Ask Angry June 2023 Mailbag

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June 30, 2023

It’s Ask Angry time. I’m opening my mailbag and answering reader-submitted questions.

Want your question answered? Send it to ask.angry@angry.games. Make sure you give me clear permission to call you whatever you want to be called and also get to the frigging point. I get dozens upon dozens of these dumbass questions so you’ve got about three seconds to catch my eye. And nothing catches my eye like something I can read — in its entirety — in three seconds.

Anyway, let’s get to it…

Snazzy asks…

I have new players who completely ignore my ‘no evil alignment’ rule. Actually, they ignore alignment altogether. If an NPC so much as sneezes wrong, their solution is to try to stick a sword down the NPC’s gullet. I’ve started simply saying, “Hey, you’re just randomly hurting someone. No can do.” But our games sound like me trying to boss them around. What would you suggest?

I wonder if your players attack your NPCs just to shut them up. If you ramble on as much when you’re running them as you do in your e-mails, I wouldn’t blame them.

My players’ characters act like sociopaths and they don’t listen when I tell them to stop attacking innocent NPCs for no reason. Help!

Anyway, Snazzy, your problem’s not an uncommon one. Lots of GMs have to deal with this crap. My fiancé, The Tiny GM, recently asked me to help her deal with basically the same shit. And if you search online for the term murderhobo, you’ll find thousands of put-upon kindred spirits. Don’t actually search for it, though. GMs who say murderhobo are idiots. They don’t know what the hell they’re talking about.

And those of you who’ve used the word murderhobo in your own e-mails to me are about to get schooled on solving the real problem.

First, know this ain’t an alignment thing. It seems like it is, but it’s not. Second, it’s not a lack-of-consequences thing. And third, the problem isn’t that the players are acting like sociopathic rage monsters.

The problem is that the players aren’t engaging with the game’s world as a world. It’s as simple as that.

Normal, sane people don’t behave the way your players’ characters are behaving. And no society could function if people did act that way. In a very real sense, your players aren’t playing a roleplaying game. They’re not playing characters in an imaginary world.

Now, I just know some asshat’s going to tell me that different people want different things from roleplaying games and some people prefer escapist fantasies that let them behave like the complete monsters they’re not allowed to be in real life. And while that is technically true, there are two counterpoints to remember.

First, different Game Masters want different things from running roleplaying games and many Game Masters prefer not to run escapist fantasies for complete monsters.

Second — and more importantly — if you agree to play a roleplaying game and then refuse to play a roleplaying game, you’re the asshole.

Yes, I’m saying it: your players are playing wrong. They’re not roleplaying in a roleplaying game. And you have the right to correct them. And if they refuse to be corrected, you have the right to stop inviting them to play.

This problem actually happens a lot with new players. New players tend to get drunk on the freedom roleplaying games afford and the novelty of being able to punch, stab, throw rocks at, and set ablaze anything they don’t like. It’s not something you can do in most games. Further, many players — new and otherwise — just don’t understand that the point of roleplaying is to actually play a role. To project themselves into their characters and interact with the world of the game like it’s a real place. And most GMs don’t know how to explain it.

But explain it you must.

As a rule, once you’ve corrected your players a few times and you’re starting to feel like that’s all you, it’s time to stop the game and deal with the problem directly. That’s where you’re at now.

Okay kids, put the dice away. We need to talk. You’re missing an essential piece of this whole roleplaying game puzzle here. The point of the game’s to imagine yourself as your character and live in the game’s world. To treat it like a real place and act like real people in it. If you do that, you get this amazingly rich and deep play experience that’s unlike any other game you’ve ever played. You’re not doing that. You’re stabbing people who look at you funny and setting fire to stuff just to watch it burn. That’s not how you play the game.

Yep, I just told a Game Master to tell his players they’re playing wrong. I can’t wait for the feedback.

Once you’ve explained things clearly, hear your players out. Listen to them without judgment. You got your say; give them theirs. But remember that listening isn’t the same as agreeing or acquiescing. You’re still right. Some asshole on the Internet told you so. Keep that in mind.

