Showing posts with label psychology. Show all posts
Showing posts with label psychology. Show all posts

Thursday, 29 July 2021

Empirical Data on Spell Levels?

You know these researchers who published a paper in PLOS ONE are massive nerds. Because the paper determines how hard people think it should be to produce various magical effects. Spell levels by democracy!

D&D spell levels have remained amazingly constant over the different editions of the game -- even when they shouldn't -- so we can see that level in the game is equal parts arbitrary choices and game effect considerations, rather than how much counterfactual power it takes to actually engineer the change.
Most of these effects are available in the more developed form of AD&D and its followers. To wit:

Conjure: 3 (Monster Summoning I; arguably, conjuring a normal frog is more of a cantrip power)

Cease: 6 (Disintegrate)

Transform: 4 (Polymorph Other)

Split: 8 (Clone)

Stone: 6 (Stone to Flesh)

Invisible: 2 (Invisibility)

Big: 1 (Enlarge)

Teleport: 5 (Teleportation)

Levitate: 2 (Levitate)

Color: 0 (Color cantrip, Unearthed Arcana)

The correlation between these numbers and the intuitive numbers?  A not very impressive r = .43, which means that if you know one of two spells has a higher D&D level, it is only 65% likely it will also have a higher intuitive rank.
This brings us to why spells in D&D from earliest editions to 5th have the level they do, if it's not through some magical model of energy. Yes, it's play balance. Making a frog-sized chunk of most creatures disappear from their anatomy would be more lethal then calling a frog-sized creature into being, even a poisonous one. The same magical physics go into turning a friend and a foe invisible. Merely doubling the mass of a person doesn't have the same delightful possibilities as creating a second, exact duplicate of them. 
AD&D spells, as I've noted before, were not always well designed in the level assigned them. There has been a curious conservatism where spells tend to keep their levels and are more likely to be redesigned to fit their level in power, than to be reassigned level, although some exceptions (like Tasha's Laughter in 5th ed.) can be found. I'm sure this can be backed up by reading Delta's individual "Spells through the Ages" posts, although that scholarly compendium is maddeningly lacking in post tags or a search tool. As an example, Shatter was re-balanced as a damage spell rather than item destruction, which although situational, was quite powerful at the right time. Sleep in fifth edition also had its power curve smoothed out -- not so encounter-ending at early levels, not so useless at late. And Meteor Swarm earns its 9th-level slot by doing five times as much damage as the 3rd-level fireball, as opposed to the AD&D spell whose average damage was not very impressive compared to the average 63 points an 18th-level caster could deal out with a fireball. 
Still, fifth edition has its shares of third-level wizard spells that are nowhere near as useful as the old standards Dispel Magic, Haste, Fireball, and Lightning Bolt, joined by the new wonder-kid on the block, Counterspell (thanks, Wizards). The best that can be said for a Sending, Leomund's Hut, or Phantom Steed is that the wizard memorization economy allows some room for them, and they can be prepared for a special need regardless. Their utility goes up the more the campaign shifts away from toe-to-toe combat and into travel and politics. In that sense, they seem vestigial only as much as difficult travel, communication with allies, and other logistical considerations are brushed over in campaign development.

Monday, 17 November 2014

Junji Ito's Psychological Horrors

Pure body horror only goes skin deep. Although Junji Ito's stories sometimes try for little more than pure gross-out (most successfully in Glyceride, with its palpable conflation of grease, fat, meat and acne) the best ones touch on psychological anxieties below the surface.

Western stories often present the loss of individuality as a horrific fate. In Poe it's the 19th century horror that a gentleman's reputation might be ruined by a debauched double, in The Case of Mr. Pelham, possibly the best episode of Alfred Hitchcock Presents (by Cockrell and Armstrong), it's the 20th century horror that your salaryman double might be better, more confident, harder working than you. Think about the end of 1984, or of The Stepford Wives.

Junji Ito sometimes writes from the other point of view. What if the horror is not to lose your individuality, but to have it?  What if the monster is personalized; what if the horror is not in being forgotten, but in being targeted and sought out? Japanese culture may be particularly sensitive to this question, as its collectivist tradition collides with a postwar individualist modernity.

Spoilers, of course, follow.

