Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Friday, September 4, 2026

Mexico is Crushing It With RPGs

Seems like Mexico has a burgeoning indie RPG scene.

Article is HERE.

Thinking of going there for vacation this year. Might be fun to attend an event.


Wednesday, June 3, 2026

AI & RPGs

So...

 Is it just me, or does it seem that AI is attempting to find its way into the world of RPGs? The past few years have seen numerous AI controversies, the latest shitstorm being an article by 4 Pillar Games (who?)  about the late great Greg Stafford. Chaosium issued a rebuke, citing the lack of 'human care and creativity' in the piece, while acknowledging the growing use of AI tools in content creation.




And Chaosium is totally right to point this out, and have put their money where their mouth is by issuing a strict no AI policy for RPG art and content.

But the tide of AI slop will keep trying to seep into the once welcoming alehouse of roleplaying games. How can we fight this trend?

We have to know what to look out for.

Danger #1 The Corporate Boardroom


Of course, the ones pushing AI are corporations and the billionaires behind them. The CEO of D&D took flak in 2022 for complaining that the game was 'undermonetized'. Since then, D&D editions have split into more costly books, with proposed subscription plans designed to make players into the golden goose. But 'monetization' in the age of AI means getting machines to do for free what humans do for pay, and AI is being positioned to replace the unpaid labour of the DM. Just look at the proliferation of AI SaaS to run a game for you, which is still in the slop stage, but getting better by learning from those brave enough to try it.

We've seen this pattern before with tech, of people wielding the tools that are later used to destroy their livelihood. I myself paid off my MA student loans translating communications for Japanese car makers, but the Trados database I was forced to compile was later sold to corporations to train LLMs. When the 'translate' button appeared on my workplace email in Japan in 2020, I was happy to save hours reading Japanese and letting AI do all the work for me, but knew I could never make a dime translating as I once did.

These corporate types don't realize that one of the joys of D&D or any roleplaying game is making your own content and not being limited to game company products. I would say that the often mentioned shortage of DMs is due to the thankless work of mastering the games rules and a scenario of varying quality, while also paying for costly books. With AI, instead of a group sitting around a table, they offer to cut you off and let you play anywhere, anytime, which like many AI developments, seems to both shoot itself in the foot by eliminating paying customers, while totally misunderstanding the human or social aspect of what they are replacing.

Speaking of tools...

Danger #2 Technical Tools


Besides the corporate pressure to use AI to play games, AI in tools used for art and composition are almost impossible to avoid these days. Readers may recall that I had an AI scare where a designer's Photoshop that incorporated AI tools had added an extra finger to a character in a cover. The designer apologized, refunded payment, and explained that with image manipulation, AI is impossible to avoid unless you turn off lots of functions, which defeats the purpose of the software.

Note that the designer was a friend who I knew for decades and trust implicitly. He is also a graphic designer who has worked in magazines that are in a downward spiral of cutting costs and personnel, and my friend has stayed employed by staying atop of his design craft and tools.

Which leads us to my next point...

Danger # 3 The Pressure To Be Professional


Looking at RPGs on Kickstarter or from game studios, I can say that RPG art has never been more polished. I myself have felt the pressure and doubted that my self-taught illustration skills, coming from a family of professional self-taught indigenous artists, would complement my game.

Now, I am staunchly confident in my 'outsider art' as perfect for NUNA. I am a fan of UK game designer Tanya Floaker, whose great indie zine style games are a treat to read, and something I hope to get to a gaming table soonish. The OSR has already proven that individual creators can make a go of it with compelling works, and Old School Essentials seems to have found its niche doing so. And since I've turned into a game designer, I have met so many indie designers working on their own game and pushing the envelope in ways that an AI never could.

Onward!

Danger # 4 Slop RPGS


At some point, an AI generated RPG will hit the market. If it hasn't happened already and gone unnoticed, I am sure it will happen soon, whether its producer (I won't call them creator) announces the fact or not.

