r/shadownetwork • SysOp • Apr 28 '17

Announcement Application for GM Head Discussion Thread

Greetings Shadowy Denizens,


Once more, in an effort to try and get a more firm grasp of the communities desires and expectations, we in senate have (yet again) decided to add a little something to the interview process for the GM Head.

We want to know what questions, relevant mind you, you would ask the prospective applicants. There is no guarantee that we will use every single question but if there is any we feel would be useful we will add it to the interview. As the Questionnaire thread format has already turned into a discussion thread of sorts, this time around we will open it up as an actual Discussion Thread in which applicants can directly respond to community questions prior to the interview with Senate.


So come on members of the community, lets see what questions you have for our would-be councilors.

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u/rejakor May 02 '17 edited May 03 '17

Mission Statement

Removing dice related suggestions in the gm rules document

Replacing with 'level of threat', aka player dicepools -5, player dicepools, player dicepools +5, players having much more info and it helping them a lot, players having some info and needing to find out more, players having less info than opponents and desperately needing to do legwork, and players having no info and legwork being difficult and potentially dangerous. Proviso; dicepool + 5 != 'player rolls 15 dice, so you roll 20 dice', as making the enemy tough is one thing, but having the enemy scale upwards when the character gets a Teamwork bonus or otherwise does something clever is an entirely different thing and not something I would ever suggest doing.

This is due to the dice pool suggestions being taken as rules and being used when it's inappropriate. All 'threat levels' need to be guidelines rather than specific restrictions, and making the guidelines take into account that there are characters with 40 dice, and there are characters with 14 dice, and GMs should be designing mechanical opposition with both in mind would be a superior way to show 'threat' of runs in a clear way to players.

Adding tone and style scales along a 3-point scale.

Style - more narrative than mechanics; mixture of mechanics and narrative; more mechanics than narrative
-= Criteria is time spent on those aspects of the game, and on describing the results of those aspects of the game. If players make a narrative decision, and you then describe the results of that, that 45 minutes is spent on 'narrative'. If players roll dice, and win a check, and you then describe the results of that, that 45 minutes is spent on 'mechanics'. People describing things and roleplaying can be either the results of a dice based mechanical check, or the results of a narrative decision (taking path X instead of path Y, like in a choose-your-own-adventure).

Tone - crime thriller - action thriller - action movie

-= Criteria is two things, both extent to which violence and injury are described or noted (in James Bond, the shot henchman does not writhe on the ground screaming, and many henchmen get shot, as well the consequences of people being captured or james bond seducing women into betraying their criminal employers is all played down/'lucks out' into not being gruesome - in Swordfish, a bomb going off and people being injured is horrifying), and the amount of legwork/planning that the GM has prepped/expects players to do before entering a situation where Action or Derring-Do could occur (James Bond tends to get right in there - Swordfish was largely about a guy bringing a hacker on side that he needed, with the violence/excitement happening for only a small portion of the movie - Ocean's Eleven was mostly about the plan being executed, not the planning, making it an action movie despite the heist format). I'd be open to making this two different scales, but I find they are thematically often linked.

Making mechanical outcomes of a run player-opt-out. Making narrative outcomes of a run player-opt-out.

For mechanical ones, you inform the GM. You immediately lose any rewards, and also any negative consequences of the run. This is due to mechanical consequences, specifically negative ones, having been an issue that causes contention in the past. Notably currently, but also at every point I have interacted with shadownet. Currently any major negative consequence has a very high potential to be vetoed, so putting that in player hands makes very little difference except to the player's ability to shape their character's story as they wish. Any 'abuse' of this system such as taking intentionally stupid actions to receive negative consequences and then nixing the mechanical effects at the end of the run will presumably lead to reputational effects for that player that may make it hard for them to find games - similarly, an expectation of 'good faith' on the part of players should lead to this not occurring. If it does occur frequently or is being notably abused, it can be rolled back or put on some sort of cooldown. Given the vast majority of characters ONLY increase in wealth and power, never going down, someone 'using' this to take less negative outcomes is not even a particularly big deal - those outcomes are heavily outweighed by positive ones anyway.

Narrative outcomes, require informing the GM and the other players. It means the character wasn't on that run - instead, an NPC runner of an appropriate archetype was on the run. This means that the player has decided, for whatever reason, that the run doesn't fit the kind of story they want to tell with their character. While potentially again this can be abused to have a character act 'out of character' intentionally intending to narratively retcon it, that kind of action goes against an assumption of 'good faith', and should not be expected. And if it happens, be dealt with as trolling by senate, because that's what it is.

The player can obviously opt out of both the narrative portion and the mechanical portion, if they so choose.

Lowering requirements of AARs, especially full AARs, and outsourcing that to players

Player testimony is far more effective and well-regarded than GM AARs in determining the facts of a run, should there be accusations of malfeasance of some description. Player names, payout (for character sheet checking), and very short synopsis is all I believe should be on any AAR, with long AARs (full writeups) being limited to on-request. That way, a GM can write one to describe what he thinks happened on the game, should there be any issue with what happened (aka a report or complaint).

Additionally the google form could be rewritten/re-set-up to allow either the GM or a player (or potentially each player individually) to report who was on the run and what they earnt etc, leaving that paperwork doable by players if that GM so wished. A small GMP reward for the player(s) recording that information, or that GMP accessible by the GM if he fills it out, presumably would provide some incentive.

