- Location
- UK
I mulled my position over a bit, and here's my personal take.PSA: Looking for input on calibrating the 'fun / simulationism' spectrum
We've recently gotten feedback from multiple people regarding problems in the quest. It's coming from multiple people with only some overlap, so we're still a little fuzzy on the exact list of problems, but one that we've heard multiple times is that there is a disconnect between how the players model the world and how the QMs model the world. Combining that with other feedback, we are currently interpreting this to mean that there is a sense that the QMs are letting the simulation interfere with having fun. We'd like to talk about that a little, and we'd like feedback on how to make things more fun for everyone – after all, this is a collaboration between the players and the QMs and everyone should have agency and fun in the outcome. If we've misunderstood the issue(s), please clarify for us.
Bear with us, because this post is a bit long.
In our view, the primary value proposition of MfD has always been that it's hardcore simulationist. In most narrativist quests, the players can be guaranteed that their avatar will ultimately win – maybe there will be setbacks or challenges, but plot armor will save the day and success will eventually happen. That's fun but it also means that there aren't any real stakes. Victory will happen eventually.[Shameless plug departing from the official nature of this post: the whole 'narrativist = lower stakes' thing can be seen in my light and fluffy Dungeon Crawler You! quest where I've explicitly stated that plot armor is invulnerable for one of Taylor and very strong for the rest of the team. Also, I've got about half the next chapter written.]
Marked for Death is different from those narrativist quests. It's like that Dwarf Fortress meme: succeeding in our world isn't assured, so when it happens it feels earned, and it feels epic. On the other hand, it can also be super frustrating.
We would like some advice on how to fix the current frustration so that everyone can enjoy themselves and feel like they are making significant choices and getting what they want out of the quest. To that end, let us peel back the curtain a bit on how decisions are made:
The QMs have identified two categories of simulation. The first is rules-based situations; well-defined things with significant and immediate narrative consequences. "Does Hazō land a punch / get punched?" falls into this category, and we feel strongly that the dice should fall where they may.
The second category is more vague. It's things that aren't explicitly covered by rules, especially where there's a wide variety of plausible answers. Examples would be "how many jōnin-level summons should Hazō be able to recruit for this battle?" It can be argued in many directions depending on how various factors are weighted – Dog is tens of thousands, so maybe there's a lot of combat jōnin. Dog has been at (relative) peace for a long time, so there hasn't been much reason for most people to heavily train for combat, so maybe there's only a few combat jōnin. There's a war going on, so maybe there were only a few but the number is growing, or maybe a lot of the jōnin are on medical stand-down because of injuries incurred during the war. The weaker our model of what's going on, the more room there is for subjective judgement.
The magic system falls heavily into this second category. "How hard should <technique / seal / rune> be?" isn't well defined, hence why it takes us so long to spec them out.
Ultimately, our answers to these questions work the same way most of the time: we model the world-state as best we can, choose a distribution of possible answers, and roll. There are some cases where we simply say "Uh, I dunno…maybe that rune is TN40? Feels right", but even there we try to model consistently. We decided that runes' area of specialty is bending natural laws, so 'create a force field' and 'accelerate time' fit in that category and are comparatively easy but biological things like 'enlarge someone's chakra coils' does not fit and thus is difficult or impossible. Within those categories, we try to model consistently based on prior decisions but it's ultimately vibes.
We're looking for advice overall but in the interest of taking immediate action we're tweaking our approach to this second category. We'll continue to make our decisions based on the best world-model we can generate, we'll continue rolling for the answer, but after the roll we'll check to see if the answer is unnecessarily and excessively anti-fun. If we decide it is both unnecessary and excessive, we'll tweak the answer. Note: we're not promising to change the roll in every case, or even in most cases! We still want things to be challenging so the players don't feel like success is guaranteed, and our decisions are always going to be downstream of our best model of the world, so we aren't going to do anything that completely violates the worldbuilding. Examples of things we won't do include "Leaf sent 20,000 ninja to be your chakra batteries" (since Leaf only has ~1500 ninja) or "Leaf sent ~50 people but they have 10,000 CP each" (since that's not how ninja chakra reserves work except possibly for jinchūriki).
