the Jester
Legend
All of the following is IMHO:
Nothing you said here is a railroad.
"The world ends because you didn't act" is not a railroad.
"You guys have to go deal with the power in the east" is a railroad.
I don't think anyone is missing your point. We are disagreeing.
No it isn't. I don't see any dragons overhead or a big fat pile of gold in my bedroom.
Again, you are factually incorrect. I quit a good job a couple of years ago. People commit murder, people let stuff go, people act irrationally or against their own interest all the time.
And what does life have to do with whether or not a game is a railroad? Life is a whole different story. Your proposition sounds like "Your character's background is a mason, so why would he risk his neck and give up a fine career to go fight monsters?"
Hello entire modern world!
And I have to call bullcrap. People ignore their best interests every day. Do you drink soda or smoke? Do you eat fatty foods? Do you exercise for hours every day?
If there's a threat to your character's interests, you don't have to deal with it. You can walk away... unless you're in a railroad. In fact, that's a good test of whether you are in a railroad; not are there consequences if I walk away?, but can I walk away?
"The alternatives are unappealing" is not a railroad. "There is no alternative" is a railroad.
No it doesn't. They simply see that they must deal with the consequences of their actions or inaction.
"Do the research" meaning "read your blog"?
No offense, but why on earth do you think the fact that you wrote a blog about it makes you the authority on what a railroad is? That said, you seem to be arguing for a substantially broader definition of railroading in this thread.
Oh, sure.
But it doesn't matter how it feels. What matters is this: Do I have a choice? Not Do I have a choice with no bad repercussions? or Do I have a decent choice? or even Do I have a choice that doesn't totally screw me? The question is, Do I have a choice?
Fair enough.
But irrelevant to what actually constitutes a railroad.
Let's say we have a game world where at the current moment, the PCs have a number of opportunities, and there's a variety of bad guys the PCs could try to stop. Let's say that each of these bad guys is a nuisance in the game world, but none of them is a Threat. They're not currently massing an army to wipe out all mankind, etc.
At that point, it's pretty much a static world, like an 80's TV show.
If the PCs go do heroic stuff, failure should mean Consequences. if the PCs do bad stuff, there should be Consequences. If both examples, the PCs are the Initiator. They took an action to change the game world, and the Consequences are appropriate to that action. The Consequences should probably have even been predictable. But in no way, were the Consequences of such concern to be a Threat. The PCs weren't reacting.
When the GM announces, "you hear rumors of a new force in the east, gather power, seeking to eliminate all mankind", the GM is the Initiator. At that point, the Consequences will occur unless the PCs jump on the plot wagon.
Thats where Consequences runs the risk of railroading, being a prod to force player down a path.
So, is a GM allowed to Initiate trouble? Much like the 80's TV shows. The A-Team drives along, until they hear about a problem (GM Initiated Threat). If the party doesn't get involved, there will be Consequences.
Nothing you said here is a railroad.
"The world ends because you didn't act" is not a railroad.
"You guys have to go deal with the power in the east" is a railroad.
I think I see where my point is being missed.
I don't think anyone is missing your point. We are disagreeing.
Forget gaming for a minute. Let's talk real life. Because gaming is just attempting to model real life, minus the boring stuff.
No it isn't. I don't see any dragons overhead or a big fat pile of gold in my bedroom.
My thesis is this, at any given moment in your life, while technically you have a multitude of actions you could take, many of those choices are self-negated and effectively non-choices.
You are going to go to work every day, because you have a family to feed and a mortgage to pay. Just quitting for no reason is not something you would do, therefore it is not Choice.... >and a bunch more examples<
Again, you are factually incorrect. I quit a good job a couple of years ago. People commit murder, people let stuff go, people act irrationally or against their own interest all the time.
And what does life have to do with whether or not a game is a railroad? Life is a whole different story. Your proposition sounds like "Your character's background is a mason, so why would he risk his neck and give up a fine career to go fight monsters?"
Therefore, when the GM raises the new Threat, if he has designed it with your PCs in mind, you do not really have a choice to not deal with it.
Any sane person who does not deal with their problems is a freaking idiot. Seriously, that's what people with problems that they don't deal with are.
Hello entire modern world!
And I have to call bullcrap. People ignore their best interests every day. Do you drink soda or smoke? Do you eat fatty foods? Do you exercise for hours every day?
If there's a threat to your character's interests, you don't have to deal with it. You can walk away... unless you're in a railroad. In fact, that's a good test of whether you are in a railroad; not are there consequences if I walk away?, but can I walk away?
Whether I am right or wrong, somebody with this view set is going to feel compelled by the GM to go solve the problem. Because the alternative choices are unappealing. And this is how a GM manipulates players into going his way.
"The alternatives are unappealing" is not a railroad. "There is no alternative" is a railroad.
Because of that, I feel it is disingenuous to insist that "oh the PCs had a choice. They could have let the evil empire rape their gramma." Replace Gramma with something the player/PC cares about, and you have taken away their Choices.
When the GM starts some big new external problem (like the OP's war), the players ability to choose what kind of goals they want to pursue gets narrowed down.
No it doesn't. They simply see that they must deal with the consequences of their actions or inaction.
You're not obligated to go do the research, but I can be cited on this forum and in my blog here on a VERY concise definition of RailRoading. The short of it is, when the DM actively thwarts player actions in order to constrain them to his own pre-chosen outcome.
"Do the research" meaning "read your blog"?
No offense, but why on earth do you think the fact that you wrote a blog about it makes you the authority on what a railroad is? That said, you seem to be arguing for a substantially broader definition of railroading in this thread.
What I am saying is DM Invented Problems can manipulate players and FEEL like a railroad to the players.
Oh, sure.
But it doesn't matter how it feels. What matters is this: Do I have a choice? Not Do I have a choice with no bad repercussions? or Do I have a decent choice? or even Do I have a choice that doesn't totally screw me? The question is, Do I have a choice?
Perception trumps reality, when it comes to humans. So if the players feel railroaded, they'll be whining about it.
Fair enough.
But irrelevant to what actually constitutes a railroad.