Enigma of Amigara Fault (previously) and Hanging Balloons both evoke the horror of individuality. In Enigma, perfectly personalized holes in the rock call out to people, seducing and ultimately warping them. In Balloons, large balloons with the faces of individuals appear, pursuing their originals with pendant nooses and relentless cunning. Despite their preposterous premises, both stories succeed in haunting the reader with unease, a clue that deeper allegories are at work here.

The Internet uses personal data as a kind of soul you can sign away for content and functionality and connectivity. But it seems that people only get creeped out when reminded explicitly who has their data - when Google puts up an ad that's a little too close to the content of one of your emails. And in the case of identity theft, or getting doxxed, the creepy becomes frightening. Ito's stories from the 90's prefigure the anxieties of hyper-personalization. Significantly, the first victim of the Hanging Balloons is a celebrity; fame as a curse.


In gaming it is all too easy to put the players in the eye of peril, thanks to the omniscience of the game master. One of the best instances is in Death Frost Doom when the characters find a portrait of themselves. The doppleganger is a well-known adversary, and the corny plot hook of being the "ones spoken of in prophecy" can have as much dread as promise resting in it..

A particularly evil twist would be to confront the party not with their exact doubles, but with a group of rivals that by coincidence duplicates their class and character concepts ... only with a turn toward the cliche side. The fair and noble warrior becomes a bland do-gooder, the sneaky thief has the brooding and antiheroic angst turned up off the dial, and so on. Who dares steal the most vital element of player character identification - individuality?

If modern individuality is scary in Ito's world, so is tradition. I wish I could just erase time and have "human centipede" refer instead to the monster in My Dear Ancestors. This less gross, more disturbing insect is made up of a centuries-old chain of brains, skulls and hair, each one growing on the next head (literally) of the family. The allegory about the dead weight of obligation is heavy, but not heavy-handed, as the lineage-beast is revealed as the sinister force behind its only heir's courtship of our heroine.  The composite creature practically writes itself as a monster, and in a world of wizardry, might represent an accumulation of power to rival even the oldest lich.


Ito's psychological adroitness comes through even in the stories that fail. In Ice Cream Bus, a divorced father's need to win his son's affection is expertly twisted as he finally gives in and lets the kid go onto the titular vehicle, and, well, what do you expect from the free ice cream rides around the block? The strong point is the sticky sweetness of ice cream as a bland mask for unspeakable desires, from the moms purring after the handsome ice cream man, to the unforgettable glimpse of mounds of ice cream inside the bus, children crawling and licking away on them. The denouement, sadly, falls flat and silly - a less literal, less fantastic final horror would have worked better.

Another chilling story with an unsatisfying ending is House of Puppets. Here we consider how people may choose to live as puppets - exerting no energy, their limbs responding to the impulses of puppeteers living in the upper story, freed from the difficulty of life. There are shades of Erich Fromm's "escape from freedom" here, but also of the more sinister tones of Thomas Ligotti's existential horror. Not  coincidentally does Ligotti also make use of puppets and dolls as he opens up the nihilistic possibilities of denying and rejecting the self.


Ito's supernatural, trite turn betrays the real possibilities of the setting. Psychology experiments, from Milgram's Cyranoids to Wegner's less well known explorations of the merely perceptual nature of agency, leave it a real possibility that the sensation of self in ourselves is an illusion; that things we think we have done are the work of unconscious automatisms. Now imagine the surrender of something as precious as the self as an ambiguous horror, pulsing also with relief.

Fantasy gives us such a possibility through magic, so that a critical failure to save against a charm effect might indicate a Stockholm syndrome- a newly acquired flunky whose lack of initiative is as disturbing and counterproductive as it is useful.

Or for a more perverse act of gamemastering, offer a Faustian bargain; through sorcery, the control of a player's character to be transferred to an altogether more competent agency, unearthing powers and possibilities, earning experience at a double clip while so possessed, seemingly (or in a shocker, actually) working for the good of the character and the party with inside knowledge and superior craft.

What price freedom, indeed?

Monday, 29 July 2013

The Cyranoids

I learned today about one of the weirder concepts of Stanley Milgram, the social psychologist who did that (possibly dubious) electric shock experiment and started the idea (possibly dubious) of "six degrees of separation."

The concept is this: If you wear an earpiece and repeat what is said through the earpiece, you are speaking for someone else - as the handsome Christian spoke for Cyrano de Bergerac in Rostand's play - and so you are a cyranoid. (in which case, wouldn't the other person, the original speaker, be more like Cyrano? But I digress.)

Milgram's point, probably inspired by the correspondence bias in social psychology, was that observers would fall prey to appearances and judge the speaker in the light of the cyranized words. For example, to demonstrate that people construct unitary personalities in others with no real basis, he ran one experiment where multiple people sequentially provided the words for a cyranoid in a conversation, and the person speaking with them noticed nothing out of the ordinary - although the evidence for this rests largely on Milgram's own interpretation. There is even one apocryphal legend of a psychology convention where Milgram had a cyranized six-year-old girl give a physics professor's talk.

Since then there has been some toying with the idea. Some people threw a party and tried it out (pdf). It was weird. This guy is all like "FOR WE ARE ALL CYRANOIDS ARE WE NOT." Cyranoia strikes deep in reality TV shows. Some say the President is a cyranoid.

And adventure gaming? Three ideas.

In frame: You meet a representative with an oddly disjointed, rapid way of speaking. In fact she is possessed by three spirits/devils/wizards. When one pauses, another can take the chance to leap in. This may require a virtuoso performance on behalf of the game master. Each possessor should have a slightly different agenda, which will make the representative seem very indecisive until the secret is figured out.

Half in frame: Next time there is a statue or ghost or some other disembodied voice booming out, let it possess a player's character. Hand them notes and have them read them out loud. The effect can be immediate and startling. Instead of "Okay, let's try and do what the statue says" it is more like "Oh man this is creepy."

Out of frame: Gaming by cyranoid. With the right setup, a party of five at table can become a party of ten - five to play and five to talk, each participating in their own way. A single game master can work by committee, with three wizards, devils or spirits feeding him or her ideas remotely.

Do any of these live up to the sheer looniness of the word "cyranoid"? Probably not, but what can? I'm picturing 1950's science fiction, Invasion of the Cyranoids, an army of big-nose androids who at the last minute can only be stopped by the army's secret weapon - an aerial log bombardment.

Sunday, 5 February 2012

Wisdom: For the Ultimate Priest or the Ultimate Scout?

D&D's Wisdom stat seems to be the most easily dispensed when people write house rules and variants. If you don't like clerics, you won't like wisdom, for starters. Even with clerics left in, something seems to compel people to re-envision this unwanted stat ... as sanity, luck, piety, will. Check out this D&D tutorial video and the way Wisdom has to be handwaved around. Do "common sense" and "sense of self" really go together with "religious involvement"? Why, in 2nd edition on, does Wisdom give bonuses for skills like perception, outdoor survival and healing?

A wise guy, huh?
The prevailing view of wisdom in psychology is that it's the long-term knowledge of how best to achieve a meaningful life. Fine, but try translating that into a die roll bonus. Robert Sternberg, one of the predominant researchers in intelligence, argues that beyond IQ (reasoning ability, equivalent to D&D's Intelligence stat), success in life is also predicted by creativity, and by a third "street smarts" factor which he sometimes calls "practical intelligence" and sometimes "wisdom." The problem with this third factor as a game stat is that it's about making the right decisions. Feeding players the right decisions or forcing them to make the wrong ones because of their Wisdom would be a recipe for frustration.

This is why Wisdom constantly has to be reinterpreted as a character, not player, attribute. One approach (let's call it "Piety") is to just say it's whatever it takes to be a cleric/priest/paladin and tie it exclusively to divine magic. This is similar to what I do with Intelligence, renaming it Intellect, and treating it as "head for book learning." The problem here is that really no other character class has any reason to have a high Wisdom.

There are two other very different things Wisdom's asked to do, especially in 3rd edition D&D, with its design pressure to make all game elements meaningful. One is "Will" or ability to resist mental influence: 3rd edition has Wisdom modifying Will saves. The other is "Perception" or awareness of one's surroundings: 3rd edition also has Wisdom modifying a variety of skills like Spot, Listen, Sense Motive and Survival.

Well... Will and Piety perhaps go together, if you make the long assumption that contact with divine forces is the only way to resist influences on your mind. But Will and Piety are definitely at odds with Wisdom as Perception. The static, supportive role of cleric in the original game is right opposite the scouting, mobile role of the thief. It doesn't seem right that both classes draw on the same stat, when AD&D explicitly stated that their roles were opposite, and each one's prime requisite was the ability score the other could ignore completely.

