world.
The rules of the game make trees… a bad thing: you earn no income from hexes with them. But by the time I was winning this map anyway, I figured that encouraging growback would be a pleasant way to finish the round.
Play your videogames any damn way you want. Don’t let anybody tell you there’s a right or wrong way to enjoy a single-player game. Today I took a strategy wargame and grew a forest. How will you play?
Except to children, I don’t really give Christmas presents to (or expect to receive them from) others any more.
But that didn’t stop my buying myself a gift of a particularly fun Lego set to build over the festive period (with a little help from the eldest child!).
Dungeons & Dragons players spend a lot of time rolling 20-sided polyhedral dice, known as D20s.
In general, they’re looking to roll as high as possible to successfully stab a wyvern, jump a chasm, pick a lock, charm a Duke1, or whatever.
Sometimes, a player gets to roll with advantage. In this case, the player rolls two dice, and takes the higher roll. This really boosts their chances of not-getting a low roll. Do you know by how much?
I dreamed about this very question last night. And then, still in my dream, I came up with the answer2. I woke up thinking about it3 and checked my working.
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
3 | 3 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
4 | 4 | 4 | 4 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
5 | 5 | 5 | 5 | 5 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
6 | 6 | 6 | 6 | 6 | 6 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 16 | 17 | 18 | 19 | 20 |
16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 16 | 17 | 18 | 19 | 20 |
17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 18 | 19 | 20 |
18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 19 | 20 |
19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 19 | 20 |
20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 |
The chance of getting a “natural 1” result on a D20 is 1 in 20… but when you roll with advantage, that goes down to 1 in 400: a huge improvement! The chance of rolling a 10 or 11 (2 in 20 chance of one or the other) remains the same. And the chance of a “crit” – 20 – goes up from 1 in 20 when rolling a single D20 to 39 in 400 – almost 10% – when rolling with advantage.
You can see that in the table above: the headers along the top and left are the natural rolls, the intersections are the resulting values – the higher of the two.
The nice thing about the table above (which again: was how I visualised the question in my dream!) is it really helps to visualise why these numbers are what they are. The general formula for calculating the chance of a given number when rolling D20 with advantage is ( n2 – (n-1)2 ) / 400. That is, the square of the number you’re looking for, minus the square of the number one less than that, over 400 (the total number of permutations)4.
Knowing the probability matrix, it’s theoretically possible to construct a “D20 with Advantage” die5. Such a tool would have 400 sides (one 1, three 2s, five 3s… and thirty-nine 20s). Rolling-with-advantage would be a single roll.
This is probably a totally academic exercise. The only conceivable reason I can think of would be if you were implementing a computer system on which generating random numbers was computationally-expensive, but memory was cheap: under this circumstance, you could pre-generate a 400-item array of possible results and randomly select from it.
But if anybody’s got a 3D printer capable of making a large tetrahectogon (yes, that’s what you call a 400-sided polygon – you learned something today!), I’d love to see an “Advantage D20” in the flesh. Or if you’d just like to implement a 3D model for Dice Box that’d be fine too!
1 Or throw a fireball, recall an anecdote, navigate a rainforest, survive a poisoning, sneak past a troll, swim through a magical swamp, hold on to a speeding aurochs, disarm a tripwire, fire a crossbow, mix a potion, appeal to one among a pantheon of gods, beat the inn’s landlord at an arm-wrestling match, seduce a duergar guard, persuade a talking squirrel to spy on some bandits, hold open a heavy door, determine the nature of a curse, follow a trail of blood, find a long-lost tome, win a drinking competition, pickpocket a sleeping ogre, bury a magic sword so deep that nobody will ever find it, pilot a spacefaring rowboat, interpret a forgotten language, notice an imminent ambush, telepathically commune with a distant friend, accurately copy-out an ancient manuscript, perform a religious ritual, find the secret button under the wizard’s desk, survive the blistering cold, entertain a gang of street urchins, push through a force field, resist mind control, and then compose a ballad celebrating your adventure.