I get a lot of RPG ads, and I have to say, lots of them LOOK like they are made or influenced by AI. There are generic fantasy RPGs that sound like every other fantasy heartbreaker out there, without any of the verve or passion of the OSR when it first started spitting out retroclones over a decade ago. Then there is the art, largely figures or portraits of faces without much expression, and devoid of the kinetic or frenzied action of early RPG amateur art.

Just as AI children's books have appeared and distributed soulless, derivative works into the hands (and minds) of babes, the danger of AI is not only profiting off gamers, but also poisoning the well of imagination and community by switching over from human creations & social games to pale AI imitations that isolate gamers even more.

Danger # 5 Commoditizing A Social Space


Between the corporate pressure to use AI to play games, its invisible seep into tools, the pressure to use AI to look professional while keeping costs low, and the inevitable appearance of Slop the RPG, all this leads to the danger of losing roleplaying as a valuable social space. I have so many conversations with fellow Stormbringer enthusiasts about how online gaming is a pale substitute for sitting around a table, weaving tales and rolling dice together. What will be even worse is if people are playing RPGs run by AI whose only programming is to flatter the ego and pastiche all that has come before, and that was scraped from human works without permission or payment. I am happy that Free League AND Goodman Games will be making their own Stormbringer games, as both companies excel in getting people back to the gaming tables with their high quality, human-designed products that epitomize love for the game and gamers.

Conclusion - Folk Resistance

When I started this blog back 13 years ago as the first wave of the OSR abated, I was doing it mostly out of nostalgia and an unfulfilled creative urge. Now, I see it as both a creative outlet for me, as well as a source of deeply sociological games that represent people who have been portrayed stereotypically in media, such as indigenous people and the Japanese.

Now I am happy to consider my efforts in making a game as an additional part of the folk resistance against an unnecessary and exploitative technology that is being rammed down our throats in ways that destroy both our social bonds, natural environment, and economic viability.

Viva la resistance!

Sources


"Statement from Suzanne Stafford and Chaosium regarding a recent AI-generated article about Chaosium founder Greg Stafford." chaosium.com
https://www.chaosium.com/blogstatement-from-suzanne-stafford-and-chaosium-regarding-a-recent-aigenerated-article-about-chaosium-founder-greg-stafford/?srsltid=AfmBOoqJjAlPemRnG4GhbaPND0mk6nlFs2nS9BOC9H48F9GG1luDoxku

Wizards of the Coast Believes D&D Is "Under-Monetized" 80lv.
https://80.lv/articles/wizards-of-the-coast-believes-d-d-is-under-monetized

"I Tried AI D&D So You Don't Have To."
https://www.youtube.com/watch?v=PhGn0SagCkQ

Chaosium no AI policyhttps://www.chaosium.com/blogfrom-the-qa-our-creator-contracts-require-work-submitted-to-be-creators-original-work-and-not-contain-any-ai-generated-art-or-text/?srsltid=AfmBOorjFhgE1Kn72HyfXV1CHMwCWPBdaBPip7mY3091PZwKMJEVWVxo

Friday, March 25, 2022

Lifespan & Racial Outlook

(This is an old blogpost I never finished and never will. Just want to put it out as is and reduce my backlog.)

How long you live colours your thinking. Whether you're GMing alien races or playing a member of one, the lifespan of the race should inform your roleplaying.

These are based on real world and fictional examples.

Planet X vs Earth

1. Short Lived (10 years or less). Insects.

Good - Follow orders. You owe your life to the queen and the hive.

Bad - Live for today. No time to make anything, just beg, borrow, or steal. Parasitic or exploitative thinking.

Ugly - Burrow into others and fill with your spawn. All other life exists as food for your brood.



2. Half-Century. Dogs and cats.


Good - Find a bigger creature, stay loyal to your master. Die for them if you must.

Bad - Live with your master, but on your own terms. Hunt and leave them 'gifts', whether they appreciate them or not.

Ugly - Stay feral, never be tamed. Take down bigger creatures when you have the advantage of numbers, hunt smaller game if alone.


