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 Reply: General Role-Playing:: Re: QOTD SEP 8: Have you ever used AI to conduct any sort of analysis on one of your RPGs, scenarios, or NPCs or player character? How would you use AI to analyze any part of an RPG? What would you ask?
Posted: Tue, 08 Sep 13:44:11

by kuhrusty

dysjunct wrote:

because I enjoy the hobby and why would I want a computer to do something I enjoy, instead of me?

5X productivity. I have AI play games for me, and then tell me how much fun I had, and also that I am smart and handsome.

Also, if it's playing a published adventure for me, it'll find & download the PDF so that it bypasses every trap. It said I got a perfect score on Expedition to Huggingface Castle!
 New comment on Item for GeekList "Science fiction games in my collection"
Posted: Tue, 08 Sep 13:33:46

by bdeink

Related Item: Mothership

I haven't read the new Dragonbane, but I own the Norwegian version of the classic Drakar och Demoner (3rd Ed.), which Dragonbane is marketed as a new edition of. Drakar and Demoner literally translates to Dragons and Demons (and is confusingly abbreviated DoD), so the name change is understandable from a legal standpoint.

The original DoD was based on the Basic Role-Playing system, but I believe that the latest version has departed quite a bit from its origins. Sadly only the basic set was ever released in Norwegian, so I'll have to hunt down a Swedish copy for the recommended Expert rules. Its a cool system and setting.

There was always a bit of controversy surrounding the playable race "Anka" (duck in Swedish. Donald Duck's Swedish name is literally Kalle Anka), but they are generally loved by people who grew up with DoD. In case you're unaware, the Donald Duck comics are huge in Europe, and Donald is the de facto most popular and important Disney character over here, much more so than Mickey Mouse. The anka race was more or less lifted directly from the Donald Duck comics, and their whole deal is that they are sneaky and nimble and that they can swim. Dragonbane tries to downplay the connection a bit, but the inspiration is really obvious, especially in the 4th edition (1991):

Good luck with Dragonbane!
 New comment on Item for GeekList "2026 RPG Challenge: Run 5 RPGs New to You in 2026"
Posted: Tue, 08 Sep 13:27:14

by lawingm

Related Item: Chill: Adventures Into the Unknown

KatharinaKuo wrote:

Whispers in the Walls has been on my wishlist for a while. How did you like it?


I posted about it in the Solo RPG's on Your Table monthly list Here. Link to my playthrough there too.

It was definitely one I'd recommend. I'm not sure how much I'll replay it, but it prompted some things I wouldn't have written otherwise.
 Reply: General Role-Playing:: Re: QOTD SEP 8: Have you ever used AI to conduct any sort of analysis on one of your RPGs, scenarios, or NPCs or player character? How would you use AI to analyze any part of an RPG? What would you ask?
Posted: Tue, 08 Sep 13:26:15

by xeirwn

The GM uses GMassistant.app to record our King in Yellow sessions and produce a summary of the session. It's not perfect, but it gets a lot of work done. We don't update it afterwards, so we're often left with a very imperfect, inaccurate and somewhat distorted summary of sessions.

Players in some campaigns have used it to produce character portraits or illustrate scenes. I don't do that, I prefer to use my imagination. It doesn't bother me much if others want to do it. What does bother me is when GMs use it to produce material which they then expect players to read - that's a terrible idea.

I sympathise with the ethical concerns raised but unfortunately I don't think this battle can be won as consumers. It's a train we can't stop in my opinion. So from an ethical standpoint, I would only use AI with a paid subscription that ensures that the material can't be used to train the model.
I would like to input the material I have about a campaign setting, or an adventure; and also feed it a specific "technical writing" template, so that it cleans it up and presents the material in a format that makes my job of running it easier.

