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Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7059118" data-attributes="member: 996"><p>Well, it is a very inconsistently defined and applied concept, born of the edition war, and making no sense in or out of that highly charged context. </p><p></p><p> It's not about a mechanic, for instance...</p><p></p><p> I see the point. If the player knows that the revelation his character has just been hit with was just made up in the moment, then there's a disconnect between what the character knows/perceives and what the player does. That is the kind of nonsensical concern that h4ters were whingeing about with dissociated mechanics. The very nature of a TTRPG makes it manifestly impossible for the knowledge/perception of the player (sitting at a table with fellow nerds) and the character (standing over a decapitated body with an assassin) to ever be in alignment.</p><p></p><p></p><p> Of course, if Pemerton had kept the timing of that decision to himself, there'd be no problem. </p><p></p><p> Heh. That does sound hard to reconcile. The key, IMHO, is player knowledge. Keep little things like when so-and-so 'became' evil behind the screen, and you head off any problems. Of course, that earns the 'illusionism' seal of disapproval.</p><p>But it works.</p><p></p><p> Now that also sounds 'impossible!' <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> Yep. 'Illusionism.' Keep up the good work!</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7059118, member: 996"] Well, it is a very inconsistently defined and applied concept, born of the edition war, and making no sense in or out of that highly charged context. It's not about a mechanic, for instance... I see the point. If the player knows that the revelation his character has just been hit with was just made up in the moment, then there's a disconnect between what the character knows/perceives and what the player does. That is the kind of nonsensical concern that h4ters were whingeing about with dissociated mechanics. The very nature of a TTRPG makes it manifestly impossible for the knowledge/perception of the player (sitting at a table with fellow nerds) and the character (standing over a decapitated body with an assassin) to ever be in alignment. Of course, if Pemerton had kept the timing of that decision to himself, there'd be no problem. Heh. That does sound hard to reconcile. The key, IMHO, is player knowledge. Keep little things like when so-and-so 'became' evil behind the screen, and you head off any problems. Of course, that earns the 'illusionism' seal of disapproval. But it works. Now that also sounds 'impossible!' ;) Yep. 'Illusionism.' Keep up the good work! [/QUOTE]
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Judgement calls vs "railroading"
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