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Hi, I just now found this thread again.
Havenât looked at it since I wrote my post.
Just wanted to say really grateful that Billy and Thanuir are trying to bring some clarity and perspective and represent my POV so well.
With blorb, one or two or paradoxically both of two things usually happen:
1. They under-sell its complexity and think âunh? Thatâs nothing special? Thatâs just how every DM run their gamesâ, or
2. They over-sell its complexity and think âunh? Thatâs way too special and weird, no-one could practically run their games like thatâ.
But, itâs just a goal, an ideal, a set of principles to help make that ideal come a little closer.
I wouldnât want to try to sit down at the table to run a Blorb game with this premise: âWelcome to my fantasy world. It has the land area of Asia and a population of 200,000,000. You can do anything you want! Which city would you like to start in?â No one in their right mind could prep for a game like that.
You start small (get the Starter Set or something like B4 The Lost City) and then keep playing in the same world, the same continuity, let the world get richer and richer. Our game has been going on for seven years and we play twice weekly.
To use my concerned pickpocket example, if the player didnât realize the GM had randomly generated the surprisingly low amount of cash and started reading more into it
As Billy points out, Wallpaper Salience is a pretty important principle! I improvise emotional motivations why some NPCs have more or have less items / treasure / cash all the time. I have a name list that I often donât look at and instead just come up with some thing. The NPCs personalities, moods, voices, quirks, I wing all of that stuff!
The amount of cash or specific items I am way less comfortable winging. Salient items means things that have pointy ends basically. If the guy has a healing potion according to the rolltable Iâm not gonna take that away. Nor am I gonna add more money. The gloracle told us what was in his pocket
should the GM speak out of character to the player, and simply remind them that such results are âpreppedâ by a chart and randomly generated, and therefore there is nothing worthwhile to explore?
I talk to the players! Iâm like âOK, this part might not be entirely blorbyâ or âIâm really tempted to go off blorb right now, but... enh, letâs not, letâs stick with the roll.â
Whether the GM does that or not, is the player âwrongâ to pursue the matter further, for example, by interviewing the NPC they robbed, as it forces the GM to either verbally dead-end them with some kind of blocking summary or to improv a bunch of undocumened info?
Calling that âwrongâ would be the most cart-before-horse thing I have ever heard.
Exploring the social situation is as much of an important part of blorb as any flagstone floor tapping or portcullis lifting.
Those NPC interaction moments are actually my fave part of DMing.
Also, I do actually have rules & roll tables to determine blorbily why a particular NPC might be in need of money. Because Iâve been running the game for seven years and Iâve been Tier Two Truthing it all this time (along with the other tiers of truth) which means creating a big toolbox gradually to solve exactly that kind of thing.
And, at the end of the day, the border ( even if merely roughly defined, and not ultra-exact) of what is acceptable GM behavior for Klokblorb is what confuses me.
âKlokblorbâ. Lay off. Peeps donât like the name. I get it. But youâre shutting down all dialogue with the making-fun-of-the-name, âklokkwerkâ schtick.
I think one under-conveyed fact about blorb is that thereâs this huge gap between unacceptable and ideal.
Some examples of unacceptable (I mean, if you are trying to do blorb. IDC what you do in other styles):
What is acceptable is starting small and building up, to the (unattainable?) ideal of this huge perfectly blorbily ran game world.
Listen:
1. Play the game honestly and straightforwardly. Be clear about how the game is set up. When Mercer says âOK, by doing that, you skipped over an encounter I thought you wouldâve run into on the wayâ, it warms my liâl blorb-loving heart.
2. For wallpaper type stuff, aim for prepping like five percent. IDK. Itâs not satisfying to play an all improvised game but a little goes a long way.
3. For stuff that can actually kill your char, or save it, like the presence or absence of gear or monsters or potions or gold or scrolls, that stuff should ideally all be in the hands of the gloracle. I.e. on roll-tables or on the map key. Youâre not in the business of killing PCs, youâre in the business of selling rope.
They go on:
Mostly because it seemed like advocates for it were rather stricter than I could imagine being practical, given the truly open-ended nature of RPGs, even when youâre saying no to the playres going of to the capital to become merchants.
My advice to new DMs is to say no, is to say âOK Iâve only got basically this dungeon prepped and thatâs itâ. Iff you are intimidated by trying to blorbily run a huge region and donât have a big toolbox yet and youâre new.
But after a while you can do all kinds of stuff! I have merchant rules. I give out XP if they go to the capital and become merchants.
Itâs a sandbox game! They donât have to be heroes, they donât have to succeed at quests, they can just play around and do whatever. Explore, do quests, donât do quests, try to start an army etc.
