This weekend I had that great moment where you get to reveal something awesome you know to people who don’t know it. And you know they want to know it. In fact, you know they are going to take it and run like hell and probably score touchdown after touchdown with it. This is especially wonderful when you are pretty sure you are not going to score touchdowns with it. The football in this case was the Mythic GM Emulator.
I was hanging around in Gamefiend’s D&D 4e IRC server (that’s #4ednd on irc.atwill4e.net) and talking about online role-playing. I like me some online role-playing, especially by IRC. I like it because it tends towards the multi-GM model — lots of people in the mix feel relatively free to grab a little narrative authority and hours of great fun can pass before a designated GM even shows up. This is huge fun for me, but the stories that come out of it are mostly chatty — characters trying to get other characters to put them in a situation where they can divulge their backstory. That’s fun, but it’s not a whole evening’s worth of it.
Well the GM Emulator came up in regular conversation and I think it meshed with ideas Gamefiend already had about adding some automation into the role-playing chat channels. Anyway, there was a flurry of PDF purchasing, and then a bunch of great and heated back-and-forth about what to implement, and then bang-zoom-code. Brent Newhall packed together a bot in python within a very short time and soon it was in the lab.
The bot is called Arbiter and what it does is really simple. If you ask Arbiter a question, it answers with a yes or a no and, some fraction of the time, a twist statement. What this does is really interesting. For example, I was playing Keln, who I wanted to be an airship pilot. I didn’t know if that was a kosher choice in the setting but rather than ask a GM, I ask Arbiter. This is where his name is important — he doesn’t just say yes or no, he implicitly grants authority to you.
So Arbiter says, “Yes, with the twist of a beautiful woman and a gambling debt.” 1 So now I have been granted authority to not only be an airship pilot but I have also been granted the authority to introduce some new elements and everyone sees and is engaged in helping that out. So my internal story is that I lost my airship to a beautiful cheating gambler. Someone else latches onto this and clearly wants their character to be that gambler in disguise. Spark spark flame.
So here are the themes that are interesting to me.
Simplicity drives complexity. Arbiter does not need to be any more complex in order to be awesome. Features can be added but at this point it’s pretty much gold-plating to do so. Yes or no, optional twist and you get triggered complexity from participants.
Authority comes from one place. In order to have authority it must be granted. It can be granted implicitly (I’m the GM in a game that has a GM) or explicitly through the rules. With Arbiter, authority actually resides in the stupidest member: Arbiter! He’s like the worst umpire ever, randomly saying “ball” or “strike” and not paying attention to the game at all. But as my favourite professor once said, that umpire is 90% of a good umpire. You need someone to decide more than you need someone to be right.
Those who want it, drive it. Because Arbiter is optional, it only triggers when someone demands information. Even then, it is only attended to (in the twist) if someone decides to do so. This is wonderful because there’s no pressure to perform (which can paralyze) but someone is bound to grab that hook and do something with it. No one is unduly put upon — if you want to mostly coast and react2, you can do that. But if you want some authority, you just ask for it.
The smarts are in the humans. For two reasons. First, and obviously, because humans interpret the answers creatively in order to produce content. But more importantly (and this was Gamefiend’s expectation but not mine) because the essential creative power is actually in asking the right question. My initial concern was that some high percentage of answers would just be “no” and this sounds boring to me. It is boring, absent the context of the question itself. When you know that those are the limitations of the Arbiter, though, you craft questions so that the answer will be relevant. My airship question, for example, was a grab for authority to establish certain setting facts. A “no” might have been boring there, but the possibility of “no” was essential for the authority of a “yes” to be legitimate. I swear there are other examples but I don’t have the chat log handy. Watch this space.
So this has my brain by the nuts at the moment. This is super cool space for gaming. All it needs is an underlying resolution system that is also very friendly to the fast pace of IRC play and can use arbitrary (see what I did?) granting of authority rather than rely on the coordination of a single human. And maybe a way to keep track of the facts list that evolves (something that a GM would normally prepare but that this system kind of demands emerge from play).