Code of Conduct VS Railroading

Refining Rulesets

Every serious ttrpg hobbyist will one day find themselves unsatisfied with the range of games available to them. Why does this happen? Do they think they are somehow wiser than the old school Gygaxian wizards or smarter than the hip new Macrisian venturers? This is not the case. Rather, they have an ideal simulation they want their games to exist in. They will first write new material for the games they love and eventually set out to make their own (if you can survive the hobby long enough!). This is the natural life-cycle of the gamer.

Of course, this applies to me as well. Long ago, I began my career playing the lastest DnD edition on the market, then moved to Advanced DnD (ADnD), then Adventurer Conqueror King system (ACKs), and I now feel that familiar restlessness with the current version of ACKs. Why? I want my fantasy roleplaying vision to materialize in my games, and it’s not quite happening due to trappings of the genre and certain aesthetic choices of ACKs. This line of thinking creates an interesting paradox though. Maybe you’ve already noticed what it is.

The Mandate of Roleplaying games states: players must have free agency. If we’re not on the same page here you have a decade of roleplaying dialectics to catch up on my friend. I recommend checking out the youtube series “Bears and Barrows” as well as Alexander Macris’ book “Arbitor of Worlds: A Primer for Gamemasters” (a synopsis is in the ACKs II Judge’s Journal if you already own that). So the question is:

How do I get players to act how I want?

If you’re a rpg chud your knee-jerk reaction should be: “You can’t and you shouldn’t”. And rightfully so my intellectual comrade-at-arms! But not everything is as it seems. Think of the classic DnD adage: “You can do whatever you want in Dungeons and DragonsTM”. We know this isn’t exactly true. You can’t fly around on fairy wings and behead drakes with one fell swing at level one. The point is obviously that you can try to do anything you want and the Judge will tell you want happens. Similarly, every character cannot try to do every realistic action in the game either. The fighter cannot pick locks. As a fighter, you can try to pick locks in the game; it’s your right to command your character to attempt an action. However, the Judge will inform you that fighters can never pick locks because they are not thieves, and in the game your fighter will do nothing. Maybe some Judges will actually permit a fighter to toil endlessly with a door he cannot open. However, I argue this is overstepping the bound of abstraction. Your fighter character knows he cannot pick locks, and I will go as far as to say he does not want to pick locks because of his class (his literal class within society; this is why it is call a class). Therefore, he will not try to pick the lock even if you tell him to, just as he will not try to cast a spell and he will not try to raise the slain from death. So, we’ve established there are some things possible within the simulation that your class can never do. This begs the question:

Are there things my class must always do?

If we’re on the same page here, then the Paladin’s oath immediately comes to mind. If you’ve never played in an ADnD campaign, I must say you have missed out on experiencing the awesome power of the Paladin. The array of discrete abilities combined with a profile of minimum attribute requirements ensure that the Paladin is an extremely capable adventurer even at level one. This inspires both the Paladin and his party to face danger fearlessly and frequently. All this is awarded to the Paladin because he must follow a strict code of conduct else his great powers will be revoked (and if you have a good Judge he will likely be further barred from various institutions, outcasted, etc.).

But does the Paladin really have to follow his code? In ACKs, the Paladin doesn’t even have a typical code of conduct because they don’t get cleric spells like ADnD. Other Divine casters do have a code, but they are quite unobtrusive to any actions your character is likely to attempt. In ADnD we see his powers are stripped and he becomes a normal fighter. This is barely a punishment considering the player’s crimes of violating the spirit of the Paladin. Some of you may have fallen victim to the idea that the fighter is extremely weak in old editions—and I do not fault you for this—but that is the topic of another article. Once again, the stalwart defenders of The Mandate of Roleplaying reading this surely will remind me that it is the player’s right to violate the Paladins Code of Conduct regardless of the consequences, because that player has free will. In this article I will attempt to refute that statement.

Why am I doing this?

I have been developing rules to run a long term campaign. The goal of this campaign is to simulate a world of sword and sorcery akin to the worlds of fiction I and other like-minded individuals enjoy. I am building this game on the framework of ACKs (for now). It would take me an extremely long time to develop a system for economy, geography, and information technology as complex as found in ACKs, but after playing rules-as-written to the best of my ability for several years I do have a few hangups. Here are my goals for the campaign

1. No optional rules. I believe optional rules are the death of games. Is it important or not? A game needs to have a clear vision for exactly how it is intended to be played else it is doomed to failure. The expectations of everyone involved need to align. For this reason, I am conducting a thought experiment in this article and future articles where I assume no rules are optional and I attempt to define all elements of the game within my set of rules. The number of rules must be kept to an absolute minimum and be operated by the average (serious) hobbyist. This has never been done before and never will be done, though many have tried and some have gotten close. Also, this is not intended to remove the role of abduction from the Judge, to be clear.

