One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
Model-Based Testing for Dungeons & Dragons
41–50 of 78 posts
Re: Model-Based Testing for Dungeons & Dragons
#42One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
> I never fully understood the rules I played from the early 80s through early 90s. Mostly AD&D 1e but earlier on the red/blue boxes and later on 2e. Recently I've taken to reading r/adnd for nostalgia reasons. One thing become abundantly clear real fast, no one I ever played with ever truly understood the rules. Even the "rules lawyers" among us. And I played with a large variety of people from different friend grou…
Re: Model-Based Testing for Dungeons & Dragons
#43Maybe the content is great, but the AI writing style is really grating with its staccato sentences and faux-"profoundness". Can't bear it any more, stopped reading. "You’re not checking logic. You’re checking shape.". Ugh.
This and subheading like “the problem” “The feature space” bother me for reasons I can’t fully explain. It feels like the laziest possible section separator and generally would be better with an extra space divider or something. It’s so prevalent in AI writing.
That said, a lot of the AI writing feels "procedural", in the sense that most corporate writing (whitepapers, press releases, etc) feel procedural (i.e. the result of a constructed procedure). Before AI, the constructed procedure was basically that a piece of writing passes through a bunch of people (e.g. engineering -> management -> marketing -> website/email), and the output is a bland, forgettable pablum designed to (1) be SEO-friendly, (2) be spam-filter friendly, (3) be easy to ingest, (4) look superficially trustworthy and authoritative (e.g. inflated page count, extra jargon, numbers, plots), (5) look like it belongs to the "scene" or "industry" by imitating all the other corporate writings out there[2].
AI is interesting, in the same way that computers or the internet or an encyclopedia are interesting: how people choose to use it tells you a lot about them. All of those technologies can be used to compensate for a lack of skill (it helps one pretend), or they can be used to forge a skill (it helps one become).
One has to pretend, before they can act (I guess? Feels intuitively correct to me). So perhaps, AI (and web, and computer, and encyclopedia) is only harmful to the extend that it does not nudge a person towards becoming[3]? And if so, that's a _cultural_ limitation, not a technological one.
[1]: I am not an actor, and so I might be wrong, but that is the impression I get from just watching and analyzing the acting in various films.
[2]: this becomes frustrating when you get criticized for producing something that "reads like $famousSomething", and then you get criticized again for producing something that "does not read like $typeOfFamousSomething".
[3]: No clue how you (plural -- let's bring back "yous") will convince your boss that you did not take the shortcut, because you were trying to "become more".
Re: Model-Based Testing for Dungeons & Dragons
#44That said, I would pay good money to look at the source code of some of the production MTG rule systems.
https://mtg.fandom.com/wiki/Layer
https://media.wizards.com/2026/downloads/MagicCompRules%2020...
Re: Model-Based Testing for Dungeons & Dragons
#45One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
> I never fully understood the rules I played from the early 80s through early 90s. Mostly AD&D 1e but earlier on the red/blue boxes and later on 2e. Recently I've taken to reading r/adnd for nostalgia reasons. One thing become abundantly clear real fast, no one I ever played with ever truly understood the rules. Even the "rules lawyers" among us. And I played with a large variety of people from different friend grou…
Re: Model-Based Testing for Dungeons & Dragons
#46One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
D&D has a strong narrative aspect when you look at the published adventure modules. There are usually plenty of characters to interact with in some way or another and some quests can be solved entirely by following the breadcrumbs offered up through them. But the DM needs to role-play all of these characters and do a lot of improv to make this work. This isn't so easy.
Also, combat in D&D is a slog. Whereas turn taking outside combat is rather fast and loose, the game turns into this enormous ceremony once the words "roll initiative" are spoken. The effect is that combat can take up a lot of playtime relative to the non-combat role playing, while often also leading to less overall quest progress per time.
Re: Model-Based Testing for Dungeons & Dragons
#47Dungeons & Dragons rules are a spec spanning thousands of pages, not formalized, but thoroughly tested by the community. Moving them to a formal specification language (Quint) was an obvious next step. It worked and proved to also be a great LLM self-checker.
Fantastic, I'd been daydreaming about doing similar for a while! Do I understand correctly that the Quint code is not needed 'at runtime', that it's there for model-based testing of the XState implementation?
Re: Model-Based Testing for Dungeons & Dragons
#48One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
To some extent, this is weirdly a good thing: if you want strictly enforced rules, you may just want to play a videogame instead. D&D succeeds best as a social lubricant enabling a framework in which social gaming (roleplaying) can happen to be "fun". Rarely is strictly following rules "fun", especially socially with friends; the rules in D&D are meant to be guideposts and tools for enough structure that people that want structure find comfort and enough flexibility that "fun" isn't lost in the process.
Which is a long way to say that you probably aren't going to learn the right lessons from a well fuzzed computer spec of the rules, you probably are going to learn more lessons asking the people you play with what rules they find important, to explain things you feel you don't understand, and to suggest which chapters in which books to try to read to best improve your understanding for that group. At the end of the day, if the table seems too hard to play at you might also just be playing with the wrong group, especially if you aren't having fun.
Re: Model-Based Testing for Dungeons & Dragons
#49One of my biggest issues with playing DND is that I never fully understood the rules. I'd play with people who had been playing for years, and they didn't explain things very well, and that made it hard to play. Hopefully, this will help with that.
There's a community and play-style called OSR or "old school renaissance," that recreates versions of the earliest editions of D&D, and encourage a style of play that's heavily oriented around few rules and the DM making quick decisions/rulings on the spot, rather than lots of rules and lots of time spent mining the rulebooks. In fact, the expression is "rulings over rules." This might appeal to you.
DM: "Umm... not very good..." (became a running joke)
Re: Model-Based Testing for Dungeons & Dragons
#50Maybe the content is great, but the AI writing style is really grating with its staccato sentences and faux-"profoundness". Can't bear it any more, stopped reading. "You’re not checking logic. You’re checking shape.". Ugh.