How to resolve this mess? I recently had the insight that if Wisdom = Awareness it could mean different things for divine and profane classes. Simply put, have priest-types (or prophets) not get the Wisdom bonuses for earthly things like listening. Their awareness is attuned to a different sphere.

To sum up, in my game going forward, high Wisdom has the following benefits for a prophet:
  • Qualifies for the class
  • Stronger miracles, healing and abjuring evil.
  • Stronger Mind saves (similar to 3rd edition's Will)
And for a non-prophet:
  • 13+ Wisdom gives +1 on d6 perception skills; 8- Wisdom gives -1..
  • Bonuses in Wisdom gives 10/15/20% bonus to experience, but no penalty for low Wisdom - the logic here being similar to awareness, that a prophet's Wisdom is too tied up in higher things to help learn pragmatically from experience.
  • Stronger Mind saves.
Yes, this means that Wisdom is still a melange of Piety, Perception, Will and even the kind of life-learning that shows up in the psychology definition. I'm happy to live with that conflation, just as I'm happy for Dexterity to cover both fine and gross motor skills. The important thing in a character system is to give a variety of choices that make global sense, not create the ultimate human resources instrument.

Another thing to think about - if and when I introduce a Druid class to the game, their nature-bound spirituality would let them get both divine and mundane benefits of Wisdom.

Monday, 5 December 2011

Dungeons and ... Darwin?

Evolutionary psychology meets the Monster Manual in a new book by Paul A. Trout, "Deadly Powers." According to the author's summary in an article for Salon, we can explain the most awesome and nearly universally imagined monster around, the dragon, as a confluence of biologically prepared fears of the three main hunters of our tree-dwelling primate ancestors: snakes, raptor birds, and feline predators. These have armed the dragon and kindred monsters - griffons, couatls, and kamadans (OK, not really kamadans) - with their wings, scales, and fangs.

Zak S's Kamadan could scare the pants off a loris.
I haven't read the book, but the author's comments led me to think some more about the evolutionary approach to psychology. I'm no stranger to this topic and I've found it useful in my own writings to think about how emotions serve useful functions for individuals and social groups.But there's a difference between my functional perspective, and the claim that a phenomenon is biologically prepared and inherited from a distant past. I make no claims about this genetic route of behavioral transmission because I don't study genes.

There are two problems with making inferences about the genes from animal behavior (some monkeys have distinct calls for all three predators) and present-day human behavior. Advocates of evolutionary psychology claim that their method is scientific; considering conditions in the ancestral environment of humanity, they  deduce what behaviors were adaptive then, and then test the hypothesis that those behaviors have survived in the modern day. But ...

1. Which ancestral environment are we talking about? The bird-snake-cat theory traces us back to small tree-dwelling creatures. Others refer to our time on the ancestral savannah. There may have been an aquatic period in there.

2. There is always an escape clause if we don't find that a behavior has survived from those times: it must have disappeared because it was no longer adaptive. In actual fact, what happens is psychologists find a phenomenon that exists in modern humans, and then try to explain it in terms of what might have been adaptive in one of those environments, or a similar behavior in an animal species. With this kind of hindsight bias, there are all kind of ways to stumble across a phenomenon that has a closer, better explanation in terms of cultural adaptation.

So take the prevalence of mythological monsters, with their snake-bird-cat aspect. The more straightforward answer is that lions, tigers and ocelots roamed over most of the planet's surface two thousand years ago, and they were scary. Birds and snakes possess magic and strange means of movement, so they naturally tend to have cultic significance even if they're not imagined as huge, and there are enough crocodiles in our African past to explain dragons more prosaically. Why propose special genetic baggage held over from tree-shrews, when cultural concerns are more flexible, also adapt to survival concerns, and explain differences as well as similarities in the world's myths?

A better candidate for a genetic adaptation is the way a few very specific small animals attract phobias - irrational mixtures of fear and disgust that serve as a footnote to the generally useful rule, "if it's bigger than you, run away." The most common targets of animal phobias are snakes and spiders, a tendency that occurs universally, and has obvious survival value in avoiding poison bites.

The fear-disgust mix also translates to "weird" or "horrifying" and explains why snakes and spiders, rather than birds or cats, are the mainstays (together with dead things and tentacles) of the weird fantasy genre. While the griffon can get a makeover as the most noble beast, there's always going to be something sinister about the giant flying snake.