2. Clear “clerical” rules. This is to say rules about how to run the game pertaining to things outside of the simulation. This is a continuation of the optional rules problem, and I think every game ever made has this problem. Games need to be run in a strict, predefined manner or they are again doomed to failure. Authors inevitably get too normative in the Judge’s guide. I don’t care how a Judge should act, I care how they must act. Authors shy away from the uncomfortable but real realities Judges will face when actually playing a roleplaying game. In this instance Clerical rules represent a course of action to take in these situations. I have to give ACKs some credit in this regard, I just have things I want to add. Specifically, my game must accommodate many players (multiple tables as some might say), and any level of player (new, experienced, stupid, genius).

3. An appropriate setting. I get the appeal of the Hellenic RPG. I get the subversion of Achilles as the Paladin. I want to see Arthur and Merlin; I want to see Aragorn and Gandalf; I want to see Conan and Thoth-Amon. I intend to create a world where grand medieval fantasy intersects the barbaric Hyborian age: on The Borderland. The world of Homer can adjoin my world, but it will not subsume it. Based on the prior statements, the rules must reflect the laws my world and not the laws of the real life Holy Roman Empire with Spell Slots.

4. Sword and Sorcery sanity. Forgive me Gygax-sama but yall were not cooking with “Vancian” Magic. Same goes for “Leather” armor. And I’m not trying to blaspheme here, but I really hate the operation and distinction of the Magic User and Cleric themselves. I could go on. The elements of history and fantasy will be made to fit my vision in the actual rules of the game, not simply within the aesthetic of the game.

Fortunately, ACKs has a robust process for designing new elements to incorporate in the game. I will expand on these concepts in time. For now, they are merely the outline for:

Code of Conducts as Rules

I am not a merciful Judge. That is not to say I behave cruelly to my players, quite the opposite. I want nothing more than to see them succeed. But I’m not going to take it easy on a Player who, for example, violates their Paladin Oath in the first session. However, if we look at my goals above we see things are out of alignment here (no pun intended).

¡ Everyone does not implicitly understand what a Paladin should act like. The cold hard truth is that not everyone at the table will be read on these topics. So, am I forced to rely solely on negative reinforcement to get reasonable results out of every player in the campaign? No. The rules should obviously convey the expectations of the game so players can make reasonable decisions. The current paradigm does not support this.

· I don’t want to see an oath broken paladin session one of every table I ever run. It’s happened before. It’s not interesting. Maybe its interesting when it happens 20 session in. How do I incentivize this properly at scale while maintaining the Mandate of Roleplay, so I don’t lose my mind and the campaign doesn’t completely suck. The current paradigm does not support this.

· My version of the Paladin is powerful. How do I disincentivize choosing this class based on “power gaming” and incentivize choosing this class in order to embody the role it represents.

Here is the solution: code of conducts are rules. Maybe you are thinking to yourself, “aren’t those already rules?”. No. They are optional rules and normative rules. I will not stand for this. The code of conduct must clearly and unmistakably covey how a player operates a given class. Under this new paradigm, breaking code of conduct is breaking the rules; breaking code of conduct is cheating; breaking code of conduct is like giving yourself more exp and gold. Breaking code of conduct will not be allowed by the Judge. Maybe you think I’m going too far, but try this: replace the ‘Paladin’ with your favorite class. You will see that based on the rules of any of your favorite games there is zero reason to ever embody the common principles of any class. This is a catastrophe and a failure of the genre. There must be order. Based on this new principle, we can extrapolate other key rules:

¡ All Classes have a code of conduct

¡ There are levels to the severity of a code of conduct. I will refer to these as levels 1-3 from now on. Level 3 is most restrictive (the Paladin).