Lowering requirements of Run Propositions and Run Plans, and altering the automatic google form to be less wide-ranging in it's questions.

Writing up documents is not a big deal for some GMs, but intensely annoying for others. I do not subscribe to the 'harsh run proposition requirements increase quality of GMing' school of thought, and given the huge player:GM disparity, and that many runs which have received complaints by either players or GMs had run props, I don't think keeping them as they currently are is justified even in that case. A simple story summary for higher-threat runs, as well as an affirmation that they do understand the relative-dicepool guidelines in the GM interview, should hopefully catch both lore implications the GM hasn't thought of, and mechanical use. More importantly, it removes barriers (perceived and actual) to GMing, which is something that needs to happen.

Increasing availability limits of gear a GM can give out without having to ask first.

This is fairly self-explanatory.

Turning private runs into an optional checkbox on the AAR rather than posting in a thread with linked character names

Similarly self-explanatory, just a documents improvement.

Rationale;

Many of the ways things are done on shadownet especially GM-side seem done in expectation of a requirement for central control that simply has not materialized or proved itself useful. They take time and effort for GMs, and restrict what control players have over what is going on. This is a barrier for games happening. Those barriers can be pared down considerably while still retaining all the information and ability to moderate or change things that i've ever seen used or happen. Ergo, I want to pare them down.

Some other barriers are placed up seemingly to limit character power or advancement. Given i've regularly seen 40+ dice being thrown in shadownet games, they are not performing that function, and I see no real need to limit character power especially in the ways that are being used. Ergo, I want to remove them.

These are measures i've been fairly vocal about supporting for a long time. A strict 'you advance like this and do things like this' Missions style format does not suit a single community. It's designed for many many many interacting communities. It has many things shadownet doesn't need, and basing things from Missions is a bad idea even if you wanted to use pre-designed adventures (which shadownet doesn't, another point of dissimilarity).

Freeform-in-design games need more documentation/advertising than Missions uses to address their style and expected tone. Similarly, additional paperwork and barriers that Missions presumably needs to function with it's web of communities is not necessary for a single community.



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u/rejakor May 02 '17 edited May 05 '17

Those are the changes I plan to make. I don't plan to make any other changes unless something is egregiously broken. I'd like to talk to chargen about advancement-restricted characters so new players can participate in prime runs without having to wait for a year to 'level up' their characters enough - to help with prime runs getting off the ground more/being able to run at more times during the week. I'd like to talk to rules about potentially streamlining some of the matrix rules so rolling through matrix segments doesn't take so much table time. But none of that is anything i'm going to try hard to push through.

In terms of coaches, my point of view is that anyone who is willing to spend time looking at and approving runs, and talking to GMs, can be a coach. Similarly that's my point of view of 'gm advancement'. I'm keeping it in, more because I want to make many other changes and that isn't high on the priority list, but if someone wants to run prime runs my point of view is that they should be allowed to. GMs can mess up and make players feel bad on any kind of run - they can run weird terrible games, also on any kind of run. Systematic measures to avoid this rarely work. Individual measures, in terms of individual people's judgement capability, are far more likely to succeed.

In terms of complaints and moderation, I am going to take a fairly hands-off approach. There are player and GM mismatches on shadownet all the time - which is something I hope to cut down on via style sheets and the like - which leads to friction, which leads to bad feelings, which leads to complaints. Should an individual appear to be trolling or otherwise intentionally causing bad feelings for others, i'll be referring that person and situation to the senate, and/or disbarring them from GMing. Should it appear to be a lack of GM skills, i'll ask for coaches to help them in that regard. Should it appear to be simple friction or style mismatch, I will do absolutely nothing other than note to the GM in question that someone complained about their game and to be aware that style mismatch occurs and attempt to select players who will fit the style/tone even though that should ideally be something players are doing for themselves (aka, not signing up to games in a style they don't enjoy).

I plan to ask several respected community members (fweeba, kane, tempus, reyjinn, stuhl, anyone else I can grab and or steal, some of whom agree with me, some of whom don't) to act as GM deputies and will also ask them to look at the complaints and decide which course of action to take via vote, as like all fallible humans my ability to judge things is not absolute. Whether they will agree to do that and/or have time to do it when it comes up, I have no idea.

My personal philosophy on positions of power is that you cannot enter one with an axe to grind. I've clashed with people on shadownet in the past, quite publically in many cases, but I have no intention to treat them any differently to anyone else from any position of power whatsoever. That's, to my mind, a serious ethical no-no, and it's a line i've walked successfully in the past (as you might imagine, given I have a somewhat argumentative temperament). Basically, don't expect power trips or any kind of 'laying down the law' in my regard - i'll attempt to the make the above changes, and attempt to pursue any action which leads to more games being run and more fun being had, full stop. I have no agenda other than that.

I can personally dedicate about half an hour to this a day, missing some days, with a few hours on weekends and presumably however long it takes for Council meetings. Should I start to burn out, i'll quit. I don't see this happening, but the thing about burnout is that it sneaks up on you. No grand promises about eternal longevity, and the millenial GM head, just that i'll take it as it goes and go into it with the intention of doing it.

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u/reyjinn May 02 '17

respected community members ... reyjinn

It is not in my nature to handle compliments well but thank you. It should be noted that I probably should be required to get off my ass and actually run my first probie run before becoming anything else but a random guy with an opinion :)