There's still discussion on our side about how exactly we'll tweak the answer if and when we decide to do so. Some options we've come up with are "choose a new answer that's relatively close" and "choose a new distribution, re-roll, and if the outcome is still bad then oh well." Input welcome on which of these seems better.
Our first example of this new policy happened for this very chapter. We chose a distribution for how many strong jōnin members of the Lightning Runner pack would be willing and able to sign up, rolled, and got the lowest possible roll, corresponding to "nobody". After talking about it a bit more we decided that this falls into the category of "unnecessarily anti-fun", because it would be fun to have at least one of the canon dogs fight alongside Hazō and there is no critical reason for the distribution we chose. In this particular case we decided to simply have Bull be the strong jōnin summon that's willing and able to fight, but in future we might do it the other way and re-distribute / re-roll.
Hopefully that all makes sense and wasn't too much. We'd appreciate feedback on what you think of the above, what issues y'all have with the quest in general, and suggestions for how to fix them.
Simulationism to me means something a bit different than it does in MfD. In my view, explicitly quantifying variability in combat and sealing matter to simulationism only and specifically because they capture a particular aspect around risk tolerance. I would go further, even, in that having visible mechanics takes away from that aspect of simulationism, though to some degree to good effect, in that I wouldn't actually want the quest to end because Hazō sealed wrong and then his head explodes.
Contrast, I don't actually care that dice were involved when deciding how many dogs were up for recruit, nor have I ever cared for mechanized socials. I care that the QMs thought about the scenario playing out and made a best effort attempt to resolve it impartially. Simulationism here really is quite detached from formalization; if the die serves any purpose to me, it's as a thinking aid for the QMs.
But doing extra die rolls isn't in itself a place of conflict. The issue comes when we have more and more interacting pieces, like sealing libraries we can't touch because they cost spoons, or an ever-larger cast of companions that are both highly busy and agentic, but that don't actually go out and agent, because it costs spoons. Then, beyond just causing bad vibes where sometimes it feels like said companions are not pulling their weight, it can hit concrete obstacles where for example someone should have actively told us something but didn't, and the solution to this is the players trying to be proactive about things in an artificially draining way, with the constant upfront sanity check meetings, because the only way players can imbibe life into an NPC is by forcing it into screentime and making it important enough to get a tier 1 simulation.
It seems to me that this equilibrium is neither good for narrative satisfaction nor good for simulation. Here are some particular ideas about how to improve this:
- Let the players touch things that are only loosely spec'd out more, and be more just-in-time assigning them concrete mechanics. Hazō should be able to learn a set of seals before we know have figured out exactly how those seals operate mechanically and what TN it has to what stat in combat. If something occurs once in battle, it's OK to wing it; just privately note the choice you made to keep it consistent, and if we do push harder on the details at some point, flesh it out then.
- Let the players suggest concrete ideas and outcomes from the result of other actors' efforts, and be willing to make arbitrary choices about how that resolves until it becomes the most important priority to specify. I wouldn't hate planning out Roads!!!, and I'd willingly figure out reasonable challenges along the way, how those might have been dealt with, and estimate progress and workloads. It's just there's a pretty poor cost:benefit to me doing that right now, since QMs by large don't accept that kind of input except as prompts for doing the work themselves, and the result is everything below P0 is left in spoonless limbo.
- Where it makes things easier and doesn't spoil the core narrative, compromise by leaking OOC information that other friendly characters might be expected to act on early, such that the players can help suggest reasonable non-Hazō actions, and just ask politely that players don't directly metagame on this information. Even if the information is of the form "we aren't sure if this is happening or if Mari suspects it yet, but there might be rumors of a political tension between X and Y; you can include in plans suggestions for actions Mari might have taken if we later decide this is the case", I suspect it would help.
This is all a very Veedrac-flavored comment but hopefully it at least serves as a bit of inspiration for how a class of mitigations could look.
Last edited: