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Thread: Plot Railroading: How much?
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2017-10-27, 06:47 PM (ISO 8601)
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Re: Plot Railroading: How much?
Okay! I will go ahead and accept - despite disagreeing - that "smoke them out" is an "obviously stupid" idea, and that there are, in fact, already in place reasons why this wouldn't work.
Now. You keep using the terms "illusory choice," but have described some very real choices the players are making.
1) They wish to capture D'rk alive.
2) They have no interest in waiting for D'rk to come out for any reason.
Having said that they've already made those decisions, you then proceed to act as if they had no choices at all.
So let's enter a hypothetical: Let's say that, after they spent some time going around to the villages you'd set up, you - accidentally or on purpose - described some of D'rk's depredations in such a way that they actually infuriate your players and their characters to the point that they decide that D'rk just plain has to die. Would you allow them to make this change to their plans? Would killing him, rather than capturing him alive, change future events in the game after their plan succeeded? (Assuming, of course, it did succeed.)
Now for a second hypothetical, independent of the first: After preparing for this assault on the lair, the party incorrectly interprets some of their scouting information such that they feel the lair is nigh impenetrable, and that the costs and risks of assaulting it head-on are just too great. They decide, after all, that waiting for D'rk to come out of the lair and ambushing him will be a better way to capture him.
Will you allow them to do this? (I chose this option as one because it's one you didn't say was "obviously silly," but rather something the players themselves chose not to do.)
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2017-10-28, 03:20 AM (ISO 8601)
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Re: Plot Railroading: How much?
To be perfectly honest, when I read your scenario, this part is the only one that I would classify as "railroading" straight off. All the rest aren't railroading when seen in isolation.
The scenario is a little bit restrictive though, so if all scenarios looked like this the game as a whole could be considered railroady as well.
But anyway, there's only one obvious point that can be said to be "railroading" right off. And, if you are as honest as you say you are and the players like that kind of railroading, then it's really no harm no foul as we've said many times.
The point though is to clarify to each other what we mean by "railroading", While there could still be other railroading in your scenario that will come forth when you clarify some questions people ask, reading it through there's only this one.
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2017-10-28, 02:20 PM (ISO 8601)
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Re: Plot Railroading: How much?
Yes, it is their wish of what to do with him. In a general sense I don't make the call. The setting is full of people with their own ideas, but none of them are mine.
Again, in general, if I want a villain to be a long term one, like be around for a real year or more, they won't be a combat type villain.
Again, this is there call. I'd be quick enough to enlighten the players through game play that they are wrong though. I know lots of players have the Catastrophic Thinking problem: They see one guard and are like ''the place is nigh impenetrable''. Though this is also why I like to stick with good players that won't do that.
Sure, in both cases they are not changing the plot. The only plot is: Deal with D'rk. So it does not matter how they do it. The lair has no plot, it is just lots of rooms of combat. And as the players want to free the land of evil, they will have to deal with it sooner or later...but if they want to level up a bit before that is fine.
I have always said Railroading is part of the game, not the whole game.
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2017-10-28, 04:39 PM (ISO 8601)
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Re: Plot Railroading: How much?
So there are two borderline-railroad events
a) The design of the map
b) The taunting by D'rk
[With] the potential for railroading
c) On the player's trying 'wacky' ideas
d) On the D'rk appearance going off script
Regarding the map:
With our bit of OOC knowledge, we know it's been designed to allow one true path (in this case the single straightforward charge) and only that.
We also know that the reason is for this is because the DM wants to have that occur. We don't really have an in character explanation as to why D'rk has done this, we presume (possibly unreasonably, he might have a trap planned) it's not his imagined goal. We presume (again possibly unreasonably, he may not grasp the concept of teamwork) that if you cover fear, impersonation, you might also need to cover there being 4 of them. We presume that he (again, possibly unreasonably) that the purpose of the cave is to facilitate his operations and not solely to (almost) resist one attack of a finely tuned size.
There is a potential break between what is claimed and what is that kind of shows (metaphorically you've just rolled 20 twice, this time it's probably coincidence. Next time we'll be suspicious, third time we'll decree enemy action (sod's law when it actually was coincidence)).
We also believe that the players want to more or less go down the single straightforward charge route and will favour it if it's viable. It's is just as viable had there been a main gate and a kitchen gate and the whole 'detect evil' security procedure is then just redundant. So (assuming that there aren't in world reasons for the single entrance) we've half used a suspend-disbelief card for absolutely nothing.
