Judgement calls vs "railroading"

Maxperson

Morkus from Orkus
A lot of entitled players here. A DM is not there to be an impartial arbiter of a story they just tip over and allow the players to roam about at will. As players you are inhabiting their world and they provide most of the content. Yes, players make lots of choices that add to the story and their narrative is crux of the whole thing. But the DM has the right to prod the story to where they want it to go if they feel like it. Some do that better than others, of course. In LotR Frodo can't just hear about the One Ring from Gandalf and go, "Sounds dangerous. Find someone else." What fun is that?
You're missing the point. The point is not that the DM is not allowed to set things up. It's that he shouldn't force things down the path HE wants. Let's go back to your LotR example. Frodo was given the ring to carry the entire way to Mt. Doom. However, Sam took the ring when he thought Frodo died. That was a change of plot. The DM could have railroaded Sam's player and refused to let another PC take up the ring, since he knew Frodo wasn't dead, but chose not to allowing the plot to change.
 

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If it's unavoidable, it's a railroad. They're trucking along on rails with none of their choices able to take them off of that track. You are obstructing choices by the way. Each and every choice that would allow them to save the Marquis is obstructed, as are all choices that could bring him back.

True for the latter, but I disagree on the former. See, the Marquis died in an instant, due to a violent explosion that would kill any normal mortal. Now, technically I could have decided that he was wounded, and allow them to roll heal checks. But I decided that it killed him instantly, and also buried him underneath a lot of rubble. So, I don't feel I was taking options away from them. The guy simply died before they could act, which is kind of how an assasination often goes.

For my game, I'd allow the possibility of saving him if they could come up with an idea that would work. The plot would still move forward with an attempt on his life. It would just move forward a bit differently. Instead of trying to solve a murder, the PCs would be trying to solve an attempted murder. Perhaps with the resources of the Marquis if he and the PCs could get along. The group making the attempt might or might not plan another go at it. Maybe they go get more powerful help.

Normally I would agree, but in this case, I disagree. Sometimes the players can start to feel a little bit too safe, and it becomes necessary to raise the stakes, and pull a George RR Martin on your players. The villains wouldn't feel much like a threat if they didn't succeed, and sometimes characters need to die to move the story forward. Often things will happen, where the characters are simply not present, or they are not in a position to prevent it from happening. Is this railroading? You would probably say yes, but I disagree. I think there's a difference between just having things happen in your campaign, and obstructing the players. If one country decides to go to war with another country, the players may very well be unable to stop it, but is that railroading? Is every time the DM lets something happen in the campaign, a moment where the players are being railroaded?

It isn't that the Marquis had to die to move the plot forward. It's that he had to die so that the plot could move forward the way YOU wanted it to go. That's sticking the PCs on rails.

No, I don't think it is. If any time the DM takes the plot in a particular direction is railroading, then that makes almost everything railroading.
 

You're missing the point. The point is not that the DM is not allowed to set things up. It's that he shouldn't force things down the path HE wants. Let's go back to your LotR example. Frodo was given the ring to carry the entire way to Mt. Doom. However, Sam took the ring when he thought Frodo died. That was a change of plot. The DM could have railroaded Sam's player and refused to let another PC take up the ring, since he knew Frodo wasn't dead, but chose not to allowing the plot to change.

It's completely in a DM's purview to provide paths and encouragement on where they want the story to go. If the players don't groove with that direction then the DM can change what they're doing to better accommodate the players wishes.

I'm not saying that railroading doesn't exist. I've been down that road a few times. But the idea that the DM is an impartial arbitrator there only to serve the whims of the players in their game is too far the other way. DMs typically put hours into creating their game so they can tell a story they thought of. They have a right to promote that story in play.
 

Gardens & Goblins

First Post
I'm not saying that railroading doesn't exist. I've been down that road a few times. But the idea that the DM is an impartial arbitrator there only to serve the whims of the players in their game is too far the other way. DMs typically put hours into creating their game so they can tell a story they thought of. They have a right to promote that story in play.

Depends on what we mean by story. For me, when crafting our campaign elements, the story is the forces at play, the NPCs, the sites of interest. I get a real kick out of how the players choose to interact with them. What do they go for? What do they ignore? Will they go this way or that. Love it! Of course, we do spend a lot of time with our players, gathering feedback and suggestions for the content, so as best to populate the campaign with as many interesting and exciting things - that may or may not be discovered!

And as a player, I detest games where the DM is trying to develop a more traditional narrative, akin to a book or movie. I prefer to choose what my character engages with.
 

Reynard

Legend
Railroads lead somewhere. Ergo, if there's no predefined endpoint, there is no railroad. GM fiat? Sure. Arbitrary constraints? Ok. But terms have meaning and if we ignore the meaning then the discussion is, unsurprisingly, meaningless.
 

pemerton

Legend
A lot of entitled players here.
As far as I can tell, most of the posts in this thread is posting from the perspective of GMing.

players make lots of choices that add to the story and their narrative is crux of the whole thing. But the DM has the right to prod the story to where they want it to go if they feel like it.
I don't know what the language of "right" is doing here. We're talking about techniques for engaging in a consensual leisure activity.

If a GM "prods the story", that may or may not conduce to the enjoyment of that leisure activity, depending on the details of the prodding and the preferences of the participants.

In LotR Frodo can't just hear about the One Ring from Gandalf and go, "Sounds dangerous. Find someone else." What fun is that?
The framing of this seems pretty telling - you are assuming that the GM narrates Gandalf, telling Frodo's player what the adventure is to be about.

But if Frodo's pleasure starts the campaign by saying "OK, I've inherited this magic ring, and it's got some sort of curse that means I'm going to have to destroy it", then the whole framing changes. Now the GM isn't "proding the story where they want it to go" at all. By introducing Gandalf and the backstory he relates to Frodo, the GM is fleshing out the details of the player's story.
 

pemerton

Legend
drama shows and movies show that plenty of drama can happen without random chance being involved.
Yes. In the post to which you replied, I said that "sole-authored fiction, the author deliberately introduces failures and successes as part of the modulation of the pacing of the story". But a RPG, at least as I prefer to play it, is not sole-authored fiction. There are multiple participants (GM, players) performing different roles, and the emergence of drama is a function of the interaction of those roles.

I also get that sometimes a great deal of drama can hinge on a single die roll. Most of the time, however, die rolls for things that affect my character just leave me wondering if the die is going to screw me this time or not. There's no true drama.

<snip>

Usually things are uncertain, so a roll has to happen. It's rolling for every single crunch moment that feels off to me. It defies credulity that every single thing of importance to the PC is uncertain.
I'm not sure what you mean by "thing", here.

In the scenario I described in the OP, it's not uncertain, once the PC has the blood in the vessel, whether or not the blood stays there. That is to say, success is binding as far as the fiction is concerned, until the player declares some other action, itself of significance, that puts that success at stake.

Thus, carrying the blood downstairs in the chamberpot does not require a roll. Nothing new is at stake - having the blood be downstairs rather than upstairs does not have any dramatic significance - and the player has already established the PC's success in obtaining the blood.

But when a player declares an action that does put something of significance at stake, then I don't see that rolling causes a lack of drama. Eg, as happened in my session, carrying the vessels of blood through the town while one's companion is lugging two bodies, one decapitated, can put the original success at stake. The player has declared some new action of dramatic significance - getting the blood from A (the tower) to B (somewhere where the character can take the next step in respect of it) - and so the dice come out again. (There are complexities here arising from party play. Eg who rolls the dice when two PCs are moving through town, only one is lugging bodies, but the two PCs are resolved to stick together. I'm eliding that complexity for the moment.)

I'm not at all clear what sort of example you have in mind where rolling does not cause drama. And as far as the idea that "wondering if the die is going to screw me or not", that sounds like an issue with GMing. (Which goes back to the idea of GM judgement calls.) Eg if the GM calls for a die roll when you walk down the stairs with the blood, then the GM is not following "say 'yes' or roll the dice", because s/he is calling for a roll even when nothing of stake is at issue. (As I've said, it makes no difference whether the blood is in a chamber pot upstairs or a chamber pot downstairs. Of course if that did make a difference - if the summoning cirle was downstairs, and so getting the blood down to the circle was crucial, then calling for a roll might be quite appropriate, but equally it would be quite dramatic.)

