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"Railroading" is just a pejorative term for...

Remathilis I wish I could give you XP for each of your posts in this thread. I think you understand the distinction between railroading and playing the game very well.

By the definations thrown about in this thread almost all published scenarios are railroady but to me they have been some of the best that I have DMed. Perfect examples are the Shackled City and Age of Worms adventure paths. Essentially these are very railroady with players thrown in at the start with adventure A which progresses to adventure B...etc. But you know what, they are fantastic campaigns and only at the start of Shackled City did I get a lighthearted "railroad" comment from one my player. The they got on with it because they are good players in a good game should want to tell the story that the DM has brought to the table.
 

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I think we're using different terms for "world", for me, "world" is the setting, the overall design, where the mountains are, where the kingdoms are, what kind of societies exist.

I already cited four games where this explicitly isn't the case. Where the PCs design the setting and the NPCs in it, and their motives.

Group designing a game is NOT the same as a single player designing what they think should happen.

Nope. But you have asserted that the GM creates the setting. And populates the world with NPCs. And decides where the guards are. And what the challenges are. So I gave you four games where that isn't true. I can cite you plenty more.

That assumes everyone supports his actions. The scenario I presented is one where the others, or some of them, do not. As previously mentioned, I supposed two anti-thetical PCs. a lawless rogue, and a lawful paladin. Supposed the rogue has stolen from the king, by lawful good standards, the PC must return it, and turn in the rogue.

This is super-interesting. By 'lawful good standards he must...' Really?

What if the rogue saved his life? Or saved his sister's life? Is the Paladin not allowed any sort of conflict between his morality and his personal feelings for, or obligations to, the thief? He has no feelings for that thief after, what was it, 15 levels of adventuring?

Or is he not allowed to see the glowing Pendant of Orcus in the pouch and struggle to reconcile the thief's lawlessless with some possible greater good from investigating the King's motives?

Gaming gold right there. A PC with mutually exclusive courses of action, both of which he believes in. A classic bang. A moment where we really see what the Paladin believes in.

I've said all along that any disruption around the table is down to a clash of gaming styles at the table. I don't think locking the thief up and having the player roll a new character solves that. Do you?
 

This is why I think parties should make decisions together instead of ONE person doing some random but highly influential act. If they ALL want to rob the king though, they should be allowed to try. Although it might be better to kill the orcs, dragons, villains, etc straight off and take the Lord's reward-thus allowing the DM to run his scenario, and then rob the king AFTER they have gained his trust-allowing the players to pursue their own goal. It's a give/take thing.

Personally, I believe that in-game character issues are usually best dealt with by the other players. Have a PC that's causing problems constantly? Don't adventure with that PC. Have a player that's causing problems constantly, regardless of what PC he runs? Don't play with that player.

Problem? Problem solved.

The difficulty, IMHO, arises from the idea that you must play with these characters, or that you must play with these certain individuals.

Remove that mindset, and you remove the problem entirely.

IMO, I'll sacrifice a little player cohesion to ensure that everyone understands that we are ALL responsible for the health of the game. Nor do I believe that my assumptions about what the players want to do are necessarily true. In some cases, the players might enjoy the rogue's attempt (or might enjoy helping the Royal Guard give him a beatdown).

In other cases, a player may very well be willing to sacrifice a character to the king's chopping block just to determine whether or not he has boarded a choo-choo. I.e., this sort of disruptive behaviour is, IMHO and IME, often the result of being presented with an "illusion of choice" where the player in question has decided to "disbelieve the illusion".

Or, as another has put it:

I've found that most players like that, once they realize there's no predetermined plot to disrupt, will stop trying to disrupt it and settle down into productive members of the group.

'a right to railroad' :hmm: :-S :eek:

If you can fill a table, you have the right to run any type of game you like.

This is in part a terminology issue, but not entirely.

I don't agree that this is railroading. It is scene-framing, in that it presents the players with a situation in which their PCs find themselves.

Crucial to the distinction drawn here between railroading and scene-framing is that railroading is an approach to play. It is the GM exercising determinative power over the course of play. In this example from the Isle of Dread, no play has occurred yet, and so no power has been exercised.