Thursday, 5 May 2011

When and Why Are You Yourself?

It's a well-worked observation by now in RPG circles: people playing characters in a game can act as they personally would act, or as their characters would act. Different people can identify at different levels; different games can support different levels; people can have fun exploring the boundary between levels.

This is where a fairly arcane theory in psychology comes in. Antonio Damasio is a neuroscientist best known for his book Descartes' Error, which influenced a whole generation of thinkers in psychology (myself included) to take emotion more seriously as a positive and functional force in thought. His 1999 book The Feeling of What Happens is less well known. There, he uses the neuroscience of the day to construct a three-layered model of consciousness and the self.

To simplify somewhat, the first two layers of self are reactive. The proto-self, based on the reptile brain, monitors our body boundaries and pretty much stops us from chewing our extremities. And the core self, based on the mammal brain, gives us emotions to deal with threats, thwarting and opportunities.

The third layer of self is the autobiographical self, and it is deeply tied in with the human capacity for self-reflection and language. It lets us plan for the future, look to the past, and construct a story about who we are and where we're going.

I put it to you that in a game, players are most eager and comfortable to:
  • express their character when the autobiographical self is called on, and 
  • express themselves when the core self is called on.
So, for example, character autobiographical self. When a player spins stories about their character's origin at a lull in the game, or starts talking about what they're going to do with all this wealth, that's appropriate and well received.

But not player autobiographical self. When a player spins stories about what happened to them in another game last year, or about this really great pizza place they went to last week, or goes on at length about this Savage Worlds campaign they're planning ... Well, some players do that, but it gets old fast. And a joke that gets older fast - hell, was born old - is when the NPC asks you "Who are you and where are you going?" and you break the frame thusly: "Well, I'm Josh Schmenge and after this game I'm going to drive home, eat a bowl of cereal, and go to bed."

And player core self.  This is when six wights come barreling down on the party's paladin and his player yells "Ohhhh shit!" That's not inappropriate, even thought the contrast between the Lord's knight and the cursing player is funny. In a way, the genuine emotion gives homage to the realness of the situation for the player. Likewise, we cut players some slack for rejoicing according to their native customs when they find the huge treasure horde or defeat those wights.

It's not just emotion. When danger looms, players often go into an analytic mode that calls out the rules and moves in a way the characters never would. Some DMs frown on this, but nobody can stop it completely. Also, it's not satisfying to the players if you force them to act 100% in-character at those times. They would feel like the play-acting was getting in the way of what really engages them - ensuring their beloved character's survival. Maybe this represents the speeded-up processing that high emotion facilitates?

But not character core self. Who do you have more tolerance for - a player who nearly gets your whole party killed because they're roleplaying an incompetent, impulsive fool, or the same situation where the player just is an incompetent, impulsive fool? Hm, yeah, thought so. D&D is still not a role-playing game ... when the adventure's at stake.

Thursday, 21 April 2011

Confronting Gaming Sexism

A brief break from the reminiscences (concluding act 3 up next) to scratch a mental itch.

In case you don't think there's a problem.
These here two blogs are trying to make the same point about sexism and other systems of inequality among gaming and gamers via very different tactics.




1. The Border House

2. Gamers Are Embarrassing

I find it interesting that I resonate more with the second approach. Why?

Short answer: I go more for irony than earnestness, though over the years I've learned to write with both hands.

Long answer: I read The Border House as appealing to morality. The emotions that come through are outrage, anger, disgust. There's the care and the desire to be fair, to avoid harm.  When it's seen by the people whose behavior it's aimed at, that moral appeal in theory should produce guilt, through empathy with the people their ways have harmed.

(I also recognize that this may not be the primary function of the blog. Indeed, it says right up front who it's for - the people who are collectively harmed. For them, a moral appeal can energize and give clarity. But inevitably, that style of argument will be exposed to the outside world.)

The problem with this theory is that this kind of guilt response requires empathy. Which is in definite short supply on the internet. The moralizing earnestness they project is a weak attack against a well-fortified place, the caring position easily subverted by mockery. It's only a game. Get a life.

