Should this be fixed

I think our group has a combo pf PVE and PVP players. For example the player playing the dwarf is a combo of PVP and PVE. He basically believes that the party should do what is the best for the party.

For example you never attack another party member, its wrong to deny healing to a party member even if that party member has defiled your gods temple.

But here is the rub he feels that way about other players but not his. He doesn't see the dichotomy of it. It has been pointed out to him that he does this and he just does not see it.

We have another player who is more PVE to him everything comes down to a role playing decision. Even if it impacts the party negatively. He also hates anything that smacks of metagaming. He builds his character only on role playing. For example if he has never used a skill in a level he won't rise it.

The rest of us or PVP players we try and role play in a way that will keep the group together and working well.

I used not to be this way but I found that PVE can really have a negative impact on the fun at the table.

I'm curious did you reverse PvP (player v player )and PvE (players v environment)? Because the context certainly seems like it.

Personally, I almost always prefer PvE for a campaign that runs any length of time - it's just a much better fit for me. (For me) PvP is ok for one shots, very short campaigns and games like Paranoia where it's just the expected norm.
 
Last edited:

log in or register to remove this ad

I'm curious did you reverse PvP (player v player )and PvE (players v environment)? Because the context certainly seems like it.

Personally, I almost always prefer PvE for a campaign that runs any length of time - it's just a much better fit for me. (For me) PvP is ok for one shots, very short campaigns and games like Paranoia where it's just the expected norm.

Yes I see I did reverse it. :o
 

IThe only thing I can say here is, WTF? I have no idea where this is coming from, or what your experience here could possibly be.

Any approach where the players determine what goals are being focused on, by definition, precludes a railroad (Dragonlance-style or otherwise) by definition, no matter what those goals are.
My view is that 2nd-ed style railroad is what you get when you combine (i) an emphasis on exploration of a GM-created world as the focus of play, with (ii) an abandonment of self-interested looting as the main goal of play. That is, when you combine one aspect of classic D&D play (the exploration) while abandoning the other (the mercenary/self-aggrandizing focus).

The particular mechanism is, in my view, something like this:

*as in classic D&D play, the GM remains in charge of the world that is to be explored;

*as in classic D&D play, this includes settling evaluative questions within the gameworld (what is good, what evil, etc);

*the play is intended to be aimed at some non-mercenary/looting goal (typically, Dragonlance-style heroics; perhaps, Ravenloft-style gothic angst);

*the players set out to have their PCs achieve this goal;

*the measure of achievement of this goal depends upon the resolution of some evaluative questions within the gameworld;

*therefore, the GM has the principal say over what counts as achievement of the goal.​

The result is that the whole setup is oriented towards the GM, rather than the players, directing play.

A secondary mechanism, I susepct, is this:

*just as, in classic D&D play, the GM decides where the loot is to be found (by stocking dungeons, etc), so in 2nd ed/Dragonlance-style play, the GM decides where the heroism may potentially occur;

*because what counts as heroism depends upon resolving an evaluative question within the gameworld, in deciding where heroism is to occur the GM is deciding not just how the relevant situations will begin, but how they must conclude (if the goal of heroism is to be achieved).​

The result of this secondary mechanism is that the GM takes on responsibility for encounters being resolved in a particular way.

Because of these two mechanism, the railroading dimenion of this sort of play won't be resolved simply by giving the players a choice of whether to save the princess or free the slaves - in fact, because this sort of pseudo-sandbox choice sets up a potential moral dilemma, which (per the underlying exploratory presupposition) the GM has responsibility for adjudicating, this sort of choice can potentially just increase the railroading. (In my view, this conclusion is in fact borne out by various threads over the past few months on ENworld, where GM-established moral dilemmas in combination with GM-enforced alignment mechanisms have been criticised by a wide range of posters as railroading.)

As to the question of where I get these wacky ideas - whereas it is common to criticise the Forge for treating purist-for-system and high-concept as two forms of simulationism, I think that in fact this is a terrific insight, which picks up on the centrality of exploration to both approaches. The above analysis of the mechanism that turns 1st ed AD&D into 2nd ed railroading, via Dragonlance, is an application of the Forge account to that particular historical transition. For me, it gets its empirical cogency from my own engagement with that historical transition, via play (both group play and convention play) and via reading The Dragon magazines of the period.

The classic "wisdom check" has often been used, in my experience, to get the player's perceptions more in line with what you could reasonably his character's to be.