Agreed.

Railroading happens when the GM negates the choice made by a player in order to enforce a pre-conceived path through the adventure.

There are two main methods of achieving railroading:

(1) Enforcing Failure. ("I use my spell to drill through the wall [that I'm not supposed to get through]." "It doesn't work [because you're not supposed to get through it].")

(2) False Choice. ("I go left." "You enter the Vampire's Lair." [REWIND] "I go right." "You enter the Vampire's Lair.")

The key here is the motive. If the PCs try to negotiate a peace treaty with Godzilla or beat through an adamantium door with a fluffy pillow, the fact that they have no chance of success is not railroading. That's just the nature of the scenario.

aGREED.

When I plan out a game, I tend to have an opening (cave of chaos) and a nebulous endpoint (lets say, stop Orcus). They're might be 1,000 different ways to get there, but if I introduce an element like "the cult is gathering an army for Orcus" I think its safe to say the PCs will go investigate it and the chase is on. In all my years, with probably dozens of players, introducing such a plot hook means the PCs will follow it.

Interestingly enough, I am conducting a game right now in which the world is about to end. The PCs have less than three months game time to resolve the situation, escape the world, etc. This is a move to end the "playtest campaign" for RCFG, and enter the persistant sandbox with the (hopefully by that time) completed ruleset.

Thus far, the players have chosen to follow a number of possible hooks -- but all centering on other things.

This. One mark of a good true sandbox DM, imho, is that if the bad guys are trying to destroy the world, the DM is okay with the world ending up destroyed. If the pcs ignore or fail to stop the world-devouring threat and there is nobody else willing and able to hold back the hordes of annihilation, well, them's the breaks.

Yup. I'm giving the players a chance to "rescue" their playtest PCs.....but if they choose not to, they choose not to. Both the world and the ruleset are permeable in multiple ways.

The ability to choose which opportunities to pursue is pretty much the definition of a sandbox campaign. So, yes, if the DM predetermines what scenario the PCs are going to engage with each week then you are not, in fact, running a sandbox campaign.

Agreed.

The "Armageddon scenario" is kind of a tricky one to judge.

If I said: "I totally gave them a choice: They either do what I want them to do or their PC will definitely die." Then it's not particularly difficult to see that I'm not really offering any sort of legitimate choice.

The Armageddon scenario similarly says: "I totally gave them a choice: They either do what I want them to do or I blow up the entire world with them in it." It seems like a similar dishonest is being manifested in this so-called "choice".

OTOH, I don't think "I'm threatening something you care about" automatically equates to "I'm railroading you".

There's a legitimate grey area here. But if you sat me down and forced me to pass judgment on some hypothetical example the first thing I'd look at is the specificity of the action being "forced".

There's your example. Judge it! :lol:



RC
 

Huh? I don't remember that in B2 nor can I seem to find any reference to it now that I'm reviewing the module. Is this something from Return to the Keep on the Borderlands perhaps?

Sorry, it was the Caves of the Unknown, which offers this quote:

Keep of the Borderlands said:
[FONT=Century Gothic, sans-serif]The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze. You may also wish to expand on the other encounter areas, designing camps, lairs or lost ruins to permit more adventuring. If you do not wish to undertake this at first, simply DO NOT ALLOW YOUR PLAYERS TO LOCATE IT EVEN IF THEY THOROUGHLY SEARCH THE VERY SPACE IT IS IN. (It was hidden by a magical illusion so as to be undetectable...) [/FONT]

If that's not the definition of Railroad Gary, I don't know what it. :)

I don't really feel the force of this distinction. Did the GM decide that the guy in question is on planet Y?

Either the players may or may not choose to go to planet Y. If they have no choice, then force is being exerted. If the GM exerts that force by manipulating the action resolution system, or by vetoing the choices the players make in the course of play, whether via ingame or metagame techniques, then we have a railroad.

Lets make this dead simple.

A guy on planet X hires you to get someone on planet Y and bring it to him for a fat sum of money (a fetch quest).

Since the only place that someone is on planet Y, is that now a railroad?