2 I don’t know what it says about me as a human being that sometimes I dream in mathematics, but it perhaps shouldn’t be surprising given I’m nerdy enough to have previously recorded instances of dreaming in (a) Perl, and (b) Nethack (terminal mode).
3 When I woke up I also found that I had One Jump from Disney’s Aladdin stuck in my head, but I’m not sure that’s relevant to the discussion of probability; however, it might still be a reasonable indicator of my mental state in general.
4 An alternative formula which is easier to read but harder to explain would be ( 2(n – 1) + 1 ) / 400.
5 Or a “D20 with Disadvantage”: the table’s basically the inverse of the advantage one – i.e. 1 in 400 chance of a 20 through to 39 in 400 chance of a 1.
In the late ’70s, a shadowy group of British technologists concluded that nuclear war was inevitable and secretly started work on a cutting-edge system designed to help rebuild society. And thanks to Matt Round-and-friends at vole.wtf (who I might have mentioned before), the system they created – ARCC – can now be emulated in your browser.
I’ve been playing with it on-and-off all year, and I’ve (finally) managed to finish exploring pretty-much everything the platform currently has to offer, which makes it pretty damn good value for money for the £6.52 I paid for my ticket (the price started at £2.56 and increases by 2p for every ticket sold). But you can get it cheaper than I did if you score 25+ on one of the emulated games.
Most of what I just told you is true. Everything… except the premise. There never was a secretive cabal of engineers who made this whackballs computer system. What vole.wtf emulates is an imaginary system, and playing with that system is like stepping into a bizarre alternate timeline or a weird world. Over several separate days of visits you’ll explore more and more of a beautifully-realised fiction that draws from retrocomputing, Cold War fearmongering, early multi-user networks with dumb terminal interfaces, and aesthetics that straddle the tripoint between VHS, Teletext, and BBS systems. Oh yeah, and it’s also a lot like being in a cult.
Needless to say, therefore, it presses all the right buttons for me.
DAN50
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If you enjoy any of those things, maybe you’d like this too. I can’t begin to explain the amount of work that’s gone into it. If you’re looking for anything more-specific in a recommendation, suffice to say: this is a piece of art worth seeing.
FoundryVTT is a fantastic Web-based environment for tabletop roleplaying adventures1 and something I particularly enjoy is the freedom for virtually-unlimited scripting. Following a demonstration to a fellow DM at work last week I promised to throw together a quick tutorial into scripting simple multi-phase maps using Foundry.2
You might use a multi-phase map to:
I’ll use the map above to create a simple linear flow, powered by a macro in the hotbar. Obviously, more-complex scenarios are available, and combining this approach with a plugin like Monk’s Active Tile Triggers can even be used to make the map appear to dynamically change in response to the movement or actions of player characters!
Create a scene, using the final state of the map as the background. Then, in reverse-order, add the previous states as tiles above it.
Make a note of the X-position that your tiles are in when they’re where they supposed to be: we’ll “move” the tiles off to the side when they’re hidden, to prevent their ghostly half-hidden forms getting in your way as game master. We’ll also use this X-position to detect which tiles have already been moved/hidden.
Also make note of each tile’s ID, so your script can reference them. It’s easiest to do this as you go along. When you’re ready to write your macro, reverse the list, because we’ll be hiding each tile in the opposite order from the order you placed them.
Next, create a new script macro, e.g. by clicking an empty slot in the macro bar. When you activate this script, the map will move forward one phase (or, if it’s at the end, it’ll reset).