<snip>

How this is somehow detestable boggles my mind.
As I posted upthread, I have nothing against GM-initiated Perception and Insight checks. Nor, for that matter, do I have anything against Knowledge checks. These are all the GM using the mechanics of the game to feed the player information that, by default, a PC in that player's PC's situation would not have access to. In effect, by spending PC-build resources on these sorts of skills, the player is purchasing the entitlement to additional information to make his/her choices. (I would have thought that the inability of an ordinary human to clear a 50' chasm in a single leap would fall into the category of something that the GM could point out without requiring a Perception or Knowledge check - especially in a system like 3E, where a PC's maximum leap is a mathematically determined value which, if it is not transparent to any particular player, is only because they're not very good at mental arithmetic.)

But the WIS check we're talking about in this thread is not about information. It is about motivations and goals. In particular, it's about the GM querying the rationality of the player's action. And at least for a mainstream RPG, player control over PC motivations and goals seems pretty fundamental to me.

Now if the GM, as one participant to another, wants to tell the player that they're about to do something silly - because it will get their PC killed (a mostly ingame silliness) or because it will destabilise harmony among the players (a mostly metagame silliness) - then by all means do so. Talking to one another about the cleverness or otherwise of player choices is part of playing the game.

But what is the point of turning it into a PC-stat based mechanic? In practice, what this means is that the GM is (needlessly, as far as I can see) limiting his/her participation in the play by reference to a stat on the character sheet which is, relative to the purposes identified in the previous paragraph, a purely arbitrary number.

The only way I can see of regarding the WIS-check as not arbitrary is to assume that the GM, in calling for the check, is not simply limiting his/her participation in the game by reference to an arbitrary number, but rather is in some sense or other taking over the play of the PC - perhaps playing the PC's conscience, or intuition, or something similar.

Why would anyone think it desirable for the GM to present a comment to a player in [i[this particular fashion[/i]? Perhaps because they are so hostile to metagaming that they can't envisage the GM making a comment to the player unless it can be given some ingame interpretation.

Whatever the reason, and whether or not the GM enforces the result of the WIS check or simply uses it as a gentle prod to the player, the WIS-check mechanic (in my view) has the effect of cloaking what is a purely metagame thing - the GM, as participant, suggesting to another player in the game what might make for a good play - in the authority of the GM's role of arbiter of ingame actions and consequences. Intended or not, it is the GM not only putting pressure on the player to play his or her PC in a particular way, but applying that pressure in a fashion that suggests that the GM, as rules artiber and final arbiter of the shared fiction, has some special authority to suggest PC motivations and goals to a player.

That's why I detest it. It is an element of, and before it became such an element it was a prelude to, a whole approach to play - one which attempts to sublimate real, player to player conflicts into the game and the action resolution mechanics, and one which in my view leads naturally (if not inevitably) to railroading according to the mechanisms I have described above - which is in my view one of the more dysfunctional RPGing styles around.

If you want to play a game where finding and selling the loot is more important than asking the question of whether it is a legitimate object of value at all, and where killing a fellow party member is a permissable response to destroying property, then fine - but resolve this at the table via discussion among the real people! Alignment rules and GM pressure via WIS checks won't do the job. (If I've understood the OP, they certainly didn't do the job in this particular case.)

If you want to play a game where non-mercenary considerations are more important to play, then fine (sounds like the sort of game I personally might enjoy) - but if you want to avoid railroading, give evaluative authority to the players! Which means leaving alignment rules and GM pressure via WIS checks to one side.

If you as GM want to particpate in the play by talking to your players about the choices they are making, then fine - I do this all the time when I GM - but don't cloak it in pseudo-authority by the use of WIS-checks and alignment rules. When givin this sort of advice to the player you, as GM, are in no different position than any other audience-member at the table.

II think the GM, in giving a Wisdom check, is essentially telling the player "Are you absolutely sure you wish to pursue this course of action?" without calling it a bad decision outright - which it was; because in a game where a group of people are all sitting down and trying to enjoy themselves, you should be mature enough as a player to make some role-playing concessions to allow that to happen.
As I've asked already, in this and an earlier post, what is the point of the WIS role. If you, as GM, think that there is something important to communicate about the effect a player's choice might have upon harmony among the group, just speak up! I'm not against GM's speaking. I am against GM's cloaking their metagame commentary on the game in the guise of authority over action resolution and the content of the shared fiction.
 

