MichaelSomething
Legend
So you're saying we need to create a DM dungeon of some type where they can grind DM exp???You can't teach experience.![]()
So you're saying we need to create a DM dungeon of some type where they can grind DM exp???You can't teach experience.![]()
I'm starting to realize this is good advice for players as well, a lot of frustration comes from expectations that we know the ending and that the story will have an arc like canned fiction.Don't be a novelist, either. TRPGs are not (usually, at their best) linear authored fiction; most of the techniques and approaches from linear authored fiction will not apply. (This includes TV, comics, and video games, as well.)
Yeah, it's a good thing for the players to understand the differences in the media, at least as much as it is for the GM to. I think it's especially relevant for players if their expectations are constructed around pop-culture things (in non-TRPG media) the GM doesn't know. I pretty routinely tell the players at tables I'm running that if they're making a pop-culture reference they should just presume I won't get it.I'm starting to realize this is good advice for players as well, a lot of frustration comes from expectations that we know the ending and that the story will have an arc like canned fiction.
So very much yes. It can be really frustrating to watch a player who is clearly unhappy with or tired of their PC for whatever reason turning down offers to help set them up with a changed different or new PC because they have some kind of death grip on the idea of "finishing [PC name]'s story. Same with a player who has their heart set on playing out a totally setting/campaign/system inappropriate PC's story.I'm starting to realize this is good advice for players as well, a lot of frustration comes from expectations that we know the ending and that the story will have an arc like canned fiction.
I guess how much that would bother me would depend on how clearly the player was done with the PC. I've finished a lot of novels I didn't really enjoy, after all--completion urge (especially when it comes to stories) is a real thing. You want a new PC, and you want to wrap up your current PC's story? Sure, lemme see what I strings I can push and what buttons I can pull; you probably gotta help, though.So very much yes. It can be really frustrating to watch a player who is clearly unhappy with or tired of their PC for whatever reason turning down offers to help set them up with a changed different or new PC because they have some kind of death grip on the idea of "finishing [PC name]'s story.
It's hard for me to evaluate a video such as this...
I'm not sure how you can think that, as my statement was about "specific code for each scenario". Your statement and example is about rules for a single action. You are arguing about a single action; I am arguing about a set of actions.Well, also a software Dev, and also have read the Nethack code, but don't agree with you here. You seem to have a very different idea of what it means to have special handling.
And neither can you or I come up with new regions to explore that we have no knowledge or understanding of how to provide. I think maybe this is your key logical error -- for a computer to improvise you require it to create things it knows nothing about, but for people you are content that they combine things from knowledge they already have.I was thinking rather than Nethack can't suddenly provide hew regions to explore that it hasn't been programmed to provide
I'm not sure how you can think that, as my statement was about "specific code for each scenario". Your statement and example is about rules for a single action. You are arguing about a single action; I am arguing about a set of actions.
Let me iterate: I believe that coming up with a scenario by combining known rules in a way that was not previously planned for is improvisation.
And neither can you or I come up with new regions to explore that we have no knowledge or understanding of how to provide. I think maybe this is your key logical error -- for a computer to improvise you require it to create things it knows nothing about, but for people you are content that they combine things from knowledge they already have.
If you apply the same definition of improvising as you do to netback, then you you should be able to fulfill this request:
Create a new region for the game @Gorgon Zee is currently running, including descriptions of the environment and things that tie into their player character's backgrounds.
I believe this fits your description of what Nethack cannot do (and so cannot improvise, according to you). So for your definition to hold water, you have to show that it's actually possible to do at all!
It's an extreme position, but if this is axiomatic to you, then there is no point in any further discussion. If you don't think that sematic webs, knowledge graphs or all the tools that are used to capture understanding are not valid, then I don't think we have common ground. You are essentially asserting that AI cannot exist, which really makes any conversation about computer intelligence, understanding or improvisation a non-starter to you.the computer has zero understanding of the sense of anything it does
Not at all. You are making a strong statement: Nethack never improvises. You are attempting to characterize my position as an equally strong statement ("there is no difference"), whereas actually what I am saying is much weaker: Nethack can improvise.You seem to be attempting to argue that there is no difference in the improvisational skills of a human and the nethack program.
But since you believe that computers have "zero understanding", very simple logic says that of course you must believe that computers cannot improvise by exactly this statement.I agree that you can't improvise without understanding, but that doesn't in any way impact my argument.
... contradicting your previous statement that computers have "zero understanding"I was fully willing to agree that a LLM has some understanding
Yes it is. Which is why I never stated that.The idea that there is no difference in the improvisational skills of a program like Nethack or Balder's Gate and a human GM is ridiculous,
While I do my best not to be a director, I do sometimes get frustrated when players seemingly go out of their way not to engage the adventure. I ran an Angel (of Buffy fame) campaign years ago, and I had a player who really loved dragons so I included one in the campaign. We spent sessions building up the character's relationship with Sir Kay (of Arthurian fame) with plenty of foreshadowing of a dragon to come. When the big day came and the dragon appeared, the PC pretty much said, "Nah, not interested," and went to go do something else instead. Kind of pissed me off a bit.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.