Here’s the code you’ll need – the 👈 emoji identifies the places you’ll need to modify the code, specifically:
const revealed_tiles_default_x = 250
should refer to the X-position of your tiles when they’re in the correct position.
const revealed_tiles_modified_x = 2825
should refer to the X-position they’ll appear at “off to the right” of your scene. To determine this, just move one tile right
until it’s sufficiently out of the way of the battlemap and then check what it’s X-position is! Or just take the default X-position, add the width of your map in pixels, and then add
a tiny bit more.
const revealed_tiles = [ ... ]
is a list of the tile IDs of each tile what will be hidden, in turn. In my example there are five of them (the sixth and final image being
the scene background).
const revealed_tiles_default_x = 250; // 👈 X-position of tiles when displayed const revealed_tiles_modified_x = 2825; // 👈 X-position of tiles when not displayed const revealed_tiles = [ '2xG7S8Yqk4x1eAdr', // 👈 list of tile IDs in order that they should be hidden 'SjNQDBImHvrjAHWX', // (top to bottom) 'tuYg4FvLgIla1l21', 'auX4sj64PWmkAteR', 'yAL4YP0I4Cv4Sevt', ].map(t=>canvas.tiles.get(t)); /*************************************************************************************************/ // Get the topmost tile that is still visible: const next_revealed_tile_to_move = revealed_tiles.find(t=> t.position.x == revealed_tiles_default_x ); // If there are NO still-visible tiles, we must need to reset the map: if( ! next_revealed_tile_to_move ) { // To reset the map, we go through each tile and put it back where it belongs - for(tile of revealed_tiles){ canvas.scene.updateEmbeddedDocuments("Tile", [ { _id: tile.id, x: revealed_tiles_default_x, hidden: false } ]); } } else { // Otherwise, hide the topmost visible tile (and move it off to the side to help the GM) - canvas.scene.updateEmbeddedDocuments("Tile", [ { _id: next_revealed_tile_to_move.id, x: revealed_tiles_modified_x, hidden: true } ]); }
I hope that the rest of the code is moderately self-explanatory for anybody with a little JavaScript experience, but if you’re just following this kind of simple, linear case then you don’t need to modify it anyway. But to summarise, what it does is:
I hope you have fun with scripting your own multi-phase maps. Just don’t get so caught-up in your awesome scenes that you fail to give the players any agency!
1 Also, it’s on sale at 20% off this week to celebrate its fourth anniversary. Just sayin’.
2 I can neither confirm nor deny that a multi-phase map might be in the near future of The Levellers‘ adventure…
3 AtraxianBear has a great series of maps inspired by the 1683 siege of Vienna by the Ottomans that could be a great starting point for a “gradually advancing siege” map.
4 If you’re using Dungeon Alchemist as part of your mapmaking process you can just export orthographic or perspective outputs with different times of day and your party’s regular inn can be appropriately lit for any time of day, even if the party decides to just “wait at this table until nightfall”.
5 Balatro made a stunning map with rising water as a key feature: there’s a preview available.
I’ve been GMing/DMing/facilitating1 roleplaying games for nearby 30 years, but I only recently began to feel like I was getting to be good at it.
The secret skill that was hardest for me to learn? A willingness to surrender control to the players.
I could write a lot about the way I interpret the K/D/F model, but for today here’s a quick primer:
The K/D/F model describes the relationship between three forces: Karma (player choices), Drama (story needs) and Fortune (luck, e.g. dice rolls). For example,
For most of my many years of gamemastering, I saw my role as being the sole provider the “drama” part of the K/D/F model. The story comes from me, the choices and dice rolls come from the players, right?
Nope, I was wrong. That approach creates an inevitable trend, whether large or small, towards railroading: “forcing” players down a particular path.
A gamemaster with an inflexible and excessively concrete idea of the direction that a story must go will find that they become unable to see the narrative through any other lens. In extreme examples, the players are deprotagonised and the adventure just becomes a series of set pieces, connected by the gamemaster’s idea of how things should play out. I’ve seen this happen. I’ve even caused it to happen, sometimes.2
I’ve railroaded players to some degree or another on an embarrassing number of occasions.
In the spirit of learning from my mistakes, here are three examples of me being a Bad GM.
Scenario: In a short-lived high fantasy GURPS campaign, I wanted the party to meet a band of gypsies and have their fortune told, in order to foreshadow other parts of the story yet to come.
What I did: I pulled a quantum ogre (magician’s choice) on them: whether they travelled by road, or water, or hacked their way through the forest, they were always going to meet the gypsies: their choice of route didn’t really matter.