My view is that 2nd-ed style railroad is what you get when you combine (i) an emphasis on exploration of a GM-created world as the focus of play, with (ii) an abandonment of self-interested looting as the main goal of play. That is, when you combine one aspect of classic D&D play (the exploration) while abandoning the other (the mercenary/self-aggrandizing focus).

The particular mechanism is, in my view, something like this:

*as in classic D&D play, the GM remains in charge of the world that is to be explored;

*as in classic D&D play, this includes settling evaluative questions within the gameworld (what is good, what evil, etc);

*the play is intended to be aimed at some non-mercenary/looting goal (typically, Dragonlance-style heroics; perhaps, Ravenloft-style gothic angst);

*the players set out to have their PCs achieve this goal;

*the measure of achievement of this goal depends upon the resolution of some evaluative questions within the gameworld;

*therefore, the GM has the principal say over what counts as achievement of the goal.​

The result is that the whole setup is oriented towards the GM, rather than the players, directing play.

A secondary mechanism, I susepct, is this:

*just as, in classic D&D play, the GM decides where the loot is to be found (by stocking dungeons, etc), so in 2nd ed/Dragonlance-style play, the GM decides where the heroism may potentially occur;

*because what counts as heroism depends upon resolving an evaluative question within the gameworld, in deciding where heroism is to occur the GM is deciding not just how the relevant situations will begin, but how they must conclude (if the goal of heroism is to be achieved).​

The result of this secondary mechanism is that the GM takes on responsibility for encounters being resolved in a particular way.

Because of these two mechanism, the railroading dimenion of this sort of play won't be resolved simply by giving the players a choice of whether to save the princess or free the slaves - in fact, because this sort of pseudo-sandbox choice sets up a potential moral dilemma, which (per the underlying exploratory presupposition) the GM has responsibility for adjudicating, this sort of choice can potentially just increase the railroading. (In my view, this conclusion is in fact borne out by various threads over the past few months on ENworld, where GM-established moral dilemmas in combination with GM-enforced alignment mechanisms have been criticised by a wide range of posters as railroading.)

I can say I haven't seen such a twisted view of railroading before. I'm really astonished that you suggest any GM-created world that doesn't involve PCs just being looters is fundamentally more of a railroad than one focused on looting. Is exploring a GM-created world with looting as a goal not a railroad and why, since that also is entirely GM-created and the rewards for any choice taken by the PCs are also determined by the GM, would that be the case? Is it because there's some sort of objective measure of success - aggregate GP-value looted? Frankly, the difference between the two games utterly escapes me as far as one being a railroad and the other not.

In all refereed games, the GM has considerable control over what counts as success with PC actions, including whether or not they find the loot in a mercenary/self-aggrandizement game. What matters is whether or not the players feel satisfied with their accomplishments and whether or not they've met the goals they've chosen. And if the choices they've made have consequences, great. That's what makes the choices they made meaningful. Honestly, if there were no consequences of making one choice over another, then the choices really don't matter much.
 

I am totally at a loss over what pemerton is saying. I have read it several times and I still don't understand it.

I have never seen railroading being described as the DM putting in loot and deciding what alignment the NPCs are.

In our case the whole fracas was not because the dwarf wanted to to destroy the items it was because he didn't talk to any members of his party. He went behind our back. We didn't know he felt strongly about destroying them. Nothing was said. We identified them , detected evil on them and then left the room to deal with an ooze.

Maybe the DM could have handled it better then a wisdom check. But she was not trying to railroad the player. If she was she would have found a way to stop it.

The player had total freedom to do what he wanted. The rest of us when we found out what he did choose to deal with our anger in game. We let the dwarf know that we were unhappy that he didn't trust enough to talk.

There was no railroading involved. There was no DM deciding how we would react and no one even considered attacking and killing the dwarf.

The other thing I don't understand are you saying the the DM does not have the right to decide important aspects of the game as to the motivations, and alignment of the NPCs and how things work in the world?

That if they do this it some kind of railroading?

When I DM I enjoy the aspect of presenting the world to the players. I respond to what they have their PCs do. For example if they choose to free the slaves and let the princess die. Then the world goes on because of this change. The PCs may now have an enemy of the Princess's family. But to the slaves they are heroes and have their support.

How is any of that railroading?

If in the game necromancy is not evil or illegal and the players know this. And they choose to kill necromancers then they should expect to have the law of the land come down on them.

That is still not railroading that is a consequence.

