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Judgement calls vs "railroading"

pemerton

Legend
on this failure, did you author that the brother was evil or did the player? Finding cursed arrows, even knowing they were made by the brother, would not prove guilt to me. There are a ton of other explanation that fit, especially in a game where facts are ephemeral until a failed search for a mace occurs and then they pop out and influence past events.
The ruined tower contained cursed arrows - of the sort used by an orc to slay the mater of the elven "ronin" - and they were made by the brother.

That's the state of play vis-a-vis the arrows.

When the brother PC finally saw his brother - at the docks in Hardby, viewing the arrival by boat of a holy man to preside at the wedding of the Gynarch of Hardby and Jabal of the Cabal, the mage in whose tower the decapitation took place - he pitied him, and once again resolved to try and save him.

Now that the brother is dead, that redemption will have to be of the supernatural, spirit-cleansing sort.

More generally, the poiint of a player's goal for his PC is to have something to push towards and to fight for. There's no guarantee that the goals will be realised. Sometimes hopes are empty, ambitions dashed.
 

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Lanefan

Victoria Rules
Not sure how far I'll get witht his right now, but here goes...
It didn't exist at all (that is, it wasn't an established part of the fiction/play conversation) until the Elf fell in. The snowbridge-covered crevasse didn't exist until the Scout roll was failed on the Undertake a Perilous Journey move.
It wasn't an established part of the fiction as nobody had yet interacted with it, but was it on the DM's map? Or was the complex even pre-mapped at all? (if not, you're so far away from anything I can relate to you might as well be speaking Russian of Swahili or some other language I don't know a word of)

Earthmaw did exist as a result of action resolution in a prior scene (as I noted in the initial post I linked you). The players were heading across the dangerous frozen wilderness to resupply and beseech the Hobgoblin King for aid and audience with the Blizzard/White Dragon Averandox that claimed the highlands as its domain.

So while the rest of the group made it to Earthmaw proper after getting out of the crevasse pickle, the elf splashed down in a freezing underground river that led to Earthmaw's garbage basement. This course was fraught with serious peril (exposure/monsters/being thrust right into the middle of the "Aliens" trope siege of Earthmaw) and threatened to put a serious monkey-wrench in future parley with the Hobgoblin King.

So...he did make to Earthmaw...just not how he had intended (and with serious complications/obstacles to deal with/ovrercome). This is classic Fail Forward.
My terminology might be more Fail Sideways in this case, but this all seems like normal run-of-play stuff where someone hit what amounts to a chute trap and has to find their way back to the party via some dangers. But, a bit more info (or clarification) needed:

1. Was the trap (for such it is) already on the DM's map or did it suddenly spring into existence at the moment you needed to come up with a failure result? If pre-present, see next question. If spur-of-the-moment, the you're into "GM Force" territory...probably not in a bad way, but it's there.

2. If the trap was a pre-planned thing, then (to cover what some others might be thinking) was there some warning given of it so the party knew to be careful? If not, you're into "gotcha" territory, which I personally have no issue with but others - for whatever reason - do.

If you're wondering "why isn't this Fail Forward an instance of GM Force(?)", then this would be a perfect point to have a conversation about the nuance of GMing techniques, GMing principles, and play procedures. If you do get why it isn't, then good deal!
We could have such a conversation but I think it would almost immediately become over-analysis...we're proabaly there already, for all that. :)

Games like DW are good with, and actively encourage, stuff that is pretty much just mechanical markers that are indirect proxies for other stuff (HP are whatever the hell they are...Adventuring Gear, Ammo, Bag of Books, etc are just a number (typically 1 - 4) to reflect an abstract resource) to be made transparent. Strike(!), 13th Age, and 4e is the same way although 4e is a bit more "do whatever you want but here is the advantage of doing it this way" about it.

Beyond that, just on a personal note, I have long...long...long since made system artifacts like HP that just serve as mechanical markers transparent to my players.
At massive cost of immersion and realism. The character, as the character, has no way of knowing how tough that particular foe it until well into a combat with it, and even then only in general terms. From a standpoint of character knowledge = player knowledge there's no way I could ever get behind your method, and were I in your game I'd lobby hard for you NOT to tell us such things.

