Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8285610" data-attributes="member: 6696971"><p>I want to say that our (you and I) first interactions included me citing how fundamental cognitive bias is to gaming. So, in light of that (assuming you recall those exchanges?), it should be clear that I'm very aware of cognitive bias and its impact on gaming. Its not quite been a "pet topic" of mine for a decade+ but, its in the neighborhood.</p><p></p><p>So how does one limit the signature of cognitive bias in GMing? The same way its done in the rest of life (oddly enough):</p><p></p><p>1) You design in reminders to be cognizant of cognitive bias creep and to not be beholden to them.</p><p></p><p>2) You contract the move-space of GMs and you do it in a way that is table-facing and binding.</p><p></p><p>3) You make the product of the integration of (1) and (2) above with the rest of play <em>work</em>. If this stuff works to create functional gaming and the type of rewarding play that is advertised on the tin...people will (a) keep playing your game at all and (b) be incentivized to keep playing it "by the book."</p><p></p><p>[HR][/HR]</p><p></p><p>Here is a for instance:</p><p></p><p>A game says all of the following:</p><p></p><ul> <li data-xf-list-type="ul">The players roll all the dice.</li> <li data-xf-list-type="ul">Everyone must follow the rules.</li> <li data-xf-list-type="ul">There is no metaplot. No one should impose story. Play aggressively, but play to find out what happens.</li> <li data-xf-list-type="ul">GMs must honor success. If the players feel the GM has slipped here...call him/her on it!</li> <li data-xf-list-type="ul">A GMs movespace should be focused on resolving/answering these particular thematic questions which are the premise of play.</li> <li data-xf-list-type="ul">On a success with complications, the GM gives the player success with a complication (and <em>here </em>is how the movespace is contracted for the GM in this case).</li> <li data-xf-list-type="ul">On a failure, the GM gets to bring about a more serious complication (and <em>here </em>is how the movespace is contracted for the GM in this case).</li> </ul><p></p><p></p><p>So if a player makes a Lore move about a present situation they're in and a success says (<em>tell them something both interesting and useful</em>) and a success with complication says (<em>tell them something interesting, its on them to make it useful</em>), the GM's movespace is very contracted (particularly in concert with the rest of the game). If the GM responds with something interesting but not useful (meaning the players can't put it into action right now), they'll call him on it. But again, why the hell would they do that if (a) telling them something interesting and useful <em>makes play fulfilling/works</em>? </p><p></p><p>On a failure, the movespace is opened up more (but not remotely fully because there are several facets of the game that still contract the movespace). Its no coincidence that, overwhelmingly, a GM's move is going to be to respond with "yes, that thing that you thought was true is, in fact, true...but here is a twist about it that sucks!" And its also no coincidence that the twist is integrated with the PC in questions thematic questions that are embedded in their character...because that is how the movespace is focused for the GM.</p><p></p><p></p><p>* Focus a GM's movespace.</p><p></p><p>* Constrain a GM's movespace.</p><p></p><p>* Make things table-facing.</p><p></p><p>* Incentivize the GM to play by the rules because the rules reliably create "as advertised results" (functional play).</p><p></p><p>That is how you limit cognitive bias in GMing.</p><p></p><p>If you want to increase the cognitive bias of a GM in a game (perhaps because you want to leverage it!), therefore increasing the GM's signature on play, you do the opposite of all of those things.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8285610, member: 6696971"] I want to say that our (you and I) first interactions included me citing how fundamental cognitive bias is to gaming. So, in light of that (assuming you recall those exchanges?), it should be clear that I'm very aware of cognitive bias and its impact on gaming. Its not quite been a "pet topic" of mine for a decade+ but, its in the neighborhood. So how does one limit the signature of cognitive bias in GMing? The same way its done in the rest of life (oddly enough): 1) You design in reminders to be cognizant of cognitive bias creep and to not be beholden to them. 2) You contract the move-space of GMs and you do it in a way that is table-facing and binding. 3) You make the product of the integration of (1) and (2) above with the rest of play [I]work[/I]. If this stuff works to create functional gaming and the type of rewarding play that is advertised on the tin...people will (a) keep playing your game at all and (b) be incentivized to keep playing it "by the book." [HR][/HR] Here is a for instance: A game says all of the following: [LIST] [*]The players roll all the dice. [*]Everyone must follow the rules. [*]There is no metaplot. No one should impose story. Play aggressively, but play to find out what happens. [*]GMs must honor success. If the players feel the GM has slipped here...call him/her on it! [*]A GMs movespace should be focused on resolving/answering these particular thematic questions which are the premise of play. [*]On a success with complications, the GM gives the player success with a complication (and [I]here [/I]is how the movespace is contracted for the GM in this case). [*]On a failure, the GM gets to bring about a more serious complication (and [I]here [/I]is how the movespace is contracted for the GM in this case). [/LIST] So if a player makes a Lore move about a present situation they're in and a success says ([I]tell them something both interesting and useful[/I]) and a success with complication says ([I]tell them something interesting, its on them to make it useful[/I]), the GM's movespace is very contracted (particularly in concert with the rest of the game). If the GM responds with something interesting but not useful (meaning the players can't put it into action right now), they'll call him on it. But again, why the hell would they do that if (a) telling them something interesting and useful [I]makes play fulfilling/works[/I]? On a failure, the movespace is opened up more (but not remotely fully because there are several facets of the game that still contract the movespace). Its no coincidence that, overwhelmingly, a GM's move is going to be to respond with "yes, that thing that you thought was true is, in fact, true...but here is a twist about it that sucks!" And its also no coincidence that the twist is integrated with the PC in questions thematic questions that are embedded in their character...because that is how the movespace is focused for the GM. * Focus a GM's movespace. * Constrain a GM's movespace. * Make things table-facing. * Incentivize the GM to play by the rules because the rules reliably create "as advertised results" (functional play). That is how you limit cognitive bias in GMing. If you want to increase the cognitive bias of a GM in a game (perhaps because you want to leverage it!), therefore increasing the GM's signature on play, you do the opposite of all of those things. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
Top