You can’t run a game you don’t want to run and running a game for sociopathic monsters is not running a roleplaying game. So, you’re going to end up saying, “I hear and understand you, but unfortunately, that’s not what this game is about.” Or, “Yes, I have seen YouTube games like that too and I know it seems fun, but those groups aren’t playing roleplaying games and that’s what I want to do.” Or, “I know it doesn’t seem fun, but I promise it is. Just try it for a few sessions, all right? Give me a chance to show you.” Or, possibly, “I guess we don’t want the same things from our games so maybe we should do something else instead.”

Unfortunately, as much as you can’t run a game you don’t want to run, you also can’t make people play a game they don’t want to play. This isn’t a controversial thing to say, but the gaming community sure thinks it is.

Once you’ve come to an agreement — that is, once the players have agreed to play the game you’re running or quit — that agreement is the Law of the Table. If someone refuses to abide by it, you pull them aside and say, “We agreed on how the game would work; so get on board or get lost because there ain’t a third option.” If you don’t enforce your rules, they don’t exist. Being a Game Master sucks sometimes. Sorry.

That said, it takes people time to adjust their behavior. So accept you’re going to end up saying, “Is that really what you would do if this was a real situation” for a while to get people used to things. As long as they sheepishly say, “No… let me redo it,” all is good. Be patient and give them a chance to learn. And forgive the occasional slip-up without comment as long as it’s minor.

That’s the only way to handle any of this crap.

Mitch asks…

What do you do when a player questions or doubts a GM’s depiction of the world? My party was playing a prison escape with a friend of ours as a first-time DM. When we got to the armory, another player insisted there should be more equipment in there. Later, when we fought two giant spiders, the other players insisted that was too many and that the fight was unfair.

Did you read my answer to Snazzy’s question above, Mitch? If not, go read it. There’s a reason I answered Snazzy first.

On the surface, the problem of a self-proclaimed expert correcting the amount of equipment in the armory might seem like the opposite issue, but it’s the same problem Snazzy’s got. The player is refusing to engage with the world in front of them. And if it were my table, I’d probably handle it like this…

Adam: This armory should have way more equipment in it. Maybe some studded leather armor and shields and stuff.
Me: And yet, that’s not what you see. What you see is what I told you you see. Deal.

And I’d deal with the spider thing the same way.

Beth: Two giant spiders? Two. That’s not a balanced encounter. I’m not fighting them.
Me: The spiders are pleased to see their prey doesn’t fight back and pounce. While the spiders are devouring Beryllia, what does Cabe do? Does he have an opinion on the inherent unfairness of life or the callous cruelty of the gods?

Now, I ain’t saying that’s the best way to handle shit, but there is a point to my snarky sarcastic assholry. And that is, again, that the players aren’t engaging with the game’s world. In this case, they’re scrutinizing the Game Master’s choices as a Game Master.

This problem actually happens a lot when players step up to run games for the first time. The other players can feel nervous, doubtful, critical, distrustful, or whatever, or else they just start testing the new GM to see what they can get away with. It’s a normal human reaction to someone who’s never had authority or responsibility in a group suddenly taking a leadership role. You see the same in work environments when members of established teams get promoted to leadership roles.

The only fixes are a combination of time and assertiveness. The new leader’s got to assert their authority and accept that it’ll take to earn the team’s respect. That new GM’s got to say, “The armory is as I’ve said it is and so is the fight; how does your character deal with the situation?” And the new GM has got to accept a bit of grumbling and grousing in response.

If that grumbling or grousing gets disruptive, the new GM has got to address it. That means stopping play and laying it out, just like I told Snazzy.

Character sheets down, let me tell you how it is. I’m running this game and you agreed to play. I can’t run the game if you’re going to second-guess everything I do. I know I’m new and I know have things to learn and I hoped you’d show me some patience and give me some time to find my footing. If you can’t give me that chance — if you don’t want me to run the game or trust me to do it — say so and I’ll step down. Otherwise, you play, I’ll run, and we can talk about how it’s going in a few weeks, okay?

But there’s a problem with that approach…

You, Mitch, ain’t the poor, put-upon GM in this scenario. Not if I’m reading your e-mail right. You’re just a player unhappy with your fellow players’ treatment of your new GM. And that changes everything.