(1) It decreases table handling time in action/scene resolution and (2) the PC would understand in the game exactly whatever it is supposed to mean in the fiction. So I want my players to be oriented in that same way/occupy that same head-space. Otherwise, they're filtering their OODA Loop through me in a side conversation game of "how do I extract this information that my character would have but I, the player, can only engage with these system artifacts".
Except the character doesn't have that information. This isn't a video game where the opponents go around with little green/red bars over their heads showing their health status...particularly opponents where the characters alomst certainly don't even know its physiology (as in, the Aboleth) and thus would likely have a hard time knowing whether what they were doing to it was having much effect or not, until it started to fall apart.

Basically...D&D gave us the elegant mechanical marker of HPs to deal with (along with turn-based combat rounds and initiative, action economy, Armor Class, etc etc). The machinery is what it is. System architecture to orient players (not PCs) and more easily facilitate action resolution. It isn't the fiction and it can't translate directly to the fiction.
Well, some of it can if you let it; and if you don't let the mechanics dictate everything. What's realistic? The black knight foe is wearing heavy armour thus will likely be harder to damage - fine. But that doesn't tell the characters what else the knight might have going for it...or not...so there's absolutely no reason to tell anybody its AC.

Strict turn-based combat rounds where everything else freezes while one participant acts are awful. Combat is fluid, and where this can be reflected by the mechanics it should be even if it takes a bit more time (e.g. rerolling initiative each round). Action economy...yeah, that's a new-age thing.

Happily, Dungeon World doesn't have loads and loads of HPs! It doesn't have Initiative! It doesn't have Action Economy! It doesn't have AC! It has fiction. It has elegant action resolution mechanics. It has very clear play procedures. It has tightly integrated reward cycles and resources. It has a coherent agenda and principles.
I have to take your word for all this. :)

If that would have been a B/X scenario, then there would have been much more prep. B/X requires multiple fully prepped (mapped + stocked + keyed + Wandering Monsters) dungeons of varying levels/settings/themes. Players figure out where they want to go in the Town phase of play and off we go.
Depends on style. Me, I've usually got one adventure in the can and maybe one or two others in mind (but by no means fully prepped) in case they throw me a curveball. If I've got three adventures fully prepped that means I've got a scenario in mind where they're going to hit all three.

Dungeon World prep is not just extremely lighter, but in its own lightness it is different than B/X prep.
However, it occurs to me there's a counterbalance you might be ignoring: a system where much is made up on the fly is going to require meticulous note-taking both at the time and afterwards in order that consistency be preserved down the road...far more so than B/X, where much of that is done during prep and the only recordkeeping later needs be what the PCs actually did; and for this often broad-brush strokes will do. So, in a DW-like system I suspect there's almost as much work involved, but back-loaded as opposed to B/X where it's front-loaded.

I'm not one at all for taking notes during a game unless I absolutely have to - I can't talk (or listen) and write at the same time, so for me to take notes everything grinds to a halt.

Well, that is B/X for you. Its actually extremely easy to GM. The mechanics are elegant, intuitive, and extremely light-weight and coherent compared to AD&D. Its basically Exploration Turns + Rest + Encounters + Monster Reactions + Combat + Pursuit and Evasion + Wandering Monsters and the little subtle nuances therein. A GM who has run it more than once will be able to run it simply (and the rulebooks are beautifully put together and easily referencable...though you likely won't need to).

The B/X version of action resolution for something like your describing is different than AD&D (where you're rolling below Dex/NWPs). B/X handles that stuff with 1d6 and typically with a 1 (or sometimes 1 and 2) and you've got success.
I'm more used to 1e-style mechanics...which can also be (or be made to be) elegant and coherent, and can almost run itself once you've done it a few times (and the same can probably be said for 'most any half-decent system out there).

Dungeon World has a melee move for if you're actively engaged in an exchange with a worthy opponent. No exchange/worthy opponent and/or the fiction presents the situation that you should just deal your damage (or be afforded the choice to straight kill your adversary), then that is what you do.
Were it me, that's something I'd change, as I always want there to be a chance of failure (or, when something is near-but-not-quite impossible, success). Nothing's guaranteed: the held goblin could squirm just at the wrong moment, or the Elf could be distracted by the other Goblins and miss (or, in a game with fumble possibilities, cut his own thumb), or whatever.

