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Judgement calls vs "railroading"
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7050327" data-attributes="member: 6846794"><p>The disconnect for me is 'By railroading I mean the GM shaping outcomes to fit a pre-conceived narrative.'</p><p></p><p>Our lot doesn't really plan narratives in a linear manner, a path if you will that is to be followed. The system is set, the key agents put into play and the characters are free to pick or set a goal as they choose. As such, DM Judgment calls are simply part of play, arbitrating the events on the behalf of the world around the players with DCs being set according to what amounts to logic in a fantasy world.</p><p></p><p>But yes, I can see how that if a DM has a specific route or path they wish players to follow, described as a narrative, then such calls can and will influence the path of play -the order and manner in which players engage with and are involved with the events pre-planned by the DM.</p><p></p><p>The degree of influence simply depends on the nature of the narrative. A linear step-by-step narrative will be greatly effected by any deviation from the planned path and as a result, it seems to me a DM is less likely to be able to respond to spontaneous changes that occur during play, and as a result is more likely to veto or attempt to directly influence the outcome of an event, be a DC check, combat or what have you. I'd also argue that such a setup is rather dull, or at least would not be welcomed with our group. <em>(We have video games for such antics!)</em></p><p></p><p>However, are cleverly constructed narrative can include branches which are then tied together at key stages along the path. In this way, players enjoy <em>(often the illusion of) </em>choice and the DM can almost guarantee things coming together when they need to at a given point along the path. And with practice, they can add branches spontaneously. This style of narrative seems much more open to setting 'logic' 'realistic' DCs and more ready to accommodate the wacky antics most players seem to enjoy initiating. As such, DCs, combat, social interactions and the like are less likely to be fudged in favour of the narrative because while they can lead to branches in the narrative, as mentioned, the paths are designed to come together at key points.</p><p></p><p>Much like in the classic 'Choose your own Adventure' game books. <em>Which, incidental, are typically designed by working backwards - why do we end the adventure? Ok, what happened before...?</em></p><p></p><p>[ATTACH]82019[/ATTACH]</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7050327, member: 6846794"] The disconnect for me is 'By railroading I mean the GM shaping outcomes to fit a pre-conceived narrative.' Our lot doesn't really plan narratives in a linear manner, a path if you will that is to be followed. The system is set, the key agents put into play and the characters are free to pick or set a goal as they choose. As such, DM Judgment calls are simply part of play, arbitrating the events on the behalf of the world around the players with DCs being set according to what amounts to logic in a fantasy world. But yes, I can see how that if a DM has a specific route or path they wish players to follow, described as a narrative, then such calls can and will influence the path of play -the order and manner in which players engage with and are involved with the events pre-planned by the DM. The degree of influence simply depends on the nature of the narrative. A linear step-by-step narrative will be greatly effected by any deviation from the planned path and as a result, it seems to me a DM is less likely to be able to respond to spontaneous changes that occur during play, and as a result is more likely to veto or attempt to directly influence the outcome of an event, be a DC check, combat or what have you. I'd also argue that such a setup is rather dull, or at least would not be welcomed with our group. [I](We have video games for such antics!)[/I] However, are cleverly constructed narrative can include branches which are then tied together at key stages along the path. In this way, players enjoy [I](often the illusion of) [/I]choice and the DM can almost guarantee things coming together when they need to at a given point along the path. And with practice, they can add branches spontaneously. This style of narrative seems much more open to setting 'logic' 'realistic' DCs and more ready to accommodate the wacky antics most players seem to enjoy initiating. As such, DCs, combat, social interactions and the like are less likely to be fudged in favour of the narrative because while they can lead to branches in the narrative, as mentioned, the paths are designed to come together at key points. Much like in the classic 'Choose your own Adventure' game books. [I]Which, incidental, are typically designed by working backwards - why do we end the adventure? Ok, what happened before...?[/I] [ATTACH=CONFIG]82019._xfImport[/ATTACH] [/QUOTE]
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