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<blockquote data-quote="Theo R Cwithin" data-source="post: 5051599" data-attributes="member: 75712"><p>Was thinking about distributed processing, like SETI At Home. Or even a spammer's "captcha factory" in which the 'problem' of captcha resolution is actually performed by a bank of real people rather than a program.</p><p></p><p>So what about "distributed DMing"? Gazillions of random DMs and players on teh int3rwebz can login and work on gaming problems. </p><p></p><p>Those with a lot of time can form a party, everyone a player, and play a session. The computer & all the other networked humans act as DM, adjudicating using guidelines provided by the players.</p><p></p><p>On the DM side, there's a multitude of gamers logging in and out all the time, but collectively functioning as DM for any number of games-- but doing so in little bits: adjudicating a single combat, taking part in a single conversation, resolving a single trap, etc. In other words, each member of this "distributed DM" is effectively like a worker on an assembly line: does a specific self-contained gaming task, submits it, moves on to the next. It's up to the players (and possibly a program) to assemble those bits into DM info. </p><p></p><p>There could be a program component running the basics (effectively CRGP), but certain tasks get queued out to these networked "DM processors" for resolution, frex: </p><p>- a "Combat processor" for stunts and combat items; </p><p>- an "NPC processor" to handle conversations & social interactions; </p><p>- an "Environmnent processor" generating weather, random encounters, certain skill challenges; </p><p>- a "World building processor" to create NPCs, tailored magic items, 5-room dungeons, etc; </p><p>- and so on. </p><p>To lend consistency to the campaign, there would need to be a real-time feedback system for the members of a particular group to grade DM performance, characterize flavor for their campaign, rank in-game priorities, etc. This info, along with automatically tracked data would get condensed programatically into a quick guideline that's served to the "mini DM" along with the task.</p><p> </p><p>Admittedly, something like that would be kind of weird, and probably not amenable to D&D in its current incarnation. It also requires some threshold community size to be stable. But it is a way to engage both RPGers with a lot of time and those who have very little to spare-- and bring them together, no less.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5051599, member: 75712"] Was thinking about distributed processing, like SETI At Home. Or even a spammer's "captcha factory" in which the 'problem' of captcha resolution is actually performed by a bank of real people rather than a program. So what about "distributed DMing"? Gazillions of random DMs and players on teh int3rwebz can login and work on gaming problems. Those with a lot of time can form a party, everyone a player, and play a session. The computer & all the other networked humans act as DM, adjudicating using guidelines provided by the players. On the DM side, there's a multitude of gamers logging in and out all the time, but collectively functioning as DM for any number of games-- but doing so in little bits: adjudicating a single combat, taking part in a single conversation, resolving a single trap, etc. In other words, each member of this "distributed DM" is effectively like a worker on an assembly line: does a specific self-contained gaming task, submits it, moves on to the next. It's up to the players (and possibly a program) to assemble those bits into DM info. There could be a program component running the basics (effectively CRGP), but certain tasks get queued out to these networked "DM processors" for resolution, frex: - a "Combat processor" for stunts and combat items; - an "NPC processor" to handle conversations & social interactions; - an "Environmnent processor" generating weather, random encounters, certain skill challenges; - a "World building processor" to create NPCs, tailored magic items, 5-room dungeons, etc; - and so on. To lend consistency to the campaign, there would need to be a real-time feedback system for the members of a particular group to grade DM performance, characterize flavor for their campaign, rank in-game priorities, etc. This info, along with automatically tracked data would get condensed programatically into a quick guideline that's served to the "mini DM" along with the task. Admittedly, something like that would be kind of weird, and probably not amenable to D&D in its current incarnation. It also requires some threshold community size to be stable. But it is a way to engage both RPGers with a lot of time and those who have very little to spare-- and bring them together, no less. [/QUOTE]
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