B/X does have a roll to hit, but this goblin would not engage in combat (due to morale 2 or below), so its irrelevant.
Realistically, morale goes out the window when something is threatened with imminent death, so that captured Goblin would squirm and bite and do whatever it could once it saw the dagger coming. (and mechanics be damned)

By themselves, these little, pathetic goblin laborers aren't even the slightest threat to a level 3 Elven Arcane Duelist (or he may have been 4 at that point...can't recall) or level 3 B/X Elf (2 first level spells and 1 second).
Probably not, but if the Elf misses maybe the Goblins start thinking they do have a chance...

In B/X, time passed (due to Exploration Turns) triggering the Wandering Monster clock would do the heavy lifting in what you describe above.

In DW, I'd be thinking about the Aboleth while we play (it did come back into play later...as well as several others during the parley with the Hobgoblin King!).
As the Aboleth is a known foe (as opposed to a true wandering monster) at this point, I'd be treating it more like an NPC with its own agenda, based on whatever brains it might have. If it's smart its movements and actions would reflect this (maybe it goes and gets its buddies and they set up an ambush); if it's stupid it would move more randomly, or not at all.

The overhead for a DW GM with what you're talking about is when and how to use that Aboleth. There are two ways:

* "Soft Move": This can be the initial framing of a situation or a 7-9 result on a player move where I do something like "reveal an unwelcome truth", "show signs of an approaching threat", "grant an opportunity with a cost", or "put someone in a spot" It doesn't have immediate, irrevocable consequences. However, if the players don't respond to/deal with the situation then they've presented me a golden opportunity for a "Hard Move."

Lets go back to Aliens. Think of the trope where someone sees either signs of acid burning through fuselage/structure or they see signs of slimy goop and what looks like something just molted. The Elf could have easily come across signs of either (this happened later in the DW game), except its nasty mucous haze rather than acid.
I've never seen Aliens (not the least bit interested) so the analogy is lost on me.

* "Hard Move": This happens when the player(s) ignores or doesn't appropriately deal with my soft move. Or it can be triggered by a player move that results in a 6 or less. Now I might decide to "use a monster/danger/location move", "deal damage", "use up their resources", etc. The lurking Aboleth jumps on them from above, disorienting them with their mucous haze or burgeoning mind magic, and attempts to devour them!
Where I'd try and put myself in the mind of that Aboleth and have it act as it would naturally act, given what I-as-DM know about it. And this is (or should be) system-independent: monsters have their own intelligence, their own motivations, and sometimes their own agendae; and in all instances this is what would drive their actions once they become aware of the PCs. The PCs do what they do, the monster does what it does, and sooner or later they're either gonna interact with each other or they're not.

In light of my response, do you have any thoughts about any of those instances being GM Force?
I think that definition you quoted (and I'll re-quote here):
Quote said:
"...an instance of play where (a) the GM suspends/subordinates the action resolution mechanics to impose their preferred outcome or (b) undermines the impact on play of a/the player(s) thematically/strategically/tactically significant choices (these choices could be at build-stage or during play)."
is again too broad, particularly clause (b), as read literally it tells me that no matter what else is involved the players (and PCs) always have to win unless for some reason they intentionally choose not to. They're always right. Their choices can't be gainsaid, or be later proven foolish or wrong or to have unforeseen ill effects (foreseen ill effects would be part of the choice process at the time, one assumes).

Reading clause (b) literally it tells me that even if I-as-DM have prepped the first adventure as a stealth mission (with the specific intention of making it low-combat and thus perhaps a bit safer for 1st-level types) I can't run it if the players all decide to bring in heavy metal tank PCs as I'd be undermining their significant choices. Balderdash.

Just for quick clarity, a GM "saying yes" to a player proposal can never be a case of GM Force, even if the GM thinks the direction that play will go as a result of the player's proposal is thematically coherent or interesting. GM Force is about the mesh of system agency, player agency, and the trajectory of play being subordinate to GM fiat.
What's getting lost here (perhaps by design) is the idea that it's first and foremost the DM's game, as shown by some Gygax quotes earlier this thread. This is a philosophy I still subscribe to, both as player and DM.