If the newbie wants respect, that newbie’s got to take control. And anything you do to help will just undermine that. You can’t intervene and you can’t offer unsolicited advice without being part of the problem.

You must proceed with caution.

Your new GM needs a friend. Start there. Thank them for running the game. And don’t do it in a performative, pointed way to show the other players how they should act. Do it privately — or at least quietly — after the game. Then, ask the new GM how it’s going. And listen. Once you get a conversation going — assuming you do — observe the players’ behavior and see how the GM responds. Just say, “Adam and Beth seemed to second-guess you in the armory and with the spiders, huh?” See what the GM says. If they seem put out and genuinely open to discussing it, ask them if they’re open to your perspective. If they say no, then accept that, keep being a friend, and let the GM sort that shit out. Otherwise, tell them what I told you.

Ultimately part of trusting and respecting people means letting them work shit out for themselves, even if it means sitting back quietly and watching them struggle. Which is really, really hard.

Nat asks…

Rogue sneak attacks explicitly use combat rules for dealing with unaware targets, which you advise against. The whole class is designed around dealing bonus damage in situations where we probably shouldn’t be using attack rolls and damage rolls at all. How do you handle classes that rely on specific sneak attack rules? Would you get rid of rogues in your own RPG system?

Forgive me for what I’m about to say…

Ahem…

Well, actually…

I’m sorry. I’m really sorry.

As a gamer of a certain age who remembers the fights that used to rage about whether thieves could even Backstab in combat at all, I appreciate that Monte, Skip, and Jonathan explicitly made Sneak Attack a combat-type ability and spelled out exactly when it was and was not possible. Before 3E, that shit was a mess.

I’m cool with using Attack Rolls, Armor Class, and Damage Rolls anytime combat’s raging, even if someone loses track of an opponent temporarily and gets shanked by surprise. The opponent’s still en garde after all — armed and ready and on constant alert — so it’s not like someone can just get an arm around them and slit their throat. A Sneak Attack in combat’s a very quick, opportunistic strike to a vulnerable spot a split-second before the opponent can react to your presence.

I just don’t think shit like Attack Rolls, Armor Class, and Damage Rolls have much of a place outside a fight. They’re combat things. And I’m not saying that for story or simulation or verisimilitude reasons. I’m not arguing Armor Class is only for combat because it’s partially predicated on dodging and because a shield doesn’t work just because it’s strapped to your arm. I’m not agreeing with the rulebooks when they insist Hit Points aren’t meat but also include training and pain resistance and deflection and stuff. That’s a dumb argument and even the people who spout it don’t really believe it. Everyone knows Hit Points are meat.

I say that Attack Rolls, Armor Class, and Hit Points are combat things because they’re game design elements that specifically exist to make combat work. If tabletop roleplaying games didn’t have combat engines, those mechanics would be just about the dumbest-ass way to deal with injury and resistance imaginable.

And that’s the point.

In most non-combat-type situations, Hit Points and Armor Class and Attack Rolls lead to stupid or nonsensical results. If someone’s trussed up like a goat and you stab them through the heart, it’s pretty stupid to give the dice a chance to say you miss or that a stab through the heart might be less than fatal. For practical purposes anyway. Yes, it is technically possible you could screw that up, but it’s way too unlikely to rate a one-in-twenty chance and if you did screw it up, you’d just take another stab at it.

If a rogue sneaks up behind someone who’s not already actively defending their life and ready for an enemy approaching from any direction, it’s dumb that random chance might say, “oops, you missed” or whatever. If you’ve already resolved the question of whether the rogue could get behind the guard unnoticed — which is what Stealth checks are for — the assassination should be a given.

Thus I’m perfectly happy to overrule that shit whenever it allows the possibility for a nonsensical outcome. I don’t use Attack and Damage Rolls to resolve out-of-combat assassinations. If I think there’s a chance the victim might live long enough to raise the alarm or whatever, I’ll ask for an appropriate check and that might look like an Attack Roll to the untrained and non-Angry eye, but I’m just doing what I’m supposed to as a GM and using an Ability Check to resolve an uncertain outcome. And if the sniper lands the shot, I’m not letting a Damage Roll tell me the victim shrugs off an arrow through the base of the skull.