Suppose instead we are wrong. The players really want to do some mole plan, or ... (based on their latest history lesson). Then this time they'll come against the preplanned obstacles, and push against the contradictions. At the end of it they are resigned to do the straightforward charge. So we've used our suspend-disbelief card, and we've got what we thought we wanted ... but what was the purpose of it, if it were to give the players what they wanted, well clearly that didn't work, so there must be something else that was worth the double cost.
We should note here that had it been the other way round, that is you believed the players wanted it to be harder than just charging in. Then things don't work out so nicely. And there is a third case here too. It could be that the players believe that they ought to try the other options as being safer and more sensible, but really do want to them to be unviable. In this case the suspend-disbelief card is being used! However even then you don't then need to make all the alternatives impossible,
The trivial ones you obviously need to ('no, you can't go through the none existent tunnel to D'rks bedroom'), but the player's won't be surprised (unless he's previously used the tunnel)
But once down to the harder ones (if you smoke them out they might come out angry and alert) you're effectively back to the first 2 situations. So you only need a tiny fence (perhaps a password, and a faint chance of questioning inside), and if they scale that who cares
So all in all, it seems it's railroading (to the extent that it does) for the sake of railroading (the one feature it does explain nicely is how D'rk can't escape though).Last edited by jayem; 2017-10-28 at 04:41 PM.
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2017-10-28, 08:08 PM (ISO 8601)
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Re: Plot Railroading: How much?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-10-29, 03:09 AM (ISO 8601)
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Re: Plot Railroading: How much?
Actually that was me projecting and assuming [as I edited]. We didn't actually know, strictly speaking, that was the purpose (I'd bet on it, but it's not explicit) [It's why when thinking, I've called it borderline, etc...].
It was the apparent pointlessness of that got me.
We could have got a very similar level design from different motives. In which case it would have been worth the cost to have demonstrated D'rk's paranoia ... (and thinking about it from this end you'd immediately be thinking about resolving the food issue)
It could have genuinely been designed to achieve something good that wouldn't have happened otherwise. Maybe half the players favour sneaky and the others haven't had their day in the sun. There are actually hints of this. However the design goes far further than needed for that. It's a reason to fudge 'reality' so all ways are guarded, not to only have one way. *
As it is, you get the 'this looks a bit railroady' feeling (not as strongly as when told) when the players were already going that direction.
*I think both of these are case where you could craft examples that get between peoples definitions of railroads/railroading/rails.Last edited by jayem; 2017-10-29 at 03:19 AM.
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2017-10-29, 03:43 AM (ISO 8601)
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Re: Plot Railroading: How much?
What if, the players after finding out that there is only one entrance, decide to barricade them in, forcing them to surrender or starve inside the death-trap of a lair they have?
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2017-10-29, 08:17 AM (ISO 8601)
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Re: Plot Railroading: How much?
There are also 3 examples of a potential choice that have been apparently been explicitly granted.
a) Going away and leveling up
b) Attempting to use (if explicitly present), other rivals.
c) Other approach (The players are free to try any other way they can think of, within the game.)
Now granted I think it's a pretty safe bet that (b) will turn out to be a safe 'not falling for that', regardless of what the plan is. So it's more likely to be a short one sentence digression, rather than an interesting option to gamble and risk the chance of creating an additional problem. But it's still there.
Similarly for (c), this is the flip side of saying there is only the potential for railroading. If this is a meaningful choice and carried out then it is not railroading.
This definitely does not mean that all choices Have to Succeed, or even has to have a chance to succeed. It doesn't mean any choice has to be easy. (realistically an serious choice by definition should be roughly balanced, but that doesn't mean every choice has to be serious).
However if by "they can try" and "I can't see any way", you mean they can ask, but whatever it is (no matter how well researched, logical etc...) I will say no. Then it will be railroady.
(a) is a bit of a boring choice, hopefully it has some more interesting effects. But it is still a real choice.
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2017-10-29, 08:19 AM (ISO 8601)
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Re: Plot Railroading: How much?
So it has been said that anything reasonable is not railroading. The wilderness and the lair are both perfectly reasonable. It is only Jayem's hate glasses that make it a railroad. So this is going back to anything someone does not like on a whim is a Railroad.
So to make it official:
Poster Jayem has said anything a DM does that is not liked is Railroading
No surprise Max has the hate glasses,
Poster Max_Killjoy has said anything a DM does that is not liked is Railroading
It is a plan they can try.