¡ There are Good and Evil codes

¡ Level 1 Conduct is Neutral (Allows for Good or Evil to some extent)

¡ Evil Classes with level 2 conduct are NPC only

¡ Evil Classes with level 3 conduct are Monsters

Code of Conduct Example – The Paladin

I’ve been harping on the Paladin thing this whole time so I think I should provide an example of what I want the code to look like:

¡ Must be the male heir of a name level character be they living, dead, or no relation.

¡ Must never commit an act of Evil.

¡ Must act against all Evil entities witnessed or indicated to be in operational range of civilization.

¡ Must swiftly move to destroy any Evil entities assessed to be no more than double your operational strength.

¡ Must defend other Good creatures before yourself in combat.

¡ Must ensure employed Henchmen are Good.

¡ Must uphold the law to a high degree and serve justice to those who do not.

¡ This Code of Conduct shall be upheld in trust of your own senses and in risk of your own life and the lives of others.

Remember: every class needs a code, not just the Paladin. Compare the Paladin to the Fighter who is almost completely unrestricted in conduct. The single implied rule on every code is that characters will not willingly attempt to emulate the explicit and unique circumstances afforded to other classes. I’m talking about the Fighter/Thief example from earlier. This rule is already implicated in most games; I am simply stating it. In that regard, if there is ever a ‘blank’ code, that class is only beholden to this rule and may otherwise do whatever they want.

Conclusion

This is kind of a controversial post. Maybe you think forcing players to act a certain way is railroading. Maybe you think I’m a “story gamer” and a “get-a-long ganger” for effectively disallowing players from playing explicitly evil classes.

Consider this: players should play a class that actually befits how they want to act in the game. That is productive. That is your form of agency. Classes with strict codes will be significantly more powerful. Don’t misunderstand, Fighter is the “most powerful” class and it always will be. Trust me, you can’t take that from them if you tried. Also, you can still insist on breaking your code. I’m going to abduce an appropriate way to swiftly retire your character (same as if you’re a cheater), but you can do it if you really want to. That has potential to be cool honestly. I’m not going to make rocks fall on your head if you try to sneak around goblins instead of killing them by the way, I’m just going to tell you need to kill them unless you are really struggling to maintain your code. Maybe that class is not for you at that point.

As Evil characters go, my logic on this is similar to the 1st session oath breaker example: I don’t want to constantly see other characters turning a blind eye to you just to move the session along. That’s lame. Under my rules you are banned from doing that anyway. Furthermore, just like how the good party members are not going to suffer you committing evil acts, some classes will be forced to commit certain evil acts due to their code. It’s the same reason why you can’t play an “Anti-Paladin” in ADnD. Anti-Paladins are monsters. They are compelled to be evil. If you want to play this type of character I am sympathetic, but the rules don’t really support it. What are you going to actually do after your one-note betrayal on the first session? Retire your character? This idea does hold more water in the context of multi-table/multi-character games. As a Judge, you’ll still need to set some kind of expectation as to what you can or can’t achieve as an Evil character or it will go nowhere. I’ve seen it in my games many times before. All this is not to imply Good men can’t fight one another, etc. I’ll still be making Evil classes for NPCs or if interest is very high in playing them for more than one session.

I’ve very interested in feedback on this post. What do you guys agree/disagree with? What are some things that have to go in the code for your favorite classes? Here are some classes I plan to include in my game if you want some direction for your response:

PC Classes

Players may ONLY elect to play as the following.

¡ Fighter

Subclasses

o Ranger

o Paladin

o Barbarian

¡ Bard(?)

Subclasses

o Wizard

o Burglar

NPC Only Classes

Players may NEVER play as the following. These characters shall never be subservient to Players below name level, and they are exceedingly rare to encounter anywhere.

¡ Crusader

¡ Sorcerer

¡ Assassin

¡ Priestess

Henchman Only Classes

Henchmen might appear as other classes. Players who have not achieved name level cannot recruit an NPC of a Player Subclass as a Henchman.

¡ Man-at-Arms/Adjutant

¡ Thief/Thug

¡ Physician/Shaman

¡ Herald/Courier

¡ Merchant/Sea Captain

¡ Magician/Alchemist

Monster Only Classes

Monster Only Classes gain benefits from a severe Code of Conduct which prohibits them from existing within the confines of Man’s Law.

¡ Black Rider

¡ Witch

¡ Dwarf

¡ Elf

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Now, we are taking this roleplaying game this seriously.

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AD&D’s great innovation in this arena is character grading. I think being too prescriptive for player conduct has diminishing returns and has some philosophical ramifications for the role of virtue and vice in the context of the game.