And frankly, knowing GMs can — and should — override any rule that introduces the possibility of a stupid outcome is good enough for me. That’s what the GM’s for. My game designs fully embrace the Game Master as a game mechanic and I know all I have to do is include a rule that says, “Hit Points and Damage Rolls are only used when an action as described really could result in anything from a flesh wound to instant death and a totally unexpected arrow through the temple from five hundred yards away doesn’t qualify.”

Also note that, while I’m totally fine with combat rogues having a talent for opportunistic strikes to the kidney-spleen, I also figure anyone with a light step and a keen knife can be an assassin outside combat. And really, I don’t consider any of this shit to be the definitive or exclusive purview of rogues anyway. However I define whatever scoundrel-type classes I include in whatever game I design, you can bet extra damage won’t be a central feature.

Besides, Damage Rolls are a dumb mechanic.

All of that said, I want to add something you didn’t technically ask about just to illustrate my point about judging things based on the gameplay they create first and foremost. And prepare to have your socks blown the hell off by this next statement. Because it’ll probably shock even my long-time readers.

All of that said…

I almost never override Hit Points and Damage Rolls when player-characters are the target. PCs can survive pretty much anything short of immersion in lava or a finger of death spell. If an invisible sniper a block away launches an arrow at a PC’s temple, I do a Damage Roll and describe the outcome appropriately. Even if I made a perfect attack roll first.

Yes, my player characters have Plot Armor. NPCs? Fuck ’em. Fatal assassinations be fatal. PCs? Turns out it was just a graze. Head wounds always look worse than they are.

Why?

Because it makes for a better game.

And all of that said, prepare to have your brain totally broken by the last line of this column.

All of that said, I’m totally cool with PCs being struck stone dead due to one failed save in a fight with a medusa.


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26 thoughts on “Ask Angry June 2023 Mailbag

  1. This article covers lessons I learned the hard way, and I found it quite useful and entertaining. FWIW, I consider the advice and the presentation pitch-perfect. I might be biased because I already agreed with everything, but this seems exceptionally well written.

    I’m not sure if I qualify as a “long time reader”, but I didn’t find the last statement shocking at all. If you keep rolling, sooner or later the dice come up snake eyes no matter how many facets they have.

  2. Is plot armour given to pcs in situations where it’s better for the game not better called “game armour”?

    Or “game armor” , if you insist..

    • Actually, they’re called Hit Points. I invoked the term “plot armor” specifically because it’s a well-known term that commonly describes the fact that the protagonists in stories are generally much more durable and survivable than extras and antagonists. Which is the practical effect of what I’m doing.

      And I also invoked it because elitist roleplaying gaming purists always say the phrase with the utmost contempt. And I like putting their jimmies in a twist.

  3. I agree with Snazzy’s prescription, but not your analysis: Lots of people in the real world have actually been murderhobos. Kill everyone you see, burn anything too heavy to carry, and steal everything else is a standard operating procedure for conquistadores, vikings, mongols, and basically every other real life person that D&D adventurers are based on.

    • Conquistadors, Vikings, and Mongols still had functioning societies. They might kill people in the groups they were conquering, but they didn’t just kill anyone they wanted on the street in their own cities/towns/war parties. PCs can conquistador it up in the dungeon, but when they come home to the village they can’t just kill peasants in the town square.

    • Even if we restrict our analysis of all three to when they were explicitly in enemy territory (read: in the goblin cave), they STILL really didn’t act that way. And even if they did it would work in analysis: they are interacting with the world. Why are they stealing? Because it’s valuable, and they want the money for whatever reason. Why are they killing? Enemies. Why are they burning? Out of spite or to hinder defenders. It makes sense in world, and it’s selective. Even cartoon Vikings don’t randomly kill their own king for lulz. The defining feature of murderhobos is nothing they do makes any sense even in-character.

  4. Thanks for the answer, Angry! Your note about the change from 1/2e to 3e was actually very relevant, because what brought up the question for me was looking at the rogue class in OSR games. It seems like a lot of the things they can do are things that anyone could at least attempt, like climbing walls and sneaking up behind people to kill them. Modern D&D gives them a bit more of a defined role, but old-school rogues feel weird to me.

