Playthings of Mad Gods

Ideas That Kill You: Primer to Infohazards In TTRPGs

What is an Infohazard? What are the types of Infohazards?

An infohazard is a piece of information that is dangerous to hold or disseminate. It may be for multiple reasons (examples given in parentheses):

How to use them in our games?

Was there ever any situation where your players caused themselves issues due to information they gained? Have they ever decided to go too deep into the dungeon due to a treasure map? Have they ever learned what they shouldn't have and were hunted because of that? If so, then you probably already used an infohazard without realising! That being said, it is useful to know when and how you use them, so that you may bring the most enjoyment to everyone at the table. Here is some advice:

What makes most infohazards hazardous is not just the information itself, but the time and location.

What I mean is that the idea that a king is a philanderer doesn't matter much if the king has been dead for 50 years, and the knowledge of oil's usage for power generation would be a game-changer in victorian england. How much damage information may cause depends on where it is placed - thus, if you want to create some informational hazards, remember that they usually have an expiration date, and irrelevance distance.

An infohazard usually doesn't force you to act on it, instead it presents dangerous options.

Just because you know that the prince has embezzled royal funds doesn't mean that you have to tell anyone about it. It doesn't mean that everyone knows that you know. Only when you decide to act on this hazardous information it will cause you any harm. And yet, it is also often tempting, like with the energy sources examples.

The most dangerous infohazards are those that "want" to be spread, and do not lose their edge from being spread.

While knowing that Generalissimus is hiding his daughter from the world will only get you (or at worst your family killed), knowing how to create easy energy from oil may get your whole civilisation killed. Some pieces of information lose their danger after being spread enough - governmental secrets stop being secrets, and thus their holders are no longer in danger. Others don't, like knowledge about how to effectively cause harm to others using a pipe, fertilizer and some nails. But when the information incentivises you to spread it AND it doesn't lose its bite, then it may be truly dangerous. I think that a good example is the idea of the infallible leader - spreading it is beneficial to a part of society, and it doesn't lose its power. Anomalous examples may be even more dangerous, using unusual modes of transmission and exerting influence upon reality !

The fourth category

While the previously shown information was applicable to all sorts of information hazards, the following section is about the most fantastical sort of infohazards.

While most anomalous information in fiction affects one's mind in unpredictable ways, that needs not nescesarily be the case! We can imagine tones that cause one to void their bowels (which in themselves would be cognitohazards, but the knowledge of their creation would be an infohazard), or virulent religions that force humans who learn of their doctrine to follow it (a social effect, instead of a mental one).

Here are some examples of effects they may hold:

What to remember (as a GM)

https://nickbostrom.com/information-hazards.pdf https://scp-wiki.wikidot.com/understanding-memetics https://www.lesswrong.com/tag/information-hazards https://forum.effectivealtruism.org/topics/information-hazard

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