The idea of being "screwed" by the dice also suggests the GM may need to work more on narrating consequences of failure.

There are multiple ways to play to find out, including one way that is far older than the hobby.

<snip>

Scene Framing. This method depends on a GM to create shorter, punchy scenarios that are quickly resolved. We call these scenes. The important part here is that scenes are developed based on the results of previous scenes. Within the context of a given scene, the GM functions in a similar matter to a Free Kriegsspeil GM, making judgement calls in accordance with the fiction and determining where the rules apply. Generally, we lean much heavier on the rules to resolve scenes though. The GM is not assumed to be an expert and we expect resolution of scenes to be short and punchy. Examples of games that embrace this style include Burning Wheel, InSpectres, and Marvel Heroic Roleplay.

<snip>

Principled Game Mastering.In this style of play we assume that a GM is not a neutral arbiter, but in fact will play a very active role in shaping play. They are not, however, interested in determining outcomes - only in setting up interesting fiction for players to react to. Play is based on moves and counter moves. Players do something - GM responds with fiction that will prompt the players to make decisions. In any given moment the GM is guided by a set of considered principles that serve to reinforce the type of fiction we are all interested in seeing play out. There is considerably less distance in this method of play between the GM and other players. Players play characters with drives, connections, and things they are expected to go after. The GM plays the setting in opposition to those characters with restraints based on his principles. This discipline allows the GM and other players to play hard. While this type of play is seen readily in Apocalypse World and its derivatives, it was first used to play games like Moldvay D&D in a very different, but functional way. Examples of game that embrace this style include Dogs in the Vineyard, Apocalypse World, and Blades in the Dark.

I enjoy playing in all of these ways, but when running games I am particularly partial to Principled Game Mastering because reliance on Game Mastering Principles gives me the freedom to take a more active hand without having an overwhelming influence.

<snip>

I know [MENTION=42582]pemerton[/MENTION] generally favors scene framing. It used to be my jam, but not really anymore.

These categories are not necessarily separated by iron walls. One of the great things about being exposed to a wide variety of techniques includes the ability to be guided by different sets of principles in different situations as play demands. What is important to me is understanding that decision making process and understanding its impact on play.
Your distinction between "scene framing" and "principled GMing" is intriguing to me, because it's not one I would readily have drawn myself.

My first response is that what is going on is somewhat orthogonal. After all, when GMing Burning Wheel (as in the OP), I'm certainly not a neutral participant. And everything you say about constraint by principles, playing hard, etc seems apt. I haven't got a lot of Dungeon World experience (the only PbtA game I've played), but those aspects of it didn't strike me as different from BW.

MHRP, on the other hand, does seem rather different from BW, and probably closer (as I experience it) to some of the features you highlight in your "scene framing" description - resolving the "short, punchy scenario" by way of the rules. So maybe rather than doubting your categorisation I'm doubting your location of BW in one category rather than the other. (I would think of 4e as being more like MHRP in combat, and more like BW/PbtA in skill challenges.)

Anyway, building on those preliminary reflections - which as you can tell are somewhat half-formed - here is my best attempt to explain my intuition of orthogonality: scene-framing seems mostly an idea/technique around the relationshp between backstory, player protagonism and the inducing of checks; whereas principle GMing seems most importantly about the resolution of checks and narration of consequences. So when the PCs race against the assassin to stop the unconcsious wizard in the tower being assassinated, that's "scene-framing" (no failure off-screen; going to where the action is); when the question of who gets to the unconscious wizard first is resolved by opposed checks, when the presence of a vessel is resolved by a Perception check, when a failed check results in the PCs escaping across the city with blood and bodies encountering the night watch, that's "principle GMing" (let it ride; say 'yes' or roll the dice; fail forward).