Lan-"appreciative of the thought you're putting into this, even if I don't agree with much of it"-efan
 

Ovinomancer

No flips for you!
The ruined tower contained cursed arrows - of the sort used by an orc to slay the mater of the elven "ronin" - and they were made by the brother.

That's the state of play vis-a-vis the arrows.

When the brother PC finally saw his brother - at the docks in Hardby, viewing the arrival by boat of a holy man to preside at the wedding of the Gynarch of Hardby and Jabal of the Cabal, the mage in whose tower the decapitation took place - he pitied him, and once again resolved to try and save him.

Now that the brother is dead, that redemption will have to be of the supernatural, spirit-cleansing sort.

More generally, the poiint of a player's goal for his PC is to have something to push towards and to fight for. There's no guarantee that the goals will be realised. Sometimes hopes are empty, ambitions dashed.
We're sidetracking, although that's a non-answer. You previously stated unequivocally that the arrows meant the brother was evil prior to possession. This was the basis of my question.

More on point, you didn't answer what stakes were involved. Stakes are what you risk and what you hope to gain. Stakes are not returning to an emotionally fraught place. That's setting, not what's at risk/reward. I think this may be another place where you're using a non-standard definition of terms to the detriment of understanding, like with your use of railroading to means "not improved at the table with a say yes playstyle".

Railroading normally means a forced overall outcome to a challenge. It's too blunt to be used in reference to a single ruling, although a single ruling can be part of the evidence towards railroading. In the blood situation, railroading would be if the DM decided there was no way to collect blood, period, and ruled to thwart all attempts. A single ruling that they is no available bowl or urn in the room isn't Railroading by itself, but it may be part of other rulings that end up as Railroading. Saying no to urns but agreeing with the use of a helm, for example, isn't an example of railroading.
[MENTION=6696971]Manbearcat[/MENTION]'s use of DM force for such a ruling is somewhat more useful, being an attempt to describe the phenomenon of DM ruling in a more neutral way, but still sounds a tad negative to me. I prefer just using ruling, as it also indicates it's a DM choice but doesn't have a negative connotation.

As such, rulings are a playstyle choice that can work within a broader, more permissive say yes framework or a fail forward one, or in a more DM driven playstyle. I see no need to appropriate a pejorative term like railroading to describe playstyle that differ from your own, and then double down with wide eyed innocence that anyone might take issue with your rebranding.
 

This is something I definitely try to avoid while GMing. Not always successfully, but I think I can accommodate proactive players. The big problem is when players say "We don't do that" but then instead of being proactive they just sit back and say "What else happens?" Logically there aren't an infinite number of hooks ready to drop into their laps, especially at higher level.

This brings up a point I tried to touch on earlier in the thread.

Games that are player-driven are very demanding on those participants. If you aren't prepared to thematically load a gun-toting paladin in a world shot through with sin and subtle supernatural influence...if you aren't prepared to be vulnerable, have flaws, figure out what you're willing to risk and where you might shamefully fold (when maybe you should have raised) as you mete out justice in the wild frontier...if you aren't prepared to lose loved ones, maybe lose dignity/heart/your way, and die tragically while you advocate hard for your faith...

...then you shouldn't be a player in a Dogs in the Vineyard game.

And there are a LOT of those players out there. Lots and lots and lots of players just want to casually tour a beloved setting, be taken for a ride on an interesting metaplot, and characterize a quirky/interesting PC while (the GM assists in ensuring that) bad guys fall in their wake. And there are lots and lots and lots of GMs who want to tell heroic fantasy stories and take players on a tour through a beloved setting (that they've created or they've studied intensively).

The techniques of GM Force and Illusionism (and the ultimate realization of it in railroading) may very well be absolutely necessary for those players to derive enjoyment from RPGing (without feeling burdened). They may be necessary for GMs who have stories to tell/settings to set into action and put on display. Railroading GMs and players who enjoy it don't need to hide shamefully in the corner. It is a legitimate style of play where GM agency is prioritized over player-agency to ensure the experience that all participants at the table are looking for.