3. Century. Human. 


Good - Big dreams, chase them in youth, surround yourself with family later on. Grow olive trees you will not live to sit under. 

Bad - It's all abut money and power. Life is short, so get what you can, realize there are more important things too late.

Ugly - Might is right, us vs them. Gaining power for your side should give your life meaning, but never quite does.


4. Multi-Century. Elves.


Good - Wise but sad. See patterns in events, the larger context. Saddened by history repeating itself.

Bad - Fanatics. Life is struggle, so you fight on, regardless of whether your efforts change anything.

Ugly - Nothing matters, nothing changes. Retreat from the world and don't get involved.


5. Millenial. Demigods.


Good - Ultimate aesthetes. Everything you make is a work of art that takes lifetimes of other races to construct. The pommel of your sword is from a tree that has evolved into something else, the blade from starstuff mined when the world was young.

Bad - Living millennia totally warps your humanity. Evil and good are just flips of the coin, what side of the bed you wake up on this century.

Ugly - Other races are teardrops in the rain, bubbles in your morning coffee. Their life or death means nothing in the larger scheme of things. 

Sunday, June 19, 2016

Reanimating Lovecraft # 1 - HPL's Racism & Adding Moral Complexity to Call of Cthulhu

1 Racism & Call of Cthulhu

Howard Philips Lovecraft was a racist.

Even a cursory reading of his stories will produce evidence of his phobia of racial impurity and belief in white superiority. There is the infamous start of Call of Cthulhu:

The professor had been stricken whilst returning from the Newport boat; falling suddenly, as witnesses said, after having been jostled by a nautical-looking negro who had come from one of the queer dark courts on the precipitous hillside which formed a short cut from the waterfront to the deceased’s home in Williams Street.

Lovecraft scholar TS Joshi has commented on this bigotry many times, and HPL's bust was removed from the World Fantasy Awards because of this. A Google search of racism + lovecraft spools out innumetable articles and blogposts such as THIS.

So, point taken and cased closed, right? This doesn't mean we should stop reading his stories, which have morphed into a cultural property that has outlived their creator and his bigotry. For this same reason, Call of Cthulhu is still highly playable, with the prewar setting offering the complex moral dilemnas of the pre-Civil Rights struggle era.

Except that many games of CoC I've played in or run have been set in a pasturized past, an idyllic 1930s where color matters not, and the Good Guys band together to Save the World.

Not only is this the antithesis of the Mythos stories, it is a lost roleplaying opportunity.


2 Race, Class, & the Mythos

Roleplayers, due to the hobby's origin in the black & white moral alignments of D&D, naturally adhere to the polarity of good society versus evil monsters. In Call of Cthulhu, however, things should not be so cut and dried.

Logically, mythos creatures don't care or can't see human difference. Black, white, upper class, labourer, all taste the same to Cthulhu's idiot maw. Some creatures are merely entities stranded on an alien world, only dangerous when people rile them.

Looked at another way, cults are the ultimate Equal Opportunity Bureau. They employ any race or colour, especially those marginalized by White Society. They promulgate freedom of assembly and speech, and are free from the Victorian or Puritan sexual mores that constrain American society.

Conversely, it is the authority figures of White Society who put gay people and independent-minded women into mental institutions. They are the ones sending police into break up assemblies of people based on colour or ethnicity.

In CoC games, this complex moral landscape is too often 'flattened' to focus on the investigators vs monsters element. This reduces gameplay to a monster-of-the-week format, ironically at odds with the advice of Sandy Peterson and other CoC creators, and closer to the dynsmic of D&D in practice.

Here's how to reinject moral complexity into Call of Cthulhu.



3 Adding Moral Complexity to CoC

I suggest that flipping the 'good guys' or 'calvary' hiring or otherwise offering to aid the investigators is the quickest and surest way of recomplicating the moral landscape of CoC. Roll on the following table when PCs interact with authority. Note that there is a 50/50 chance of authority figures either openly show or hide their true nature, but even hidden allegiences should be easily uncovered by determined investigators.