The answer IMO is that it is the judge’s role to cultivate the proper culture at his table and literally expulse players who are unable or unwilling to integrate. With a prevailing culture of play alot of these issues iron themselves out. TTRPGs are prohibitively hard to play because they demand certain standards of intellectual and cultural literacy in addition to pro-social behavior. Anti-Paladins subverting the party at level 1 is anti-social and illiterate behavior.

You can drag people across the finish line by literally prohibiting such behavior through fiat (or veiled fiat) whether it be rocks falling or a level 18 paladin showing up to cave your skull in but at that point the jig is up and the players are aware the judge is engaging in antagonism against player characters for their conduct, and you don’t really want to play that game.

I disagree with this. Paladins absolutely must follow their code, as they lose their powers otherwise. I think that is a fairly concrete line the game is taking to enforce the ethics of player paladins. There are matter of factly no paladins that exist who are not following their code as a result of this measure. If a hypothetical paladin (who has managed to roll the outstanding attributes required to play the class) so chooses to surrender his privilege wantonly then he is simply a fool. No amount of rule artifice can fix stupid.

I understand the inclusion of “optional” rules in large games, especially when they are a product of some research or testing or prototyping that proved interesting but wasn’t fit to be included in the final version of the game. I agree with this position philosophically though.

#Agreed rulebooks should be as PERSCRIPTIVE of the execution of the game as is feasible.

Vancian magic is a worthy windmill to tilt when it comes to unmooring the hobby from conventions that exist for the sake of it. Far too many RPGs on the market that have never bothered to imagine a different way to cast spells. I am leather armor’s #1 hater so co-signed withuot hesitation.

I have to say, I do think this goes too far. Player agency is about more than just being evil, and good cannot be treated as a default. On a philosophical level I think that without the opportunity to profit by cowardice or dereliction or deceit players are not really choosing their way. In that context I think it is more accurate to say that players are being press ganged into emulating whatever preconceived notion of conduct their class has enshrined in its code of conduct. I am not playing the paladin if the lure of darkness was never really on the table.

I think a piece of wisdom from the AD&D classes that has been lost a little bit in translation is that they are deliberately broad archetypes. The fighter is at once Conan the Barbarian and William Marshall. The thief is at once Conan the Barbarian (forma de la God in the Bowl) and the Grey Mouser. The magic-user is at once Merlin and Prospero and Elric and Gandalf kinda-sorta. These classes face limited prescriptive conduct because to do so would not only take that decision out of the player’s hands (that is what alignment is for in part) but also bifurcate the classes into myriad sub-definitions. The DM can inflict poor grades on whatever player he feels violates the strictures of his archetype as a final measure.

Fittingly, we find codes of conduct attached to the sub-classes which are subject to more specific thematic and ethical frameworks in exchange for increased power. We also find that the mechanisms which “punish” these characters whether they be crusaders paladins or rangers is diegetic. A paladin loses his magical powers, rangers much the same, Crusaders are subject to retribution or quests of absolution from an extant God and not the DM himself. Fighters and the like are not subject to any code of conduct beyond grading because there is no diegetic framework to actually deliver punishment besides social estrangement apropos of NPCs. They serve no cosmic master directly.

I have always found that at the end of the day no one is ever nearly as enthusiastic about your mind palace as you are, and broad classes are one of the essential compromises between the game designers and the DM and their players that facilitates the actual playing of the game.

I sympathise with the overall angle of this project though and the context for it. I think designing a “heartbreaker” RPG for lack of a better word is always respectable and the mark of a veteran gamer as you note on the frontend of this post. All RPGs attempt to immerse the players in the perfect gleaming mind palace of it’s author, but in doing so we accept that something must be lost. It’s never perfect transference. Its the hardest pill to swallow when it comes to writing your own game that no one else will ever understand it the way you do, and trying too hard to make them appreciate in that way will strangle the game.

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Sage wisdom. Maybe in trying to create the perfect RPG utopia I have become the villain.

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What you’re really seeking, I believe, are incentive structures. I think therein lies the key to effecting player behavior in a way that is subtle and inobtrusive. GP for Exp and grading was Gary’s solution, I think there is room to dig deeper.

I have a substack article that is treading that territory apropos of magic-users specifically that could be relevant. Magic-User Rebuild: Incentives and Goals - by Kodiak

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