Why that was wrong: I’d elevated the value of the encounter I’d planned higher than the importance of player agency. The more effort it took to write something, the more I felt the need to ensure it happened!
Two things I could’ve done: Reassessed the importance of the encounter. Found other ways to foreshadow the plot that didn’t undermine player choices, and been more-flexible about my set pieces.
Scenario: In a Spirit of the Century one-shot an antagonist needed to kidnap a NPC from aboard an oceanbound ship. To my surprise – with some very lucky rolls – the players foiled the plot!
What I did: I used a fudge – an exploit based on the fact that in most games the gamemaster controls both the plot and the hidden variables of the game mechanics – to facilitate the antagonist kidnapping a different NPC, and adapted the story to this new reality.
Why that was wrong: It made the players feel like their choices didn’t matter. I justified it to myself by it being a one-shot, but that undermines the lesson: I could’ve done better.
Two things I could’ve done: Used the failed attack as a precursor to a later renewed offensive by a villain who’s now got a personal interest in seeing the party fail. Moved towards a different story, perhaps to a different element of the antagonist’s plan.
Scenario: In a long-running Warhammer Fantasy Roleplay (1st edition!) campaign, a series of bad choices and terrible luck left the party trapped and unable to survive the onslaught of a literal army of bloodthirsty orcs.
What I did: I whipped out a deus spiritus ex machina, having a friendly ghost NPC
basically solve for them a useful puzzle they’d been struggling with, allowing them to escape alive (albeit with the quest truly failed).
Why that was wrong: It deprotagonised the adventurers, making them unimportant in their own stories. At the time, I felt that by saving the party I was “saving” the game, but instead I was undermining its value.
Two things I could’ve done: TPK: sometimes it’s the right thing to allow everybody to die! Pivot the plot to facilitate their capture (e.g. the arch-nemesis can’t solve the puzzle either and wants to coerce them into helping), leading to new challenges and interesting moral choices.
Those examples are perhaps extreme, but I’m pretty sure I’ve set up my fair share of lesser sins too. Like chokepoints that strongly encourage a particular direction: do that enough and you train your players to wait until they identify the chokepoint before they take action! Or being less invested in players’ plans if those plans deviate from what I anticipated, and having a convenient in-party NPC prompting players with what they ought to do next. Ugh.3
The good news is, of course, that we’ve all always got the opportunity for growth and self-improvement.
I’ve gotten better at this in general over the years, but when I took over from Simon at DMing for The Levellers in July, I decided that I was going to try to push myself harder than ever to avoid railroading. Simon was always especially good at promoting player freedom and autonomy, and I wanted to use this inspiration as a vehicle to improve my own gamemastering.
What does that look like within the framework of an established campaign?
Well: I ensure there are clues (usually three of them!) to point the players in the “right” direction. And I’ll be on hand to give “nudges” if they’re truly stuck for what to do next, typically by providing a “recap” of the things they’ve previously identified as hooks that are worth following-up (including both the primary plotline and any other avenues they’ve openly discussed investigating).
But that’s the limit to how I allow Drama to control the direction of the story. Almost everything else lies in the hands of Karma and Fortune.
Needless to say, opening up the possibility space for my players makes gamemastering harder4! But… not by as much as I expected. Extra prep-work was necessary, especially at the outset, in order to make sure that the world I was inheriting/building upon was believable and internally-consistent (while ensuring that if a player decided to “just keep walking East” they wouldn’t fall off the edge of the world). But mostly, the work did itself.
Because here’s the thing I learned: so long as you’re willing to take what your players come up with and run with it, they’ll help make the story more compelling. Possibly without even realising it.5
The Levellers are a pretty special group. No matter what the situation, they can always be relied upon to come up with a plan that wasn’t anywhere on their DM‘s radar. When they needed to cross a chasm over their choice of one of two bridges, each guarded by a different variety of enemy, I anticipated a few of the obvious options on each (fighting, magic, persuasion and intimidation, bribery…) but a moment later they were talking about having their druid wildshape into something easy-to-carry while everybody else did a group-spider climb expedition down the chasm edge and along the underside of a bridge. That’s thinking outside the box!