1 National Socialists - In other words, these guys are American Nazi Partyers, intent on promoting American values by limiting immigration to the 'right types'. This movement was accepted by many Americans until Hitler gave it a bad name. This means that in prewar games, any mythos devices or power they obtain will make their way to Berlin.
2 Virulent anti-semites - not as political as Nazis, but equally vile. They will downright refuse to listen to, hire, or aid Jewish investigators. As above, any mythos devices or power they obtain will make their way to Berlin. Ironically have a ten percent chance of having Jewish ancestors.
3 Slavery apologists - deluded and dangerous believers that enslaving one's fellow man is a god given right. They will hire black people who keep quiet and work, but will refuse to listen to or treat them as equals, and abandon them if things go sour. Any mythos devices or power they obtain will make their way to KKK headquarters. Ironically have a ten percent chance of being racially mixed with black ancestors.
4 Misogynists - These people believe the Women's Right Movement is destroying America, and that women are better off at home. They will downright refuse to listen to, hire, or aid female investigators. Any mythos devices or power they obtain will make their way into the hands of suffragette breakers, domestic abusers or pimps. Ironically have a ten percent chance of being conservative women policing their own sex.
5 Homophobes - They will downright refuse to listen to, hire, or aid openly gay or lesbian investigators. Any mythos devices or power they obtain will make their way to  leaders of churches or public morals committees for use in anti-gay pogroms leading to incarceration or the mental hospital. Ironically have a ten percent chance of being closeted by social or family pressure.
6 Unforgivingly classist - These guys insist people should 'know their place' in society. They can trace their own bloodline to nobility, and only fraternize with people of the same class, of equal or higher EDU or occupational status. PCs with lower EDU or working class occupations will be ordered about and abandoned if things go sour. Any mythos devices or power they obtain will be used behind the scenes to maintain the status quo and stymy democratic reform or equality measures. Ironically have a ten percent chance of being from the lowest class of society.
7 Condescending imperialists - military or political types who go on about the civilizing nature of white culture and the barbarity of all others. See non-Eoropean peoples as inferior and treat as servants. Any mythos devices or power they obtain will make their way to the army unit or trading company at the head of a current imperialist adventure in Asia, Africa, South America, or Oceania. Ironically have a ten percent chance of being of mixed race.
8 Nothing! These people are refreshingly unburdened by prejudices or hang ups. Expect them to be killed, transferred, or be replaced with one of the bigoted types above.

Flipping the allegience of anti-mythos authorities should provide lots of dilemnas and roleplaying fodder. Investigators should hesitate to get assistance from Nazis for fear of the McGuffin falling into the wrong hands; players of female characters will be frustrated by patriarchal benefactors who refuse to let them participate fully in the investigation; and players should feel the judgmental glare of NPCs on their character's social standing, race, class, and sexual identity.

Optionally, you could also re-interpret the motives of the cultists to avoid the evil cult cliche, where 'cultist' is shorthand for 'killable without remorse' .

1 Hereditary - Brought up in the Old Faith, these people do what they do out of ritual and habit. Showing them the consequences of their faith may persuade them to give it up.
2 Misguided - Like the above, but mistakenly believe their faith does good. Maybe they see Nyarlothep as Space Jesus, or Cthulhu as the biblical Kraken. Either way, there is a chance that revealing the true form of their deity will cause them to renounce it.
3 Secret protectors - These people know about the mythos and collect its totems to keep them from returning to the world. Their policy of working in secret makes them easy to misunderstand, and they often work in direct opposition to the authority of White Society introduced above.
4 Fakers - They don't believe in any of the rituals or tenets of the faith, but are just in it for kicks. As above, revealing the consequences or true nature of their faith may dissuade them from it.
5 Occultists - Seances and mesmerism were their 'gateway drug', but now they year for magic that truly works. As above, revealing the consequences or true nature of their faith may dissuade them from it.
6 Academics - After decades collecting and studying mythos tomes, these searchers of knowledge have graduated to applying the scientific method to invocations and summonings of things best left unknown. As above, revealing the consequences or true nature of their faith may dissuade them from it.
7 Impoverished underclass - Dominated historically because of racial struggle, these people have been relegated to the precarious edges of society and seek mythos power and aid to redress their plight. As above, revealing the consequences or true nature of their faith may dissuade them from it, or may embolden them to gain more knowledge or power to overthrow their oppressors.
8 Stereotypical cartoonishly evil - Mad megalomaniacs without rhyme or reason. Fire away!