From what it sounds like you are saying is that it is up to the PCs and the players who get to decide how the world works. If they saw necromancy is evil then it is evil and there should be no consequences to their actions and if there is then it is railroading.
 

I'm really astonished that you suggest any GM-created world that doesn't involve PCs just being looters is fundamentally more of a railroad than one focused on looting.
I didn't quite say that - I said that a world in which the focus is not on looting but on more moral/thematic goals (like heroism or angst), and in which the GM has authority over questions of evaluation within the gameworld, tends strongly towards a railroad.

The italicised part is very important to my view. It underpins my objection to WIS-check mechanics and to alignment mechanics (which I see as being on a par, for current purposes).

Is exploring a GM-created world with looting as a goal not a railroad and why, since that also is entirely GM-created and the rewards for any choice taken by the PCs are also determined by the GM, would that be the case?
In a looting focused game, of the classic D&D sort, the aim of play is what Gygax called "skilled play" in the original AD&D books. The GM distributes the loot (and other opportunities to cash in, like nobles to be ransomed etc) but the players choose their targets and their strategy. This is all described (from the player point-of-view) in the closing pages of the 1st ed PHB. I don't have a lot of interest in this sort of play, but played in the way that Gygax describes it will not be a railroad - because it is not the GM who determines the rewards (ie the loot gained) - it is the players, using their skill within the parameters that the GM sets.

But in a game where the aim is not looting but some more thematic accomplishment - like heroism - then (in my view) it has to be up to the players to decide what counts as being heroic - and they can then manipulate the GM's world in order to achieve this goal, just as in Gygaxian play they manipulate the GM's world to gain loot.

If it is the GM who determines what counts as heroic, then by default the play doesn't differ from Gygaxian play - it's just that instead of accruing gold pieces, the players accrue GM-awarded "hero points" or "reputation points" or whatever. But the game will still be focused on Gygaxian "skilled play" in pursuit of whatever thematic currency the GM is placing in his/her world. But, of course, most participants at the table will notice that this isn't really heroically oriented play at all - it is still mercenary play with slightly different colour!

At this point, then (in my experience) there are two main ways things can go. The first is that the GM takes control of the game a la Dragonlance and a lot of 2nd Ed play, and via railroading ensures a thematically-focused game.

The second way, which can deliver genuinely thematically-driven, non-mercenary play that is not a railroad, is for the GM to relinquish control over evaluation. This is my personally preferred approach to RPGing.

Is it because there's some sort of objective measure of success - aggregate GP-value looted?
That's an important part of it, yes. Like I said above, you can replace gps with hero-points and get a sandbox with a slightly different flavour. but it will still be a mercenary/"skilled play" game. To make it a thematically-focused game the idea of "maximisation of points" has to be replaced by some other focus, in the way I've tried to describe.

In all refereed games, the GM has considerable control over what counts as success with PC actions, including whether or not they find the loot in a mercenary/self-aggrandizement game. What matters is whether or not the players feel satisfied with their accomplishments and whether or not they've met the goals they've chosen.
I half agree and half disagree with this. The key word I want to focus on is satisfied. This is the central act of evaluation.

In a mercenary/looting game, player satisfaction comes primarily from amassing loot, and secondarily (as Gygax noted in the DMG) from feeling that it was (in some sense) earned. The dynamics of a game in which the gps are replaced by honour or reputation or hero points, but in which everything else stays the same, will be pretty similar. In this sort of game, there is probably no need for WIS-checks - players are meant to use their own judgement, although perhaps you could use WIS-checks as some sort of defacto luck mechanic, with WIS then becoming a substitute for a Luck or Oracular Foresight ability. And alignment simply becomes another hurdle or constraint that players have to work within to achieve "skilled play".

But in a game where one or more players is interested in thematic content as the focus of play, and hence where non-mercenary evaluation is at the centre of play, it's a different matter. After all, the very logic of mechanics intended to give the GM control over ingame valuations - like alignment, or WIS-checks, etc - is that players should not be satisfied unless their actions satisfy the evaluations that the GM is delivering. For example, in a game in which the GM says "no evil PCs" and enforces alignment rules, it is intended to be the case that the players will not be satisfied if their actions are judged by the GM to be evil. And if in a group playing that sort of game a significant number of players aim at forcing the GM to take over their PCs by trying to turn their PCs evil, the game has obviously broken down at a fundamental social level, and become pretty dysfunctional.