By your definition, it is.

The world is not a static place and world-altering situations are rarely invisible. The march of time will usually reveal further symptoms of trouble for the PCs to react towards should they wish. My worlds typically have too many loose threads/possible activities rather than too few. Every so often the players feel overwhelmed with choice and have to make some hard decisions about where to focus.

How is THAT any better than a railroad? If the PCs are so overwhelmed with choices that the only thing they feel comfortable doing is hanging out in a tavern, you might want to cull a few threads and strengthen some others to get them off their duffs.

If I wanted to role-play dudes getting drunk in a bar, I'd GO TO A BAR!

Remathilis I wish I could give you XP for each of your posts in this thread. I think you understand the distinction between railroading and playing the game very well.

Thanks DL. :cool:
 

<snip>

How is THAT any better than a railroad? If the PCs are so overwhelmed with choices that the only thing they feel comfortable doing is hanging out in a tavern, you might want to cull a few threads and strengthen some others to get them off their duffs.

If I wanted to role-play dudes getting drunk in a bar, I'd GO TO A BAR!



<snip>

Umm, where did the idea my players have the PCs hang out in a bar doing nothing come from :confused:? Of course, they can if they wish, but that dosn't usually last more than a few moments of play time.

The players get overwhelmed because they pledge too much of that precious resource known as time towards too many activities. They react by focusing their efforts on those areas the players feel are most important to them. The refocus can take some play time as the players negotiate with each other and NPCs.

As for trimming the possibilities, the world is large, dynamic, and full of potential adventure. I don't believe I know better than the players what they are most interested in.
 

Lets make this dead simple.

A guy on planet X hires you to get someone on planet Y and bring it to him for a fat sum of money (a fetch quest).

Since the only place that someone is on planet Y, is that now a railroad?

Can you refuse the hire and do something else? If so, then not a railroad.

Can you take the downpayment and run? If so, then not a railroad.

Can you try to kill the potential patron and take his stuff? If so, then not a railroad.

Can you go to planet Z and try to pass off the guy as the guy you were hired to get? If so, then not a railroad.



RC
 

If that's not the definition of Railroad Gary, I don't know what it. :)
Then you don't know what is, in my humble opinion.

Are you seriously suggesting that the advice to not let the adventurers find what you haven't created is railroading?
A guy on planet X hires you to get someone on planet Y and bring it to him for a fat sum of money (a fetch quest).

Since the only place that someone is on planet Y, is that now a railroad?

By your definition, it is.
No, by pemerton's definition, it's not.

pemerton wrote, ". . . manipulating the action resolution system, or by vetoing the choices the players make in the course of play . . . ," which means if you fudge the dice or refuse to allow the any other choice but to go to Planet Y, then you're railroading.

Saying that there's a guy on Planet Y who someone on Planet X wants retrieved isn't a railroad - saying that adventurers can't get clearance to travel to any other planet but Y or misjumping their ship there when they attempt to reach Planet P is a railroad.
 

Lets make this dead simple.

A guy on planet X hires you to get someone on planet Y and bring it to him for a fat sum of money (a fetch quest).

Since the only place that someone is on planet Y, is that now a railroad?

Or another way to look at it: 'Does anyone at the table care?'

If everyone in the game is down with going to planet Y and doing the mission thing and you're all having fun, it doesn't need a label. It's functional, it's fun, it's play.

Railroading, in the sense of 'bad', is disagreement at the table about the amount of freedom the players can exercise on play. In that sense your example is undefined.
 

Then you don't know what is, in my humble opinion.

So, it comes to page 12 of a conversation, and still folks are saying to each other that they don't know what the subject even is?

Classic.

Edit: I should clarify - I am not picking on The Shaman here, in particular. I am more noting the classic form found in the various 'wars (Edition Wars, Playstyle Wars, and so on). Many pages in, and folks still cannot agree on what, exactly, they're arguing about.
 
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I think the idea was the GM would ask the players, not the PCs.
Irrelevent. The players are playing their characters in the game. The loot from the King is in the game. It doesn't matter what the players think if they're playing their characters, it's what their characters think that matters.