It shouldn't be something that is shunned. It is just a set of GMing techniques that, when deployed, ensure certain play priorities (which supersede other play priorities) become manifest at the table.

* But you can examine the hierarchy of play priorities and why one is at the top.
* And you can examine the priorities that are superseded (and how they might be infringed upon, if they are).
* And you can examine the GMing techniques and systems that put into effect that prioritization.

And neither the actual examination/analysis of GM Force nor the reality that groups/GMs actually enjoy railroading (and don't need to shrink from that...which is why whenever I see someone come out and say it, I find it commendable) need be some sort of taboo.
 

pdzoch

Explorer
I do that too, but I think it's important to be able to wing it when players go off script. A few simple tools like some maps and state blocks can go a long way when players are proactive. Content generation tables can help too - I especially like flavour generating tables.

I agree. DM's have to be prepared to describe the world when the player's go off script. However, it is much easier to do so when a framework is already present and nodes within the branching framework can be presented as opportunities to remain on track and towards the goals the players have chosen. Spare tables and charts are the staple of any agile DM for these situations. But there is a difference between "going off script" because the players are developing new and unexpected solutions and "going off script" because the players because they have decided to abandon the adventure goal (which is, I suppose, still an option).
 

Lanefan

Victoria Rules
Again not sure I'll have time to hit all of this, but I can make a start...
An error that arises from treating something as being an instance of a type that it is not.

And describing something as neither true nor false in the fiction at a certain time within the fiction (eg the time when the PC looks for the mace) because at that time in the real world the answer hasn't been authored yet is a category error, as it attributes a property of the real world (is the moment at which a piece of fiction is authored) to the fictional world - whereas, in the fictional world, events arent authored at all, but arise through the (fictional, imagined) causal processes that govern the gameworld
More on this below I hope, but my point here is that in the real world the answer should have been authored beforehand. That's what the DM is for.

But isn't magic item identification by trial and error almost the textbook example of a puzzle (not for the PCs, but for the players). Eg:

Player: I pull on the boots.

GM: Your steps feel somewhat lighter.

Player: OK, they're either Boots of Levitation or Boots of Striding and Springing. I try to jump over the treasure chest!​

I think the resemblance to 20 questions - a classic puzzle-solving game - is pretty evident.
Perhaps - but there's still a mystery involved, even in (in this example) rather superficial.

So much depend on what the "already there" refers to. Is it the 12 deities imprisoned beneath the ruins of Castle Greyhawk, which Robilar unleashed? That's absolutely a player imposing his will on the fiction.
No, it's a player reacting in character (Robilar) to the fiction that's already in place (there's 12 deities down there and I'm bustin' 'em out).

Is the "already there" a whole series of "character arcs" for NPCs, towns and regions, etc, that the GM has mapped out? Then to me it seems like the player is primarily contributing some colour to a pre-determined series of events.
The characters are doing what they can to influence said arcs. Sometimes they'll succeed, sometimes they'll fail, and the arcs will roll on taking whatever they've done into account. Kinda like the real world. :)

This is why I will pilfer situations from modules - set-ups that are just waiting for the players (via their PCs) to "set them in motion" - but am not interested in a module's prescripted sequence of events and metaplot.
I very rarely use a published module's backstory, but I almost always have a backstory of my own to replace it with.

If stuff happened that matters to the game, in the sense of engaging or involving stuff that is core to the PCs (and hence their players), then the situation might continue to be important. It would inform framing; inform the narration of consequences for failure. But none of that requires the GM to give the town its own "character arc"!
Yet without doing so how can you inform yourself what's going on in the town and by extension what filters any interactions with the townsfolk may have?

I'm not saying by any means that the DM needs to work out every little thing - life's too short for that. But a bit of logical continuity (and maybe some dice rolling) isn't much of a stretch.

Here's an example of play (from my main 4e game)
I'll get to this later, no time now.

But the world can "unfold" - contributing the occasional bit of colour, perhaps appearing in some framing - without contradicting the players' achievements or negating the significance of their choices (including their choice of "this mission" as the thing that they care about).
Which tells me, when read literally, that you can't have a situation where what the players think of as a great achievement is in fact a monumental screw-up. They help overthrow the Duke and put a new one on the throne...great achievement, they've been working on it for years! The new Duke by your words cannot then turn out to be a far worse choice than the old one, learned by the PCs a year later when they pass back through town, as this would "contradict [their] achievements". Bah.