But the real magic has come when the party, through their explorations, have unlocked entirely new elements of the story.
In our campaign, virtually all of the inhabitants of a city have inadvertently sold their immortal souls to a Archduchess of Hell by allowing, over generations, their declaration of loyalty to their city to become twisted away from their gods and towards their mortal leader, who sold them on in exchange for a sweet afterlife deal. The knights of the city were especially-impacted, as the oath they swore upon promised their unending loyalty in this life as well. When the fiendish pact was made, these knights were immediately possessed by evil forces, transforming into horrendous creatures (who served to harass the party for some time).
I didn’t have answers to these questions to begin with, but the players were moving towards investigating, so I provided some. This also opened up an entire new possible “soft” quest hook related to the reason for the discrepancy. So just like that, a plothole is discovered and investigated by a player, and that results in further opportunities for adventure.
As it happens, the party didn’t even go down that route at all and instead pushed-on in their existing primary direction, but the option remains. All thanks to player curiosity, there’s a possible small quest that’s never been written down or published, and is unique to our group and the party’s interests. And that’s awesome.
I’m not the best GM in the world. I’m not even the best GM I know. But I’m getting better all the time; learning lessons like how to release the reins a little bit and see where my players can take our adventures.
And for those lessons, I’m grateful to those same players.
1 I’m using the terms GM, DM, and facilitator interchangeably, and damned if I’m writing them all out every single time.
2 A gamemaster giving all of the narrative power to any one of the three elements of K/D/F breaks the game, but in different ways. 100% karma and what you’ve got is a storytelling game, not a roleplaying game: which is fine if that’s what everybody at the table thinks they’re playing: otherwise not. 100% drama gives you a recital, not a jam session: the gamemaster might as well just be writing a book. 100% fortune leads to unrealistic chaos: with no rules to the world (either from the plot or from the consequences of actions) you’re just imagining all possible outcomes in your universe and picking one at random. There’s a balance, and where it sits might vary from group to group, but 100% commitment to a single element almost always breaks things.
3 A the “lesser sins” I mention show, the edges of what construes railroading and what’s merely “a linear quest” is a grey area, and where the line should be drawn varies from group to group. When I’m running a roleplaying session for my primary-school-aged kids, for example, I’m much more-tolerant of giving heavy-handed nudges at a high-level to help them stay focussed on what their next major objective was… but I try harder than ever to encourage diverse and flexible problem-solving ideas within individual scenes, where childish imagination can really make for memorable moments. One time, a tabaxi warrior, on fire, was falling down the outside of a tower… but his player insisted that he could shout a warning through the windows he passed before landing in flawless catlike fashion (albeit mildly singed). My adult players would be rolling athletics checks to avoid injury, but my kids? They can get away with adding details like that by fiat. Different audience, see?
4 A recent session took place after a hiatus, and I wasn’t confident that – with the benefit of a few months’ thinking-time – the party would continue with the plan they were executing before the break. And they didn’t! I’d tried to prep for a few other eventualities in the anticipation of what they might do and… I guessed wrong. So, for the first time in recorded history, our session ended early. Is that the end of the world? Nope.
5 Want a really radical approach to player-driven plot development? Take a look at this video by Zee Bashew, which I’m totally borrowing from next time I start running a new campaign.
6 You know what I miss? Feelies. That’s probably why I try to provide so many “props”, whether physical or digital, in my adventures.
7 The plothole isn’t even my fault, for once: it’s functionally broken as-delivered in the source book, although that matters little because we’ve gone so-far outside the original source material now we’re on a whole different adventure, possibly to reconvene later on.
I’m in Amsterdam for a meetup for my new team at Automattic.
When we’ve not been out tackling escape rooms, finding geocaches, and eating curry, we’ve been doing a variety of activities to help solidify our new team’s goals, priorities, and expertise: y’know, the normal things you might expect on a company away week.