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2017-10-29, 08:29 AM (ISO 8601)
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Re: Plot Railroading: How much?
Last edited by Max_Killjoy; 2017-10-29 at 08:34 AM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-10-29, 08:50 AM (ISO 8601)
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Re: Plot Railroading: How much?
You agreed as shown in the above post, that railroading absolutely must be going on for the only reason of you did not like what the DM said (typed).
So that is, simply, anything you don't like is Railroading, to you.
The DM said, the lair only has one entrance: a reasonable thing. You, not liking that, just immediatly went to: it is a railroad. So....my point stands.
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2017-10-29, 09:14 AM (ISO 8601)
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Re: Plot Railroading: How much?
Here is exactly what was said:
If there's only one single predetermined "true path" through an adventure, session, or campaign, fixed in place on the GM's whim and nothing else, and the only way forward for the players (or their characters) is to follow that path, then that is railroading. If anything and everything the players might do other than the one thing you wanted them to do is "silly" or "stupid" or "players trying to tyrannize", simply because you didn't think of it or you didn't want it to happen, then you're railroading.
Unless you can find a post and directly quote me saying railroading is "anything the DM does" or depends on whether it was "unliked", then this is something you have made up.
You have so consistently made this assertion that "everyone" or "other people" claim that "anything other than the DM sitting there and reacting and letting the players do whatever they want is railroading", and the fact that no one is saying it (other than when you try to assert that "everyone" or "other people" are saying it) has been pointed out to you in detail so many times, that at this point we are left with a single conclusion -- that you are deliberately and dishonestly misrepresenting what other people say.
But then, you have repeatedly said with pride that you deceive and manipulate your players (or at least try to... if your "skill" at deceit and manipulation is what you've put on display in these "discussions", then you're not fooling many of them for very long)... so why should we expect you to be in any way honest with a bunch of strangers on the internet?Last edited by Max_Killjoy; 2017-10-29 at 09:18 AM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-10-29, 09:56 AM (ISO 8601)
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Re: Plot Railroading: How much?
Well, notice how you said my above lair example was automatically railroading, just as you did not like it....it is just like that.
Yes, if the DM is not in control of the game plot and using things such as railroading to advance it...then yes the DM is a unmotivated, casual type DM as they just sit there and wait to react to the players.
This is just pure bias and hate.
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2017-10-29, 10:00 AM (ISO 8601)
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Re: Plot Railroading: How much?
DU, people disagreeing with you for making lazy, half formed arguments and refusing to ever concede even an inch of ground no matter how thoroughly disproven you are is not the same as them just arbitrarily hating on you for no reason. You can fool yourself into thinking you're winning this debate but you can't fool anyone else.
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2017-10-29, 11:22 AM (ISO 8601)
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Re: Plot Railroading: How much?
That literally has nothing to do with what was in the quoted comments.
But I suppose if you can fool yourself into thinking you're a good GM despite all the things you've said you do to your players... you can fool yourself into thinking that people have said things that they clearly and plainly have not.
The GM has control of an entire endless cast of (potentially, at least) proactive NPCs and indeed most of the fictional reality surrounding the PCs -- a good GM doesn't need to domineer and deceive to keep things moving, doesn't need to resort to railroading, illusionism, and bullying to make the game work. All the players -- GM or otherwise -- in a functional game both act and react, cyclically, to each others actions and reactions.
That you believe you need to lie to and bully your players in order to make the game functional and fun is telling.
Bias would be unfounded and unreasoning.
There's nothing unfounded or unreasoned going on in other posters dislike of you and your behavior, you've given them plenty of foundation and reason for disliking you.
That is, it isn't bias if you've given them a good reason.Last edited by Max_Killjoy; 2017-10-29 at 11:31 AM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-10-29, 12:14 PM (ISO 8601)
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Re: Plot Railroading: How much?
I for one don't believe that anything players don't like is railroading. I can think of a lot of other ways to make the game unfun besides that. For example:
- Directionless: Providing no direction, no plot hooks, not pulling on any of the character's strings, doing nothing of any sort to drive the game forward.
- DMPC: Creating a character that constantly overshadows the PCs and is always nearby. Although often pair with railroading it does not have to be.
- Killer Difficulty: If nothing the party does has any chance of success without half the party dying... well I suppose the most detached players might still enjoy that game from a tactical point of view.
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2017-10-29, 12:22 PM (ISO 8601)
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Re: Plot Railroading: How much?