âWhen the players talk to the deputy, he tells them that the mayorâs daughter was often seen around the library...â then of course they could gain the same information from the minister, since itâs common knowledge. On the other hand, if it said in the scenario, âThe deputy was the only one in the graveyard the night of the kidnapping, and he hasnât told anyone,â then I wouldnât contradict that by saying that actually the minister was in the graveyard instead.
Exactly.
I think the âdungeon grinder not heroic touristâ thing is somewhat true of my particular game (depending what you mean by those terms), but Iâm not sure itâs true of the possibilities of these techniques in general.
Yeah. We do all kinds of socio-political, emotional drama stuff in between the dungeon crawls!
I definitely would not want to say, âItâs just a random encounter;
I would and will say that things are on the random encounter tables.
Here are some examples:
Dorks: âMan there sure are a lot of Istishia cultists in these caves, where is their HQ?â
Me: âTheyâre getting reinforcements by boat. Iâll take them off the encounter table once you clear out their other city.â
Another:
Dorks: âWhere can we find this High Priest you speak of?â
NPC: âHe hangs around on level four but you need to roll boxcars on the encounter table. Thatâs a one in thirty six chance. I never go down there, Iâm not allowed so close to the egg. My job is to stay up here and man this machine.â
Dorks: âSo if we camp out in his room, will he come there or not?â
NPC: âSure! He sleeps there.â
Sandra seemed way more intense about the whole thing
I guess I just get very intense when people accuse me of being steam-tunnel crazy as was going on in those awful S-G threads!
Re the ânonsenseâ name, I tried calling it Sim but then Edwards messed that word up. I tried calling it sandbox but then Colville messed that word up. I was pretty much forced to make up a new word for it!
In my opinion, sure, itâs just âstandard operating procedure sandboxâ but whenever I said that, people would come with their âbut in such-and-such sandbox, there is-or-isnât such-and-such, so therefore youâre wrong, so there!â
Hence I had to come up with a very specific word so that whenever I was trying to explain this perspective it didnât get muddled up with peopleâs preconceived notions. The name is one of those Infocom names like foo and frotz and xyzzy and bar and baz and quux and frobnicate. I first heard it in the video game âEnchanterâ, where itâs a spell for preserving the integrity of something (which is why there is also a file format with the same name).
Nothing wrong with saying, âthe guy youâre pickpocketing is a regular civilian, and the rule for that is they carry around 3d6 gold. Go ahead and roll that once youâve made your pickpocketing check.â (Or whatever else determines the particulars of your game - whether that is, indeed, the focus, or something else.)
You can see how much trouble that will save you in a game!
Yep! Exactly how I run it!
Dorks: âI check their pockets, are they carrying anything?â
Me: âYeah, added up altogether theyâve got 4d4 of those mysterious âbone disksâ youâve been finding, so go ahead and roll that up.â
For example, I once played a âspace explorationâ game. We traveled around a map, and each time we stopped at a planet, the GM would âroll it upâ on a chart, to see what it was like. Quite blorby but involved no prep (aside from the map). You can imagine a similar hexploration game: âyou start HERE and you can go wherever you want. When you enter an unexplored hex, we roll to see whatâs there using these tables.â
Yes. This is called Tier Two. As I wrote in the Quest Queue, âif everything is randomly rolled as you go along, whereâs the agency? South becomes the same as north becomes the same as west because wherever you go, the dice are furnishing for you, so the choice about where to go matters less.â
The fallacy is then throwing away all tier two techniques. No, no, theyâre great. Theyâll let you fit a universe into a matchbox. You just need a steel skeleton of tier one prep in that universe. Have some real planets along all those random ones.
Whereas Sandra short circuits this question with characters being vaguely conscious of the rules (HD, XP) of the fiction world.
Thatâs right. And, the conceit is that the characters are talking Midani, and in the âtranslationâ from Midani to our extradiegetic language, phrases like âmessed upâ come across as âalmost no HP leftâ or âexperiencedâ come across as ânine HD and some SLAsâ.
Weâre not doing a âthe characters are in a virtual reality isekaiâ (like Bofuri or Rising of the Shield Hero) schtick. The schtick is that âIn the characters own native tongue, they would be saying âhalf a dozen wolvesâ, not 3d6 wolves.â
But the schtick is by design. The intent is to afford us caring about what the gloracle has to say about the game in the gloracleâs own language, a language that includes dice and numbers along with blood and regret.
She clearly prioritizes accountability over transparency.
Do you mean accountability over opacity? Then yes.