Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs

Well, let's dive into that then.

I find the "map and key" phrase reasonably constructive. In many cases, the play is rooted in what the DM already, secretly, knows to be true, but which the players are ignorant of. They must provide inputs until they, too, know what is true and can thus make a properly informed decision. Since they cannot know how much they don't know, this is analogous to making a map of an area as one explores it. Just as with an actual map, there is both a fact of the matter (the territory which the map summarizes) and a range of relevance (one does not need the whole globe to navigate a single ruined city or spelunk a single cave.)

To add further interest, there are elements which are not what they superficially appear to be. The players cannot simply coast on GM narration; they must ask good, probing, effective questions and gain a full understanding of the place being mapped, not just a superficial awareness thereof. This is why the key is relevant, the coded parts of the map that grant full understanding of the location. Without the map, the key is useless, just symbols that don't point to anything; without the key, the map is incomplete, just a superficial description.

The great strength of this approach is also its great weakness: player ignorance, and the process of changing that to player knowledge, is the driving force of play. Firstly, it is dependent on players enjoying this back-and-forth process of figuring out what the right question(s) to ask would be for each case, and then making wise decisions based on the answers. (To be clear, I think lots of people DO enjoy this; I'm not trying to imply that that's weird or a bad expectation. Just that it is a prerequisite, and is not always true.) Secondly, and more relevantly for my above "look at technique and execution" post, "map and key" play depends on striking the right balance between discoverability (figuring out the right questions to ask must be practically achievable by the players) and difficulty (the right questions cannot be trivial.) This is a tricky line to walk! That it can easily fall prey to either extreme is one reason why designers might look to other approaches.

And we can again use video games as a good guide here for places where execution can be better or worse. Classic adventure games, e.g. Sierra and LucasArts adventure games, are effectively map-and-key games played with a preprogrammed story and automated DM. Some of these games are overall really, really well-made, e.g. King's Quest VI, The Dig, or Indiana Jones and the Fate of Atlantis. Some of them are notoriously bad either with specific puzzles (e.g. the TVTropes "Soup Can Puzzle" page examples) or with their general structure (relying on "Moon Logic" or even "Insane Troll Logic.") By examining these things, we can learn what techniques or features are shared by effective examples (or at least what considerations matter for building them), and how ineffective examples fall short.


And yet, as I said, we have what clearly appear to be knowledge claims regarding the effectiveness of game design decisions. We have (for instance) the widespread recognition that GP=XP achieves the "fantasy heist" intent of early D&D in a particularly deft way, or the less widespread but still common appreciation for how elegant and effective 13A's Escalation Die is for addressing the known issue of "nova" strategies being excessively dominant. How do we reconcile these (seemingly) blatant knowledge claims with the idea that it is impossible to achieve even the smallest amount of knowledge regarding game design? If it is truly impossible to learn anything at all about game design, why is it so like things we can make knowledge claims about?
A “map and key” is a tool. It lists situations, locations, etc that the GM can use when adjudicating a situation. I don’t think it works to try to extend it to some principle that can be applied broadly or to other kinds of games. When one plays an adventure video game, the computer isn’t consulting anything. It’s just responding the way it was programmed to respond.
 

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So why do you believe anyone would care if someone points out D&D has fail states? Or maybe a better question - what do you suppose is actually being objected to if it isn't that?
First question: Because people are rather sensitive (sometimes justifiably so) about being told that the thing they like can have problems.

Second question: I genuinely don't know! That's why I tried to present it as "I don't understand what the objection is, unless it is this thing" rather than "you are definitely having this specific objection."
 

A “map and key” is a tool. It lists situations, locations, etc that the GM can use when adjudicating a situation. I don’t think it works to try to extend it to some principle that can be applied broadly or to other kinds of games. When one plays an adventure video game, the computer isn’t consulting anything. It’s just responding the way it was programmed to respond.
Well - presumably the developer programmed it with those considerations in mind. So in some ways it seems applicable there. But I'm with you in that I'm not seeing the need to bring video games into it for this point.
 

When one plays an adventure video game, the computer isn’t consulting anything. It’s just responding the way it was programmed to respond.
These two statements are contradictory. In responding how it was programmed to respond, it is by definition consulting something: its internal data. That is precisely analogous (much moreso than most analogies!) to the secret knowledge the GM has which the players do not. You must observe and then experiment, applying logic and resources to your environment, in order to understand the state of affairs and how it may he favorably changed/addressed. Is that not exactly what I have been describing? It's just that the computer can only accept a narrow and finite range of responses as valid (because computers are bad at abstract reasoning), while a GM can accept a nigh-infinite variety of responses and can adapt the situation to address shortcomings.
 