4 Why Bother?

You might well ask why bother adding this layer of moral complexity to your games. If you really don't see any value in this, if you really are satisfied with men-vs-monsters, then carry on. There is nothing wrong with your preferred style of gaming.

However, if you find CoC often devolving into cartoonish Scooby Doo style adventures, you might want to give this a try. The promise of roleplaying is to immerse us in life experiences that are usually closed to us. By setting these in a morally complex universe, we exercise our empathy and understanding of other people.

Tuesday, April 26, 2016

Shifting Stereotypes in GM Voices

Any GM worth his or her salt has done impressions. You may eschew or find them childish now, but at some game session you used a voice that wasn't your own, for good or ill, for once or forever.

Make no wonder. The players hunch around the table, waiting for you to bring the gameworld to life. You dive into onomatopoeia for the clang of swords or crash of dragon scales. You're improvising like mad, flailing your arms and chewing the scenery. It is only natural that you use different voices to differentiate NPCs, and only natural that these are based on your limited repertoire of experiences. So you steal a Scottish brogue for a dwarf here, or do your best Hugo Weaving for an elven king.

The problem isn't (mostly) that these impersonations are racist. Most are about as mildly offensive as Mike Myer's Shrek, and the rare racist, mean-spirited impression should rightly be condemned.

The problem is that most impressions are hackneyed, repetitive, and done to death. Scottish dwarven brogues, lisping posh elves, North Country hobbits, and piratey orcs are all dull, dull, dull.

It's past time to shake up these stereotypes, to shift to different voices if you like vocal improvisation. Shifting voices will refresh NPC interaction for you and your players, challenge your assumptions, and push your play into new directions.

Here are my suggestions for some new voices to shake up your game:


Dwarves - Serene Zen Japanese gardener craftsmen. Love jewels as art, not wealth. Berserker rage replaced by stoic banzai charge.

"Ah! See this slope? A work of art! That cornice - I am speechless! Truly it is worth death to see the precious beauty of this forgotten tomb! How dare these uncouth gaki befoul this sanctum! BANZAI!!"


Hobbits - Lector style cannibals. Consideration of food trumps any alignment or moral compass.

"Hmmmmm, rations running low. Lucky so many tall sources of meat walking around. All it needs is some fava beans and a glass of Chianti. Then fly fly, little halfling, back to home."


Humans - Loudmouth hucksters, always spouting the Domain Game as needed progress.

"Well sirree, this is the wasteland, but it has potential! I can see it now, after we clear out the temple, we move in a drygoods and an inn. Get captured goblins to build a stable and dig a well, but we get the xp. We get minstrels to spread word of the spot where Evil fell, charge admission, sell gnomish souvenirs, and plots of swampland! I tell you, human ingenuity will turn this ruin into a goldmine!"


Elves - Burt Reynolds' Gator inspired, bacco spitting,  moonshine-swigging rednecks. Fall of the elves remembered like the fall of Dixie.

"Shoot, I seen this a million times. You uppity new races comin' round where you ain't wanted. But I ain't no racist. (swigs moonwine). Double negative? That's a positive in High Elf, boy. I'd speak it 'cept y'alls too dumb to unnerstand it. (swigs again). Boy, you bet not be lookin' at my sister Laurie-Lie. Don't want no mixed blood half-elves kickin' round."


Half orcs - Pessimistic, fatalistic French Resistence fighters.

"My mother, she full orc, she hate me. My father he abandon me. Merde! Life, she is shit. But still I fight, to drink and, mais oui, to forget in the little death of inebriation."


Got any suggestions? Leave a comment.

This post is inspired by THIS post.