How do you hit someone without empathy? Make it about themselves. This is where the "embarrassment" emotion comes in. If anger is about morality, embarrassment for someone else is about appearance. It's a contemptuous stance that shames the person you're embarrassed of, rather than guilting them. They don't need empathy or even a sense of morality to respond to shame, because it's in their self-interest to improve how they look.

Shallow? Maybe. But a lot of the cheap talk about "fags" or disparaging women out there is just that - people who think it's cool or edgy or establishing to do that, but don't have any real deep motive to. So if the shoe fits ...

Tuesday, 9 November 2010

Morale and Reactions

What are the two things that are most important to know about a stranger? Or a group of strangers?

Social psychologists know. But so did the early authors of D&D.

The stereotype content model, elaborated by Susan Fiske and other social psychologists, describes how we organize beliefs about other people and social groups - traits and stereotypes. Over the past 20 years, dozens of studies have supported the idea that two key traits, warmth and competence, are major players in our attitudes and behaviors toward other groups.

Warmth is how cooperative the group appears to us. Competence is how strong - how able to do meaningful things - they look. So, jolly halflings might be seen as high in warmth but low in competence. Dour dwarves are the other way around, not very warm but very good at what they do. Kobolds, maybe, are low in both.

When two groups meet in an adventure, the rules of most early forms of D&D have them sizing up each other precisely on these two dimensions.

The reaction roll is the warmth check. That's fairly easy to see. Do they see you as cooperative and will they be likely to cooperate in turn?

But what about the competence check? Well, competence in the dungeon is largely a matter of fighting. If I see you as better at fighting than me, I might run if things seem hostile. If I see myself as better and I don't like you, I might attack. In other words - competence is morale.

Each early edition of D&D has its own way to handle morale checks, but in general morale is tested mainly after taking some amount of casualties in combat. This reflects the origins of the game in tabletop wargaming, where it was assumed that units started the battle with enough courage to approach each other.

And never mind courage. Even rationally, by Sun Tzu's time-tested maxim, an inferior force should not approach a superior. So, in the probing and testing before battle, if any, is joined - that is when the first morale check, off-table, should happen. (Coincidence that this fog of war is exactly the reason for the position of wargame referee, which evolves into Dungeon Master?)

This all suggests that the first encounter between two forces should include not just a reaction roll from the non-players, but a morale check, to see which side they esteem as the more powerful. This will determine, for example, whether their response upon a negative reaction (from either side) is to attack or retreat.

And on the other hand, because both rolls are on 2d6, I'm tempted to make the reaction roll a "reaction check" - with an unfriendly attitude if rolled over the creature's rating, and both of these checks having greater effects if made or failed by a certain margin.

Next post: The combined reaction/morale chart.

Wednesday, 6 October 2010

Player Alignment

Here's part of one of the great comments from poster limpey, that had me rethinking my last post:

> If it were ME (not my fantasy character), I would tend to want to show mercy, but maybe that's just my 'real world' morality intruding into fantasy world ethics.

See, limpey had earlier described a system where players get bonus xp for fulfilling their character's alignment particularly well, and lose xp for breaking alignment. I had an initial allergic reaction - hadn't I posted not long ago that I don't like xp rewards for role-playing?

But then I remembered my own take on moral psychology. According to one book that's been very influential on my own thinking, emotions like guilt, sympathy or shame are hard to control for a reason. These feelings are morality enforcers. They provide an incentive to act in a way that helps other people and most times will only pay off in the long term. After all, why doesn't the first level magic-user cast sleep on all his colleagues in camp after their first big haul, slit their throats, and make off with the loot? Fear of punishment can't be the only reason. The real reason most people don't try stuff like that, sleep spell or no, is that they like these people and they would feel bad even contemplating doing it.

It then occurred to me that in a character-driven game there is no system, other than alignment or something similar, to take the role of these emotions. After all, there is nothing in the game to reward real-life pleasures like getting drunk or getting laid, which is why house-rules for carousing are ever-popular. Without these rules, a perfectly rational player of D&D, seeking to maximize his or her character's gain, should never drink enough to lose control. So wouldn't the same rational player need the punishment-reward structure of alignment rules in order to behave morally through their character?

This reflects a long-standing cultural anxiety about games, drama, fiction: that by entering an imaginary space, people will learn to let go their moral hang-ups about sex, gore, violence, witchcraft ... and then take their new-learned immorality back to the real world. An early illustration expressing this concern is, in fact, the header of this blog.