First question: Because people are rather sensitive (sometimes justifiably so) about being told that the thing they like can have problems.
Sure, but in this context they see those problems all the time. If the only point is that D&D can run into fail states then it doesn't make sense that people with that level of exposure would be sensitive there, because they know it can happen and see it often. I guess we could say they are just being irrational about this, but I don't think irrationality is the best explanation here.

Second question: I genuinely don't know! That's why I tried to present it as "I don't understand what the objection is, unless it is this thing" rather than "you are definitely having this specific objection."
I'd hoped to help you get here on your own but I'll answer. Whether intended or not, the term 'map and key' has the connation of criticizing D&D as a 'guessing game' and not just in reference to it's fail states.
 

Well - presumably the developer programmed it with those considerations in mind. So in some ways it seems applicable there. But I'm with you in that I'm not seeing the need to bring video games into it for this point.
I only did so as a way if showing that there is something very like the thing being discussed, which has notable examples that of both well-executed and poorly-executed efforts. Hence, if we can identify common features, logical structures, or other useful information about these things and how they become well- or poorly-executed, we can build theory and improve the likelihood of producing good work. Since the analogy seems (to me) to be quite close in terms of the execution itself, and since it has already been granted AIUI that video games do have actual design theory and can actually be analyzed, if this similarity of structure is recognized, it implies that "hexcrawl" (or whatever we call it) gaming is amenable to analysis. Thus countering the skeptical claim that knowledge about RPG game design theory is impossible.
 

I only did so as a way if showing that there is something very like the thing being discussed, which has notable examples that of both well-executed and poorly-executed efforts. Hence, if we can identify common features, logical structures, or other useful information about these things and how they become well- or poorly-executed, we can build theory and improve the likelihood of producing good work. Since the analogy seems (to me) to be quite close in terms of the execution itself, and since it has already been granted AIUI that video games do have actual design theory and can actually be analyzed, if this similarity of structure is recognized, it implies that "hexcrawl" (or whatever we call it) gaming is amenable to analysis. Thus countering the skeptical claim that knowledge about RPG game design theory is impossible.
Without getting bogged down in the infinitesimal details, i think @clearstream, the poster of that claim meant it quite a bit more narrowly than you are taking it.
 

Sure, but in this context they see those problems all the time. If the only point is that D&D can run into fail states then it doesn't make sense that people with that level of exposure would be sensitive there, because they know it can happen and see it often. I guess we could say they are just being irrational about this, but I don't think irrationality is the best explanation here.


I'd hoped to help you get here on your own but I'll answer. Whether intended or not, the term 'map and key' has the connation of criticizing D&D as a 'guessing game' and not just in reference to it's fail states.
I don't agree. In fact, it seems very much that you have simply asserted the same claim you made originally, but treated it as a conclusion here. It was clearly a premise, and I have not actually seen you argue it.

So: are we really saying that "map and key" is a dogwhistle for hating on D&D? Is that really what I was supposed to "get" to "on [my] own"?
 

Fundamentally what we're talking about is how situation and setting is determined by the play group. How do we acknowledge that in one case it is determined by a GM ahead of time writing some stuff down / defining things / thinking about how it must be while in the other case it is being determined in the moment based on what speaks to the interests of the player characters and the ongoing narrative as experienced so far? How do we acknowledge this difference without treating the second as if it somehow involved more artifice than the first?

In either case the player characters are moving through a set world and dealing with a set situation. How we construct that / resolve that is different.

Basically, how do I never hear Schrodinger's X ever again?
 

I don't agree. In fact, it seems very much that you have simply asserted the same claim you made originally, but treated it as a conclusion here. It was clearly a premise, and I have not actually seen you argue it.

To reiterate - you agreed that at least to some extent that the term map and key was about a 'guessing game'
To reiterate - you gave the proposed explanation that people in general just don't like D&D's potential fail states to be pointed out.
To reiterate - i pointed out that this was nonsensical sense they see and interact with others experiencing D&D's fail states.
To reiterate - i asked you what else it could be? and you responded with - I don't know.
To reiterate - i then provided an alternative explanation for what the objection is and you reject it because 'i've not argued it'

I'm sorry, but my argument is simple - in absence of a better explanation for what is being objected to, the only one that makes any sense is mine.

So: are we really saying that "map and key" is a dogwhistle for hating on D&D? Is that really what I was supposed to "get" to "on [my] own"?
I'd describe it more as people believing they are more objective than they actually are. Many of them may also not have any intention of calling D&D a 'guessing game' despite what the listeners hear.

One other question - why am I getting the Spanish Inquistion over stating I didn't like the term 'map and key' despite using it in discussion. Why does it really matter whether I like it or not? Why do I have to prove it's a bad term instead of just explaining why I dislike it? Why is this that important?
 

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