If this undoes an apparent victory by the players, then in my view it is railroading, because it's the GM overriding the result(s) of the players' declared and resolved actions, in order to shape the shared fiction in some particular direction.

But if it doesn't, then maybe it's just framing.
Same response as above re what looks like a win not always being one. Only I don't call it (or derogatize it as) railroading, nor see it as such.

With the vampire example, though, I find it hard (not impossible, but hard) to imagine very many cases where the revelation that the sponsor/mentor is really a vampire (an evil undead) would be mere framing. Mostly I would expect the players (and their PCs) to be invested in their sponsor/mentor, and hence would feel that this is a turning of the tables which would be fine as a consequence of some appropriate failure, but objectionable (at my table) as a mere framing device.
Vampire =/= evil. Third time I've said this.

How does a player get to narrate that a NPC vampire is admiring his reflection in a mirror?
If the players can share in the fiction (and thus its narration), then what's to stop it?

I've answered this, and you even quoted my answer:

...etc....

That seems pretty clear to me.

Also, the GM hasn't actually "done anything" off-screen. The GM tells the players the townsfolk look miserable and sullen. If the players (and their PCs) ignore this, then nothing of any consequence has happened either on-screen or off. If a PC asks "Lo, good burghers - what troubles you?" and they reply "The baron hath raised our taxes", then the backstory is established but it's still not the case that the GM did anything off-screen. The baron did (raised taxes). The GM didn't.
The Baron's an NPC. The DM runs the NPCs. Thus, if the Baron did something then by extension I as DM did it.

Seems kind of obvious, really. :)

Just as it is often helpful to distinguish the player from the PC, so it is equally useful not to confuse the actions of the GM (eg saying something at the table) with the actions of NPCs and other inhabitants of the gameworld. The GM's action exert real causal power in the real world; the actions of NPCs have imaginary causal power in an imaginary world. When we're talking about playing the game, we're mostly interested in the former sorts of actions, I think.
Why is it helpful to distinguish the player from the PC when talking about in-character or in-game-world stuff where the difference should be as little as possible.

Well, first, as a side point, I can assure you that it was not a problem at all, either big or small.

Second, there was no previous interaction with the brother in play: only as part of the backstory of two of the PCs (the brother PC had not seen him since his possession; the wizard-assassin PC had been tutored by him subsequent to his possession, and had had some bad experiences in the course of that, leading to her resolution to kill him, flay him and send his soul to . . . [a bad place]).
OK, so no previous interaction. All is good.

Fourth, I don't know what inconsistencies you are talking about. I'm not aware of any, and have not posted about any in this thread. (Because there were none.)
As is evidenced by your noting there weren't any prior interactions.

So. What if there had been?

I've already quoted Paul Czege twice in thread; maybe third time's the charm:

I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.​
Where for significant NPCs I want their personality and relevant backstory pretty much nailed down ahead of time as those things will (and must) be a filter on whatever interactions that NPC has with the PCs along the way.

(If the goal of play was to solve the mystery of the brother, then learning stuff about him would be a success. But that was not the goal. And up until the moment of revelation, there was no "mystery of the brother" - the PCs who had any opinion of the brother at all both assumed that he had been corrupted by possession.

Again, for emphasis: solving puzzles is not a very big aspect of play at my table.)

Thinking in terms of clues is taking things back to a puzzle game. But I'm not mostly playing for puzzles.
Or mystery, it seems...but I'll have to get back to this later.

Lan-"lunchtime!"-efan
 
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Ovinomancer

No flips for you!
This brings up a point I tried to touch on earlier in the thread.

Games that are player-driven are very demanding on those participants. If you aren't prepared to thematically load a gun-toting paladin in a world shot through with sin and subtle supernatural influence...if you aren't prepared to be vulnerable, have flaws, figure out what you're willing to risk and where you might shamefully fold (when maybe you should have raised) as you mete out justice in the wild frontier...if you aren't prepared to lose loved ones, maybe lose dignity/heart/your way, and die tragically while you advocate hard for your faith...