And here's a passage on the "standard narrativistic model" that has shaped my thinking a fair bit:

One of the players is a gamemaster whose job it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments . . . by introducing complications. . . .

The rest of the players each have their own characters to play. . . . [T]hey naturally allow the character’s interests to come through based on what they imagine of the character’s nature and background. Then they let the other players know in certain terms what the character thinks and wants. . . .

Once the players have established concrete characters, situations and backstory in whatever manner a given game ascribes [eg in BW character burning, estabishing believes etc; in MHRP establishing distinctions and milestones as well as powers, etc], the GM starts framing scenes for the player characters. Each scene is an interesting situation in relation to the premise of the setting or the character . . . The GM describes a situation that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character. This in turn leads to consequences as determined by the game’s rules. Story is an outcome of the process as choices lead to consequences which lead to further choices, until all outstanding issues have been resolved and the story naturally reaches an end. . . .

The GM . . . needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences).​

This description seems to run together aspects of "scene framing" (framing interesting situations, ie mini-scenarios) with aspects of "principled GMing" (provoking choices by speaking to PCs' clearly established dramatic needs).

None of the above is intended as an attack on your post (and I hope it's not one in spite of my intentions). I think it's an invitation to elaborate the contrast you see. One thing I'm thinking of is the idea of a clean break between scenes, but BW doesn't have that by default (I think MHRP does, and probably 4e moreso than BW), and that doesn't seem to go as "deep" as the sort of distinction I take you to be making.
 

Some posts, threads etc have triggered this question in my mind:

[size=+1]How do GM "judgement calls" relate (if at all) to railroading?[/size]​

In the context of 5e, GM "judgement calls" can also fall into the domain of "rulings not rules."

By railroading I mean the GM shaping outcomes to fit a pre-conceived narrative. (This is broader than some people use it, I know. If the players get to choose for their PCs, but what they choose won't change the downstream storyline, I am counting that as a railroad.)
I would argue that the distinction of sandbox vs railroad applies a macro level of the entire campaign or even an adventure, but isn't very useful on a scene or encounter design level. The distinction comes down to whether or not the actions of the Player Characters and the choices of the Players have a fundamental impact on the narrative.

Rails apply when there is only one story, when the outcome of the actions is set and predetermined. In this instance, either the players will always manage to gain the blood because that's what the story requires, or they will always fail.
The story is on rails if there's no cup and anything the players think of to serve as an alternative vessel fails. If they had their own cup, it gets spilt; if they drain a potion it breaks; if they empty a wineskin then the last few drops of alcohol taint the blood.

For an individual scene the DM just has to make a call. Which can work with the rails or not. Even if the DM's plot requires the blood not be recovered, they could still have some vessel found and the include some other reason the recovery fails. They just have to decide one way or another. Even if their story needs the blood recovered they could say there's no container available, just to see what the players do and add some drama and tension.

I think most DMs run games that are a mixture of sandbox and rails having elements of both. For the presence of an item or not, that's often DM fiat. Either they decide in advance or decide at the time, either way it only exists at the leisure of the DM. When they didn't pre-decide, they simply need to determine if something exists or not; I think most Dungeon Masters would just make that decision based on what seems logical at the time. They'd ask themselves if it's reasonable.
Or they roll. I love a good random determination. I tend to go with 4e saving throw rules. 10+ is favourable, while 9 or less is unfavourable. Sometimes I'll tweak it to >15 or >5 based on the odds.

This is for D&D though, and wouldn't necessarily apply to other games. Many games have a Plot Point mechanic that gives some narrative control to the player. They can spend a Plot Point and just declare there's a goblet in the chamber.
(As a house rule, I let Inspiration be spent for some narrative tweaking in this manner.)
 

robus

Lowcountry Low Roller
Supporter
Another thing to keep in mind is that not all railroading is done by the DM. Sometimes the players railroad themselves in that on finishing one adventure they have already decided what the next one will be whether it's what the DM had in mind or not. As DM I love it when they do this! :)

Lanefan

While this is great, it is the opposite of a railroad :) We have enough trouble discussing things on this forum as it is!
 

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