Gamers who are religious believers, secular ethicists, or just trying to run a group including kids they're trying to raise right, have obviously gotten over moral anxieties about the act of gaming. But they might very well wonder - "how do I make my game a positive moral force?" How can the game be a sounding chamber for morality, and not its opposite?

Now, I'm not sure that alignment rules for all are the answer to this. When alignment rules are vague, antisocial players will bend them to their own will, playing a paladin in a holier-than-thou way that is as surefire a way to annoy other players as if they were playing a party-robbing thief. And when alignment rules are specific, loopholes will be found, and morality becomes just another set of rules to exploit.

But with all the Old School recovery of "player skills" why not take a look at "player morality"? Unlike boozing or debauchery, the player can feel what the character does in the game, when it has moral consequences. This is most likely to happen when players are immersed in the game, rather than taking a cynical, manipulative approach. What's more, veteran gamers keenly appreciate the need to avoid players who run their characters completely amorally. This suggests that players in a good game will have some kind of moral sense that carries through to the running of their characters - will flinch from playing out torture just as they would flinch from actually doing it.

I'm not super happy with the system I outlined last time, where neutral players still have to live by a couple of scraps of the Good and Lawful codes. It seems clunky and at odds with the idea that neutral players should be free and unaligned. I thought at the time that only Evil players could be completely free - without reckoning with player morality. Now, I offer this view of Neutrality:
A Neutral character is not constrained by codes of alignment. His or her moral judgments and feelings are supplied by the player. The Neutral's intuition and personality can range from kind and honest to sneaky and self-promoting. But the Neutral has enough concern for others to stay in a group without being kicked out - something that Evil characters lack, and therefore something that makes them unsuitable as player characters.
Those who are familiar with Christian theology might recognize something of the virtuous pagan in this Neutral - a person who follows his or her view of natural law (read "player morality"), which might turn out well or poorly. The Christian in this scheme, however, is saved through knowledge of God's laws (read "the principles of Law and especially Good"). Now eternal salvation doesn't really figure in to the D&D game. But more pragmatically, remaining true to a Lawful and/or Good alignment should be especially important to those receiving benefits directly from heaven - clerics and paladins, if they exist in your game.

All right. Next up: alignment, spellcasting classes, and spell list seeds for Sorcery World ... where Good, and Christianity, have not come to pass.

Wednesday, 29 September 2010

E. Gary Gygax, Social Psychologist

For my 100th post please allow me to cross the streams of my professional and hobby lives.

Gygax's view of values and morality, Players' Handbook, 1978:



For most of my readership this needs no explanation (but please look here if it does.)

Now. The major model of human values  in psychology research today is Shalom Schwartz's circular model, developed in the mid-1980's. The methodology is a questionnaire where people are asked to rate which principles they personally hold most and least important in life. The position of those principles (values) on the circle is derived from statistical analysis of how answers tend to be similar or different across respondents.

While people and countries differ in which values they hold important, values that are close to each other on the circle usually are ranked high or low together. Likewise, values opposite to each other tend to have a negative relationship, so that people who value one set of principles highly, usually value the opposing set of principles less.

By now there are hundreds of studies using this model (including some from my own lab) conducted across scores of different countries. In the diagram below, the smaller labels are more specific values, larger labels describe groups of values, and the 4 labels on the corners represent the largest-scale value groupings.

So on one axis are "good" people who put helpfulness, justice and equality first, versus people who put their own achievement and power first (Gygax's core definition of evil, although later editions leaned more toward a caricature of evil aligned beings as intentional sadists). The other axis separates "lawful" people who put social order and humility first, from "chaotic" people who put freedom, new experiences, and pleasure first. Hmmm.

It looks like Gygax got at least a seven-year head start on psychology here, with a model of human motivational ideals pulled out of his head that gives basically the same results as hundreds of international surveys.

So the two-axis AD&D system is a great model for capturing the main ways people and countries are different from each other in their guiding principles. Why, then, do so many old-school revivalists disdain alignment, or reduce it to a simpler system? Why does 4th edition D&D seriously simplify the alignment diagram, making lawful a subset of good and chaotic a subset of evil?

I have a few possible answers - that is, reasons the two-axis alignment system often doesn't work in games - which I'll try to describe in the next couple of posts.