  5. “ Everyone knows Hit Points are meat.”

    I’m not saying you’re wrong, but I really don’t want you to be right. I hate the idea of every character ending every fight looking like pincushion Boromir but being just fine.

    Is there going to be an article about how you handle damage and hit points at your table?

    • Best I can tell, Angry handles those things more or less by the book.

      To quote: “I say that Attack Rolls, Armor Class, and Hit Points are combat things because they’re game design elements that specifically exist to make combat work.”

      They’re tools to be used in combat. Just because they have flaws doesn’t mean it’s worth changing how they work (especially since they’re such a central system).

      • Less flippantly, I don’t sweat it too much. Just because hit points are meat and hit point losses are injuries, that doesn’t mean it has to go the Boromir extreme. In my games, until you’ve lost half your hit points, you’re just banged up. Minor cuts and bruises. You’re not even visibly affected by your wounds. After that, you become Staggered, and your wounds are serious and they’re slowing you down. But that doesn’t mean you must be bristling with ten thousand arrows either.

        It’s important to note that most fluffy flavor text rolls out of the mind pretty quickly. The only wounds the players remember are the ones you mention more than once. So, keep all your wounds minor — Hollywood wounds — and people will only remember the current state you describe anyway.

        What you absolutely will never be able to do — and shouldn’t bother trying — is to convince the vast majority of average people that “hit points” are anything but “points you lose from taking actual, physical hits to your person, thus leaving you actually hurt.” That’s what they are.

        • The problem with this is in characterizing the sword attack that does 8hp. For a first level character, that’s a death blow. For a fresh 5th level one no so much, and once their HP has been whittled down the 8hp attack again becomes a death blow. Thus you do need to interpret high HP as representing something that allows the character from being wounded as much; so you’re back to Gygax’s combination of luck, skill and inner fortitude.

    • Simple: Play a game where there’s not as much HP.
      The issue is the inflation in HP that D&D has had over time which leads to the pincushion phenomenon.

      Older D&D had a lot less HP, but about the same damage outputs. Which leads to the argument that it was more “lethal.” Yes, if you play it like 5E, but my experience is that as soon as players fear death, they stop being as aggressive as Snazzy’s players.

  6. As a kid, whenever my gaming group tried to play sci-fi rpgs the games turned sideways into robbery and murder. After reading this it rings true to think that it was partly due to a lack of understanding of the world. To try and picture a mega city and the characters place in it was simply a lot harder than the simple villages most of our fantasy campaigns started of in.

  7. Actually, spiders snacking on the characters while the players complain IS the game I want to play. Is that so wrong?

  8. One of my current groups was not interacting with the gameworld. Finally, we got to a point, I set the scene, and then when I invited the principle character to act, I added in “Kaylee, as a elven ranger aware of this environment, what does Zoe do?” Instantly, the entire group stopped and thought about their actions and it totally changed gameplay.

    Afterward, one of my other players admitted they were thinking of it like a videogame and just trying to deadhead through the story rather than actually acting like the character.

  9. There’s been one thing I noticed when trying to have “acceptable to kill” creatures in a game world. I realized that if every previous monster creature is now playable and part of the settings society: Who do we fight?
    A goblin has value in a game more if it’s a monster, than if it’s “just joe down the road.” You can kill monsters, with no real ethical issues. Joe down the road? That’s sort of when the world starts falling apart. If there’s no “monsters” in the world, then you will eventually just turn everything into a “kill whatever moves” game.

    • I think there’s a real danger to overthinking this issue (irony duly noted). I don’t know that it actually presents too much of a problem in games, but to armchair GMs and wannabe philosophers on Reddit it can destroy the entire game before they even play a session.

      Part of D&D/PF/etc. games is combat. Which means using violence. If you decide to play that kind of TTRPG, you are accepting that you are playing a game in which you will imagine yourself using violence on other things. And those things are usually creatures. Now, the GM has the challenge of trying to convince a bunch of players who have probably never experienced a life-or-death situation requiring violence to do imagine just that. And it’s freaking hard. So, moral outrage (i.e. these things are ‘evil’) is a handy shorthand for it.