Even the player of the paladin might still have an interesting idea as to what it would be fun for the rogue to find in the king's pocket.
Of course, and he would likewise have fun turning the rogue in.

This assertion isn't especially convincing in Hobbes, where it is put in the context of governing a state, and thus where something important is actually at stake. In relation to a leisure passtime it's even less convincing.
As much as I would like to get into a theoretical political discussion, my point was for illustration, not a stepping stone into my favored past-time, political debate.

The point can be summed up as a variation of "never split the party". Don't split characters up in-game, as it's a great way for them all to die. Likewise, splits between players are a good way for the game to die because there will be a lack of cohesion, resulting in the game locking down and nothing being accomplished, or the majority siding against the minority.

D&D is as much a social gathering as it is a game. If you don't preserve the enjoyable social atmosphere, then you're left with a very barren game.

In many non-traditional RPGs, for example, authority over the backstory, or scene framing, rotates from player to player as the game is played.
I was under the impression we were discussing D&D. I readily admit there are other games that do things differently because IMO they were designed to function that way. IMO D&D is not.

I don't see any ideological impasse. It's not about ideology - it's about facts. RPGs actually exist, and are played by people, which don't work in the way you are describing - that is, they don't rely upon a GM who has the sort of authority over backstory, scene framing, action resolution and so on that you are asserting is a necessary feature of a roleplaying game.
I'm not sure what world you live in, but I've yet to find a single D&D game, even the most incredibly sandboxy, in which the DM is not in charge. "RPGs" are not what I'm concerned about. I'm talking about D&D. I'm certain we can come up with other games that are played differently, because they are in general, different games.

I already cited four games where this explicitly isn't the case. Where the PCs design the setting and the NPCs in it, and their motives.
Great! We're agreed that different games are different.

Nope. But you have asserted that the GM creates the setting. And populates the world with NPCs. And decides where the guards are. And what the challenges are. So I gave you four games where that isn't true. I can cite you plenty more.
Great! We agreed different games are different!

This is super-interesting. By 'lawful good standards he must...' Really?
In every edition before 4.0, by lawful good HE MUST, or he was no longer a paladin. Though 4.0 has changed that, players playing "lawful good" understand that "good" and "lawful" means they don't support robbing people.

What if the rogue saved his life? Or saved his sister's life? Is the Paladin not allowed any sort of conflict between his morality and his personal feelings for, or obligations to, the thief? He has no feelings for that thief after, what was it, 15 levels of adventuring?
Of course he can. These make for all sorts of interesting conferences. They weren't included in my previous example. But I certainly agree that extenuating circumstances can change the way things would be expected to happen. I included none because we can add ANY extenuating circumstanes. What if the rogue is really the King's son?

Or is he not allowed to see the glowing Pendant of Orcus in the pouch and struggle to reconcile the thief's lawlessless with some possible greater good from investigating the King's motives?
Certainly, he could, he may likewise choose to not look in the sack and cover his ears until someone comes over and shows him the thing. At which point he may reconsider his stance.

Gaming gold right there. A PC with mutually exclusive courses of action, both of which he believes in. A classic bang. A moment where we really see what the Paladin believes in.
I kept my example simple for a reason. Because it was simple, adding "what ifs" to get out of the original problem created by it simply ignores the whole point and premise.

I've said all along that any disruption around the table is down to a clash of gaming styles at the table. I don't think locking the thief up and having the player roll a new character solves that. Do you?
As I said, I do not. What if the lawful good player does? How do I reconcile that? Certainly I could do something as you suggest, cause the paladin to question his support for the law. That however, can come out looking like I'm supporting one player against another, why must he be forced to question his morality when the guy who has none is not questioning his? Likewise, I could prevent the rogue from stealing from the King to begin with, and thus, never create a problem, sure, the player may be bummed he couldn't rob the King, but there are plenty of ways to do so without forcing a player to re-evaluate their character's moral standing because of the actions of another.

In my situation, I force the rogue's player to learn his limits. In yours, you force the paladin to re-evaluate his morals. One way or the other, someone is getting forced to do something they'd rather not do.
 

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