...then you shouldn't be a player in a Dogs in the Vineyard game.

And there are a LOT of those players out there. Lots and lots and lots of players just want to casually tour a beloved setting, be taken for a ride on an interesting metaplot, and characterize a quirky/interesting PC while (the GM assists in ensuring that) bad guys fall in their wake. And there are lots and lots and lots of GMs who want to tell heroic fantasy stories and take players on a tour through a beloved setting (that they've created or they've studied intensively).

The techniques of GM Force and Illusionism (and the ultimate realization of it in railroading) may very well be absolutely necessary for those players to derive enjoyment from RPGing (without feeling burdened). They may be necessary for GMs who have stories to tell/settings to set into action and put on display. Railroading GMs and players who enjoy it don't need to hide shamefully in the corner. It is a legitimate style of play where GM agency is prioritized over player-agency to ensure the experience that all participants at the table are looking for.

It shouldn't be something that is shunned. It is just a set of GMing techniques that, when deployed, ensure certain play priorities (which supersede other play priorities) become manifest at the table.

* But you can examine the hierarchy of play priorities and why one is at the top.
* And you can examine the priorities that are superseded (and how they might be infringed upon, if they are).
* And you can examine the GMing techniques and systems that put into effect that prioritization.

And neither the actual examination/analysis of GM Force nor the reality that groups/GMs actually enjoy railroading (and don't need to shrink from that...which is why whenever I see someone come out and say it, I find it commendable) need be some sort of taboo.
Again, I find the use of railroading to be an issue, as it's too blunt to describe what I think you're trying to say.

Railroading means no player agency. The players have no choice but to follow along the DM'S plot. The only choices they can make is to continue or stop. I'd wager there's a very small contingent of players that actually prefer this playstyle.

Perhaps we need some new, intermediate terms? How about Interstate and Interstating. Or Autobahning? A game where there's only meaningful player agency at certain points, like exits, but even then constrained to choosing from a limited set of options.

Maybe Metroing or Subwaying? Like Autobahning, but the choices at the stations are more varied?

Then there's Citying, where there's a nice mix of Interstates, Metros, and surface streets to choose from. Still reliant on DM rulings and plotting, but much more open to player agency.

Finally, Baha-ing. The party's a dune buggy and can go anywhere, but there's dunes and escarpment and ridges that occasionally constrain available choice.
 

[MENTION=29398]Lanefan[/MENTION] , I don't have time to respond right now, but I'll get to it tomorrow (I'm knackered...early bedtime for me).

Again, I find the use of railroading to be an issue, as it's too blunt to describe what I think you're trying to say.

Railroading means no player agency. The players have no choice but to follow along the DM'S plot. The only choices they can make is to continue or stop. I'd wager there's a very small contingent of players that actually prefer this playstyle.

Perhaps we need some new, intermediate terms? How about Interstate and Interstating. Or Autobahning? A game where there's only meaningful player agency at certain points, like exits, but even then constrained to choosing from a limited set of options.

Maybe Metroing or Subwaying? Like Autobahning, but the choices at the stations are more varied?

Then there's Citying, where there's a nice mix of Interstates, Metros, and surface streets to choose from. Still reliant on DM rulings and plotting, but much more open to player agency.

Finally, Baha-ing. The party's a dune buggy and can go anywhere, but there's dunes and escarpment and ridges that occasionally constrain available choice.

I think your categories here are tongue-in-cheek, but this is a really good start to a very interesting, and possibly productive, conversation on this subject.

If folks aren't keen on the way [MENTION=42582]pemerton[/MENTION] , [MENTION=16586]Campbell[/MENTION] , and myself try to sort through this stuff (play example analysis etc), maybe this has legs?

I'll try to have something to say tomorrow.
 

pemerton

Legend
We're sidetracking, although that's a non-answer. You previously stated unequivocally that the arrows meant the brother was evil prior to possession.
I'm trying to summarise two hours (or more?) of play into a few sentences of description, to make a couple of general points: (1) "fail forward" is not, in general, the same thing as "success with complication"; (2) that a player-driven game is consistent with surprise, revelations, rich backstory, etc.