The search for a good template (not just for AI but more broadly) was the thinking behind this QOTD: https://rpggeek.com/thread/3548552/qotd-jul-26-a-question-ab...
 Reply: General Role-Playing:: Re: QOTD SEP 8: Have you ever used AI to conduct any sort of analysis on one of your RPGs, scenarios, or NPCs or player character? How would you use AI to analyze any part of an RPG? What would you ask?
Posted: Tue, 08 Sep 13:16:38

by dysjunct

I am not knee-jerk opposed to AI for anything and everything, but there’s not much in the hobby that I would use AI for, because I enjoy the hobby and why would I want a computer to do something I enjoy, instead of me?

The only hobby use case I have for AI, so far, are game recommendations. There are too many games, too many expansions, and too much content. While I follow some tastemakers online (BlueSky, Substack, etc.), there’s too much for even them. So I have used AI as a recommendation engine: “here’s what I like, here’s what I don’t like, what are some games that might appeal to me?” With follow-up refinement as necessary. So far the recommendations have been pretty good, either things that I have never heard of, or things I’ve overlooked in the past but were pretty aligned with my taste.

I could see myself using procedural generators for maps, terrain, dungeons, etc. Of course those have been around long before LLMs, but I think they still count. I don’t particularly enjoy making maps, so that would be saving me time by replacing a chore, rather than taking away something I enjoy. But mostly I don’t play games these days that use maps, or if I do then it has maps already.

There are some other hobby things I have used AI for, just as an experiment. It is mostly not very good at it. E.g. I have tried having it make characters for various games. It tends to hallucinate stats, skills, etc. You can mitigate this a little if you tell it to restrict itself to SRDs, but not everything has an SRD. I also tried telling it to make a couple adventures. It produced a framework that was reasonable but the details would have needed so much work that it would have been easier just to start from scratch.
 Reply: General Role-Playing:: Re: QOTD SEP 8: Have you ever used AI to conduct any sort of analysis on one of your RPGs, scenarios, or NPCs or player character? How would you use AI to analyze any part of an RPG? What would you ask?
Posted: Tue, 08 Sep 13:16:22

by brumcg

panzer-attack wrote:

I wouldn't use it. I'm not happy with AI's environmental impact, I'm not happy about the way it's encouraging people not to think for themselves, I'm not happy about the fact that I think it's going to lead to job losses. I don't want to encourage it.


This.

I'm concerned about the amount of AI our GM is going to use in our next campaign. He's better than AI but seems to be all-in. 😬

 Reply: General Role-Playing:: Re: QOTD SEP 8: Have you ever used AI to conduct any sort of analysis on one of your RPGs, scenarios, or NPCs or player character? How would you use AI to analyze any part of an RPG? What would you ask?
Posted: Tue, 08 Sep 13:13:54

by SteamCraft

I have used it for:
name generator
alphabetize spell lists or categorize them
stat out PCs.
run mechanic probabilities
summarize a set of rules to pull out the mechanics
look up a rule quickly
double check info in a scenario to see if I am missing some info or conclusion that I cannot find
analyze the positive and negatives are certain mechanics
verify if a scenario fits the troupes of the adventure
summarize reviews of particular games/adventures

Edit: FYI, none of this is at the table. No tech is used during play.
 Reply: General Role-Playing:: Re: QOTD SEP 7: Would you consider playing an adventure (non-dungeon) that was completely about combat, without exploring, negotiating, or taking time to think?
Posted: Tue, 08 Sep 13:11:08

by xeirwn

I've played a couple of Mythras training modules, and I enjoyed them, the way I enjoy co-op skirmish games like Rangers of Shadowdeep. I really like the Mythras combat system, so that was a big factor too. In both examples, skirmish games and the training modules, we roleplay our characters too (in the sense that we make choices that are based on the character Vs always the most beneficial move from a tactics point of view) and that adds to it.

Like J White said, Gloomhaven was also interesting primarily because of the combat. I like the idea of the CYOA element as a wrapper, but it lacked informed decisions and a strong story - so the main strong feature is the combat.