      A monster manual or bestiary or whatever book presents a bunch of creatures that can be used in this fashion. Some, like constructs or undead, will raise few objections. Others, like animals or monstrous humanoids or ordinary humanoids, will raise more. A GM has the tools at their disposal, and they can choose whatever monsters to use or not use, but if you start from the point where you decide to strip out all orcs/kobolds/drow/yuan-ti from the game, you start shrinking your toolset fast, which can pose some problems later on in the game. It’s not impossible, it’s just you making your life harder.

      But if you limit character options to not allow certain races/creature types, and start from the point of ‘orcs and kobolds are usually evil’, then stuff runs pretty smooth. So long as you don’t use your narration to countermand that, you’ll be fine. And any player who raises an issue probably doesn’t want to be playing D&D/PF/whatever to start with.

  10. If you want to lean into PCs as monsters, you might want to check out AFM:

    * https://post-mort.com/products/actual-fucking-monsters
    * https://post-mort.com/products/actual-fucking-monsters-breaking-the-limits-the-afm-companion

    From the website:

    > Aren’t we all just a little tired of shiny, brooding, romantic, tragic monsters with their ‘woe is me’ whining and carrying on? ‘Monsters we are, lest monsters we become’. Well, fuck holding onto your humanity. If we’re going to be monsters, let’s be Actual Fucking Monsters.
    >
    > Drawing inspiration from works like Nightbreed and an endless array of 80s horror flicks and their revivals, Actual Fucking Monsters is a game of monstrous creatures doing horrible things and being tracked down and destroyed for it. You don’t win, you live fast, leave a bloody swathe in your wake and then are cut down by the forces of vengeful humanity.
    >
    > Is that fun?
    >
    > It sure as shit is.

  11. What is the risk of addressing Snazzy’s concerns in-game? There are natural, in-world consequences to going around murdering people. PCs who behave that way just a couple of times might incentivize revenge, bounties, posses, etc. What if there’s a local mob boss who very carefully maintains a local monopoly on violence as a means of maintaining power and control? That boss isn’t likely going to remain idle while a bunch of roving idiots disrupt otherwise lucrative rent streams. Playing a Billy the Kid character might be really exciting right up until the point when Pat Garrett ambushes and kills you in the middle of the night during the prime of your life.

    Or, Angry, is your point that isn’t worth the effort if there’s an obvious disparity between the goals of the GM and the players, and it’s best not to go there until there’s a common understanding?

    • The risk is that you won’t solve the problem because you’re not addressing the real problem. Or really addressing the problem at all. Snazzy’s player — the player — is not playing the game and he — the player — needs that be to made clear. The behavior needs to be corrected. Addressing something in-game — by applying consequences — isn’t addressing a concern or problem. In point of fact, it’s the opposite. It’s accepting that the player’s action are a valid form of game play and provided they are willing to deal with the consequences, those choices are totally fine.

      Snazzy’s player is not roleplaying. He is not behaving like a reasonable, rational human being. At best — AT BEST — he is behaving like an utter and complete sociopath; he is slaughtering people for infinitesimal sleights simply because he can. Moreover, he is making decisions for the entire party of players by doing so and therefore robbing the other players of their own play experiences. Unless the whole party wants to play a bunch of outlaws — or sociopaths — Snazzy’s player’s behavior is untenable. And because of the nature of the group play dynamic, even if the players object to it, they may not feel as if they can speak up or act against players. Especially given there’s such a strong incentive not to act against your party. Frankly, if I, in real life, were part of an armed force of adventurers and one of our allies committed even one, single unjustifiable murder on one innocent, I’d drag them to trial myself and testify against them. And I would use any justifiable force to apprehend or eliminate them. But as one player at that table, I know doing so would create more chaos and be against the tenor of the game. And, as a GM, I know that creating a game in which the players might feel the need to act against each other and take the law into their own hands is a disaster. That game is doomed.

      In short: if you accept an action and provide consequences in game, you’re saying the action is an okay way. You cannot solve player problems that way. At all. Ever. If there’s a problem, you fix it out of the game. It’s the only way it works.

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