I don't think anything about those points changes by eliding two checks into one in the narration. And I took it as given that, if the basic principles of play and GMing are things like "say 'yes' or roll the dice", "no failure offscreen", etc, then the evolution of the game's backstory is subject to further play.

If you're curious about more details of the game I'm happy to post them, but it might be more productive if you ask it in the spirit of curiosity rather than in the context of arguing that I don't know how to manage stakes and consequences in a game about which you know nothing other than the handful of fragments I've posted in this thread.

But even based on those fragments, I would have thought there would be enough to get a sense of what is going on with the mace: it is a nickel-silver mace that the PC was (before play actually commenced) crafting in the tower when the orcs attacked. The player had established, as one of his Beliefs (a BW PC has 3 Beliefs), that he would recover the mace. That goal was, as I have explained, enmeshed in a larger context of the PC's backstory in relation to his brother, plus the backstory of the assassin (who at that time was a PC) who had suffered terribly at the hands of the brother and had as her one unchanging Belief that she would flay him and send his soul to . . . [a bad place].

As the GM it's my job to push the players on their Beliefs, to frame situations where they can be put to the test, and - when checks are failed - to narrate consequences that are failures, and that will force the players to make hard decisions. Because I'm GMing a party game, it's also my job to interweave the players' Beliefs - hence the discovery of the black arrows not only forces the player to reconsider his Belief about redeeming his brother, and not only escalates the situation between the PCs one of whom has sworn to save him while the other has sworn to kill him, but also brings in the elven ronin who wears, around his neck, the broken black arrow that slew his master (thus, in his backstory, precipitating his travels to human lands where he nevertheless is determined (as his most constant Belief) to always keep the elven ways.

For all anyone at the table knows, the brother made the arrows under the coercion of some other power - perhaps the Balrog was threatening to possess the brother PC, and the only way for his older brother to keep him safe was to buy the Balrog off by supplying cursed arrows to his orc archers. Who knows? That's what "playing to find out" means.

And as far as the mace is concerned, it's not just a "non magical mace". That's your description. That's not the conception of it at the table. If someone was playing a LotR-based game, in which recovery of the Red Book of Westmarch by some 4th Age hobbit was at stake, one might easily fail to capture the full scope of what is going on by referring to it as a "non-magical lorebook".
 

pemerton

Legend
in the real world the answer should have been authored beforehand.
Why?

In what concrete way would my game be better, here and now, if I decided the "true" backstory of the decapitated brother, and used that secret backstory to adjudicate action declarations and hence determine outcomes.

a bit of logical continuity (and maybe some dice rolling) isn't much of a stretch.
You keep saying this. But where is the lack of "logical continuity" in any of my games? I've posted quite a bit of actual play in this thread. I can link to about 30 pages of it for my main 4e game if you're interested. I'm not aware of any continuity issues.

In the excerpt from a play report I sblocked in my previous post, where were the continuity issues?

In no other medium is it assumed that the sequence of authorship of fictional events must correspond to the sequence in which those events occur in the fiction. Novelists, script writers, etc sometimes (often, even) come up with ideas for scenes or particular characters, and then write in the backstory and context which will locate the initially-conceived events within a broader fictional construction.

Why must RPGs be different?

you can't have a situation where what the players think of as a great achievement is in fact a monumental screw-up.
As a general proposition, that is true. The referee is bound by "let it ride". If a player succeeds at a check, the PC's task is successful and the intent is realised.

The only way to undo "let it ride" would be for the player him-/herself to somehow stake that victory in some future conflict, and fail. This is why I have frequently referred, upthread, to narrating setbacks as a consequence of failure.

Or mystery, it seems
Even I don't know why the brother made the black arrows - that looks like a mystery to me!

If the players can share in the fiction (and thus its narration), then what's to stop it?
The players aren't just stipulating actions for PCs. Have a look at the actual play reports: the players are establishing PC backstories, and declaring actions for their PCs.

EDIT: Also, if the vampire is not evil (or otherwise sinister) then I'm not 100% sure what the twist is. I assume the revelation is meant to be more dramatic than learning that one's patron has been a vegetarian all along.
 
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