I volunteered to lead the initial session on our first day with a couple of icebreaker games, which went well enough that I’m inclined to share them here in case they’re of any use to you. The games we played are called Heraldry and Compairs. Let’s take a look:
I was looking at the coat of arms of Noord Holland, the province in which Amsterdam lies, and thinking about all the symbolism and propaganda that’s encoded into traditional heraldry, and how much effort it takes to decode it… unless you just, y’know, guess!
I asked each participant to divide a shield into five quadrants and draw their own coats of arms, featuring aspects of (a) their work life, (b) their personal life, (c) something they value, (d) something they’re good at, and (e) something surprising or unusual. I really wanted to keep the time pressure on and not allow anybody to overthink things, so I set a 5-minute timer from the moment everybody had finished drawing their shield outline.
Then, everybody passed their drawing to the right, and each person in turn tried, as best they could, to introduce the person to their left by attempting to interpret their neighbour’s drawing. The known categories helped to make it easier by helping people latch onto something to start talking about, but also more-challenging as people second-guessed themselves (“no, wait, maybe it’s sailing you’re good at and guitar you play in your personal life?”).
After each introduction is made, the person being introduced gets to explain their heraldry for themselves, congratulating their introducer on the things they got right and their close-guesses along the way.
It’s sort-of halfway between “introduce your neighbour” and “pictionary”. And it worked well to get us warmed-up, feeling a little silly, knowing one another slightly better, and in a space in which everybody had been expected to have spoken and to have made a harmless mistake (everybody managed to partially-interpret a shield correctly). A useful place to be at the end of an icebreaker exercise is left with the reminder that we are, after all, only human.
Next up, we played a game only slightly inspired by witnessing a game of Mr and Mrs the other week3. I threw together a Perchance (which, in the nature of such things, is entirely open-source and you’re welcome to adapt it for your own use) that generated a series of randomly-selected pairs of teammates and asked a question to differentiate the two of them.
Participants other than the two shown on the screen were challenged to guess the answer to the question. Sometimes the questions would have a definitive answer, and sometimes not: the joy was in the speculation! “Hmm, I know that Dan’s done quite a bit of globetrotting… but could he actually have travelled further East than a colleague who lives much further East than him?”
After a few seconds to a minute, once their colleagues had settled on an answer, the people listed on the question were encouraged to make their own guesses. Usually they’ll have a better idea as they are one of the data points, but that’s not always true!
There’s no points, and you can play for as long as you like so long as it’s long enough that everybody gets at least one turn, so it’s a good “fill the rest of the time slot” game. It follows Heraldry moderately well as an icebreaker double-feature because the former is firstly about learning things about one another (and to a lesser extent guessing), and the latter is about the opposite.
I came out of both games knowing more about the humans behind the screens in my new team, and it seemed to open up the room for some good discussions afterwards, so the social lubricant effect was clearly effective too. If you give them a go or adapt them into anything else, let me know!
1 Our absent colleague instead had to tower over us on an enormous projector screen.
2 The red (“gules”) upright (“rampant”) lion in the coat of arms possibly comes from the heraldry of the city of Gelderen in Germany, but once part of the Dutch Republic. The lions striding (“passant”) to the left (“to dexter”) but turning to face you (“guardant”) come from the arms of Fryslân (Friesland), and its rectangles represent the districts of Fryslân. Aren’t you glad you asked.
3 Also known as The Newlyweds Game after the US game show of that name and basically the same format, Mr and Mrs is a game in which a (typically newly) married couple are asked questions about one another and their lives together which they answer separately and then those answers are compared. This induces a reaction of compersion when they’re “right” and in-sync and when the couple disagree it results in amusement. Or possibly divorce.
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This “choose your own adventure”-style game about making the perfect cup of tea is just… excellent.
If you lack the imagination to understand how a game like this could have dozens of possible endings, you desperately need to play it. My favourite path so far through the game was to add a teabag, then hot water, then remove the teabag, then add some milk, then add a second teabag, then drink it.
Genuinely can’t stop laughing at this masterpiece.
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