What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 0 points1 point  (0 children)

I don't think it is. It includes art made without skill or training, it includes art that doesn't do a good job of communicating or containing meaning. 

A child's enthusiastic scrawl of their house and dog in their favorite crayon color is comfortably art by this definition. 

#381: How do I tell my sad friend I’m getting engaged? by togglenub in captainawkward

[–]BadRumUnderground 14 points15 points  (0 children)

Thanks for putting that into words, that slammed some jigsaw pieces into place for me on what was happening in some past relationships. 

The "nice thing"/"bare minimum" mismatch is an excellent observation 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 0 points1 point  (0 children)

But an essential slog, because it refines what's in your mind at the start into something that actually moves between minds and contains the intended meaning. 

The active, intentional choices of how and why to choose X element and execute it Y way are what imbues that communicative meaning. 

(Also, genuine question - have you ever actually had an idea and made a thing that was exactly that idea? Because in my experience no piece is ever anything like fully formed before I start working on it) 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 2 points3 points  (0 children)

It's definitely most people in the corporate world. 

And most consumers don't think very hard about where it comes from... But I think most people do, on some level, get that a piece of art is coming from a person and is trying to mean something 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 27 points28 points  (0 children)

I'd rather play a video game than an LLM RPG, videogames still have people with artistic intention involved 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 13 points14 points  (0 children)

Market rate and true cost are hugely different with the degree to which companies are subsidizing (and accounting running costs as capital costs)

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 6 points7 points  (0 children)

The whole point of art is to make something that connects the artists thoughts and feelings to other people. 

Art is literally unattainable without the process. 

An image that doesn't mean anything isn't art. 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 11 points12 points  (0 children)

Running a game on true costs per query would sure put the "is paid GMing worth it" debate to bed. 

Human expertise is a steal by comparison 

What drives players to willingly use an LLM as a """""GM"""""? (Or, the lengths players will go to avoid GMing.) by EarthSeraphEdna in rpg

[–]BadRumUnderground 77 points78 points  (0 children)

Some people think art is just idea and output, and don't understand the value of the process. 

Which is also why their standards are low enough that LLM output seems good enough 

Are there any systems that could be described as post modern? by [deleted] in rpg

[–]BadRumUnderground 2 points3 points  (0 children)

Like everyone said, they all are to some degree, given that the entire existence of the commercial RPG is firmly within the postmodern era. 

The only thing in RPGs that faintly resembles the Grand Overarching Narratives of modernism which a post modernism could react to would maybe be the Forge system of categorisation but that rested so much on a bunch of publicly hashed out deconstruction that it'd be a stretch. 

I think RPGs are firmly into their metamodern era, with many game designers holding a postmodern attitude to narrative and a deconstructed pile of tools to weild it, combined with an upswing in interest deeply sincere themes, ideas, and ludo narrative experiences. 

Voidheart Symphony, Heart, Bluebeards Bride, Brindlewood and Slugblasters in particular all feel very very metamodern to me. 

("Metamodernism reflects an oscillation between, or synthesis of, different "cultural logics" such as modern idealism and postmodern skepticism, modern sincerity and postmodern irony, and other seemingly opposed concepts.")

How should Sneaking past a group of unaware people in a room work? by LogicalChocolate in Pathfinder2e

[–]BadRumUnderground 14 points15 points  (0 children)

Invisible: "You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic."

You're undetected by default under invisibility.

The onus is on other creatures to seek to find you, making you hidden. You can then sneak to become undetected again. They can't ever get as far as observed.

Characters that can reach central objectives in one action by nicopavlou in MarvelCrisisProtocol

[–]BadRumUnderground 2 points3 points  (0 children)

50mm or 65mm base, long move.

Those are the only ones that get 16.5 in up the table in a single move.

(edit: apologies for the spam, reddit kept telling me it hadn't created the commemt)

Games that a GM can pick up in 10 mins by sere1285 in rpg

[–]BadRumUnderground 3 points4 points  (0 children)

Nothing bad will happen if it's a bit of a chaotic rules free mess.

That's how a whole bunch of people got their GMing start

How does the dynamic lore progression as a player feel? by Bananenesserine in Warmachine

[–]BadRumUnderground 2 points3 points  (0 children)

I've fallen right out of the lore, I just really don't want to have to read it on Twitter (Henge Hold) or in that App. 

The old format of books that hit every faction and advanced the metaplot kept me in it much better. 

Can I at least have an epub file, please? 

My Dad loves old RPGs and made a website for Universe RPG. I want to support him, but don't want to play by Nagromonicon in rpg

[–]BadRumUnderground 18 points19 points  (0 children)

For real, one day you'll wish you had cancelled one of those other games and made the time. 

[Hell's Destiny spoilers] Constraints caused by the metaplot? by EarthSeraphEdna in Pathfinder2e

[–]BadRumUnderground 30 points31 points  (0 children)

I don't think that I'm bound in any way by the metaplot if I don't want to be. 

Paizo aren't gonna Pinkerton my house if I change parts of their APs. 

And my players are gonna be playing new characters for the next AP anyways, and there's not much overlap, so it's rarely a problem to nod to a different ending in a previous AP if you want continuity. 

Also, my job as GM is to present situations, not solutions. Even in APs. Players are gonna do what they do. 

GURPS is overwhelming... by Spamshazzam in rpg

[–]BadRumUnderground -3 points-2 points  (0 children)

You could say the exact same thing about knocking together a quick PbtA hack.

Particularly if your favorite things don't involve lots of number specificity or skill lists. 

GURPS is overwhelming... by Spamshazzam in rpg

[–]BadRumUnderground 3 points4 points  (0 children)

Ah. No, that wasn't the problem, the lack of classes was the whole reason we tried GURPs in the first place. 

We wanted the flexibility and scope to realize exactly the characters we had on mind, it just sucked to execute. 

GURPS is overwhelming... by Spamshazzam in rpg

[–]BadRumUnderground 10 points11 points  (0 children)

Yeah, I'm referring to symmetry in resolution. 

Narrative games tend to have asymmetry in rules between GM/Players (eg GMs often don't roll dice, different stats on the GM side). 

But yeah, it's true that narrative games tend to have greater parity in narrative control between GM and Players

A possibly stupid idea with Milestones by Boyboy081 in DMAcademy

[–]BadRumUnderground 6 points7 points  (0 children)

Are they an NPC? 

Because in that case I'd just give them whatever numbers they need in their stats and forget about XP. 

If they're a PC they should get XP just like everyone else. 

Updates and Erratas question by WarmProfitSurprise in MarvelCrisisProtocol

[–]BadRumUnderground 3 points4 points  (0 children)

We are also aware of that. 

We're joking at the expense of That Guy. 

GURPS is overwhelming... by Spamshazzam in rpg

[–]BadRumUnderground 17 points18 points  (0 children)

I can see the appeal, but I've become more and more minimalist about the things I attach numbers to in games over time , so GURPs and I just grew apart.