No, Max was observing the fact that the scenario matched the basic definition of Railroading. Your counterargument seemed to be, "But the scenario was reasonable."
This does not preclude the possibility that it was railroading. Railroading can happen even when there exists justification establishing the cause as reasonable.
While incidentally true that Max did not like the scenario, he did not call it "railroading" because he didn't like it. He called it Railroading because it clearly matched the definition and happened to dislike it for the fact that it matched the definition of railroading.
You have conflated Cause with Effect.
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2017-10-29, 01:04 PM (ISO 8601)
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2017-10-29, 01:22 PM (ISO 8601)
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Re: Plot Railroading: How much?
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2017-10-29, 03:03 PM (ISO 8601)
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Re: Plot Railroading: How much?
Just as I don't give to a single person, does not mean anything. Some things are just wrong.
I'm a Great DM, but who is keeping track.
Everybody lies. I never bully.
Amazingly, a great many in the anti-Railroad hate crowd love the Directionless game; I call this the Second Life game.
I have never used and never will use a DMPC.
Mine is a Killer Game, but not the ''no chance'' type. More like the players just need to be smart and clever.
Really? I thought everyone's arguments was that Railroading was all ways something unreasonable. Everyone seemed to say that.
1.I'd say ''the vault has a locked door'' as that is readable and makes sense.
2.Everyone would whine and cry that was Railroading.
3.I'd say ''um, so no door in the game world can ever be locked?" and ''so the DM can't do anything the players don't like?"
4.Everyone would respond that it depends ''why'' they are locked.
5.I'd say, well because of reasonable common sense and the DM has the power to decide such things.
6.Everyone would seem to agree with that.
So from that we get: noting possible and reasonable can ever be Railroading.
1.And sure some lie Max want to go all Cosmic Theoretical and say it ''matters'' what the DM is thinking and the weight of their soul.
2.I'd say, ''well a player can never know that type of thing for sure'' and ''they would just have to guess'', and ''They would just not like something on a whim then".
3.Then Max either would not reply, send and insult or type some nonsense like *Turkey Sandwitch*.
He did not like it, so he called it Railroading, seems clear enough.Last edited by Darth Ultron; 2017-10-29 at 03:04 PM.
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2017-10-29, 03:11 PM (ISO 8601)
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Re: Plot Railroading: How much?
It can be justified, making it reasonable.
I'd say most alternatives tend to be more reasonable. Railroading is, at best, sloppy DMing.
No, he saw railroading accurately, called it out, and you assumed it was only because he didn't like it.
You correctly discerned that he didn't like it, but not why he called it railroading.
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2017-10-29, 03:20 PM (ISO 8601)
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2017-10-29, 03:49 PM (ISO 8601)
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Re: Plot Railroading: How much?
where are you getting this from?
Hatred has not been used. Hatred had nothing to do with anything till just now. I, personally, won't go back. You can, and have, but i like going forward.
I'd say most alternatives tend to be more reasonable. Railroading is, at best, sloppy DMing.
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2017-10-29, 03:52 PM (ISO 8601)
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Re: Plot Railroading: How much?
Again, you are incorrect. It was a scenario of "railroading by definition" where the definition involved restricting a player's ability to succeed with any course of action not preordained by the DM. Max's feelings on the matter are irrelevant to that fact. The scenario given contained railroading whether the player liked it or not.
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2017-10-29, 03:59 PM (ISO 8601)
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Re: Plot Railroading: How much?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-10-29, 04:22 PM (ISO 8601)
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2017-10-29, 04:40 PM (ISO 8601)
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2017-10-29, 04:48 PM (ISO 8601)
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2017-10-29, 07:28 PM (ISO 8601)
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Re: Plot Railroading: How much?
Sure, I enjoy both of those things, but not as role-playing games. Tactically
Yes, I would like to have a word with them. Joke over. From you descriptions I think in terms of technical ability, we are actually pretty similar. We have very different philosophies about how to approach it (you may have noticed), but in terms of preparation, improvisation and table dynamics we seem to match up quite closely.
Amazingly, a great many in the anti-Railroad hate crowd love the Directionless game; I call this the Second Life game.
I have never used and never will use a DMPC.
Mine is a Killer Game, but not the ''no chance'' type. More like the players just need to be smart and clever.
Really? I thought everyone's arguments was that Railroading was all ways something unreasonable. Everyone seemed to say that.
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2017-10-29, 07:51 PM (ISO 8601)
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Re: Plot Railroading: How much?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.