So we suddenly have a situation where the players are seeking satisfaction by realising or speaking to some thematic/evaluative concern, and the GM is applying mechanics which presuppose that any such satisfaction is meant to be subject to the approval of the GM. In my view this is a recipe for dysfunctional play, and for railroading (or at least attemted railroading) as an element of that.

And if the choices they've made have consequences, great. That's what makes the choices they made meaningful. Honestly, if there were no consequences of making one choice over another, then the choices really don't matter much.
I have nothing against consequences. I'm talking about evaluating those consequences. If the dwarf PC destroys the necromantic loot, there are consequences - namely, the party has lost the chance to cash that loot in to the tune of 30,000 gp. But whether this is a good or bad state of affairs - whether the dwarf has been stupid, or reckless, or morally upstanding, or whatever - in my view should not be for the GM to decide.

To put it another way - a thematically-focused game, in which the thematic meaning of the PCs' actions is decided by the GM and not the players - is not satisfactory to me, and is unlikely to be satisfactory to any player who was invested in playing that thematically-focused game. And in my experience, a game where the GM exerts, or tries to exert, this sort of authority will tend to degenerate into a railroad as the GM pressures the players, more or less overtly, to have their PCs take actions and make decisions that reinforce the GM's conception of what the theme at hand involves. Alternatively, the players will give up on their investment in theme and just go back to mercenary-style play, although instead of collecting gps they may now be collecting GM-approval points. (Which, as I said above, is just a difference of colour.) And in my experience, one or the other of these two trends - railroading, or abandonment of theme in favour of a return to mercenary play, is what produces the worst of 2nd ed AD&D play.
 

I'm still parsing over the railroad parts of Pemerton's post, but I understand his point about the WIS-check. Perhaps a pair of examples would illustrate.

Say you're playing in a modern game featuring enemy Nazis who are using mystical black arts to further their agenda of conquest. Now, as part of the loot, your party finds a cache of non-magical Nazi memorabilia, which is nonetheless quite valuable. However, one of the PCs destroys the Nazi memorabilia, deeming it to be "evil".

This is a reasonable decision. A DM enforcing a WIS-check on that character to prevent destroying the memorabilia is--in a passive manner--overriding the player's ability to choose how her character reacts to situations. The player should determine her own character's morals and values, not the DM.

On the other hand, the DM may think that this situation is more like a character who hates the color red. Then, when presented with a blue statue, the player declares that she destroys the statue because it is red.

Does the DM have the right to override that decision as it makes zero sense? I honestly don't know. But imposing a WIS-check seems like the wrong solution in this case as well.
 

I think you're fundamentally misrepresenting the other side here, albeit not intentionally. In my game, there is a setting. There are things happening within this setting. The players run PCs within this setting, and they are free to interact with the parts they like. They are not in any way forced to follow a theme or plot line.

The PCs can interact with the demonic / mortal realm war, or they can go make a name for themselves taking out bandits. They can open up a business, or they can go raid towns for the fun of it. They can round up a group of like-minded people for some self-defined goal, or they can attempt to move up the social ladder while playing politics.

Wins and losses in these areas are defined by player interpretation. I'm just here to be the middleman, and play out how the setting reacts to the party's actions.

That, to me, is not railroading at all. And my PCs are not going about trying to gain treasure.

The point: just because the game is not about loot, it doesn't mean the entire setting is set with some theme in mind. Sometimes, it's just a big, [adjective] world out there, and probing around is the whole point.

As always, play what you like :)
 

My view is that 2nd-ed style railroad is what you get when you combine (i) an emphasis on exploration of a GM-created world as the focus of play, with (ii) an abandonment of self-interested looting as the main goal of play...

Exploration is Railroad, Freedom is Slavery, and We Have Always Been At War with Eurasia? :erm:
 

Trying to make sense of pemerton's posts - in a Midnight game of heroism vs impossible odds, my heroic LG PC Zana Than once executed a prisoner, a young bandit who probably wasn't evil, to stop him alerting the bandit camp. Zana was wracked with guilt over having to do this. IMO it did not affect her LG alignment. I would not have been happy if the DM declared I was now NE. However this is NOT 'railroading' and pemerton is wrong to use the R-word here.

If it were a Star Wars game, and the GM declared that my executing a prisoner turned me to the Dark Side and made me an NPC? It would still be annoying, but as long as I knew we were playing 'Star Wars morality' with limited if any connection to the real world, I guess I could accept it. And still it would not be 'railroading'.
 

Remove ads

Top