Realistic Consequences vs Gameplay

Thinking more about the discussion of causality. Say you try to jump across a 50 ft canyon. The DM allows a check and you roll a 20. You fail to jump far enough, but a friendly angel grabs you from certain death and flys you on to the other side. This is a 2nd order causal relationship as I defined above because your jump action directly led to the actions of the angel.

But this doesn't feel right does it? It's a bit too spectacular I think. Which means to me that a success state framed in even a 2nd order causal way is not enough to properly constrain the "fictional success" model to lead to good success states.
My first response to your angel example is that the problem with it is its failure to follow from the fiction.

This seems like a good time to trot out an old example from 4e play:

  • The PCs were fighting a NPC hexer/warlock.
  • The NPC successfully attacked the paladin PC (of the Raven Queen) with his Baleful Polymorph, turning the PC into a frog.
  • More stuff happened that didn't directly involve the frog.
  • As per the effect duration, I narrated the frog turning back into the paladin.
  • The paladin PC (as narrated by the player) advanced on the NPC, threatening him in the name of the Raven Queen.
  • The NPC (as narrated by me) sneered back that "I'm not afraid of you and your mistress - I turned you into a frog."
  • WIthout missing a beat, the paladin (as spoken by the player) replied "And my mistress turned me back," the obvious and intended implication being that the Raven Queen and her servants are more powerful than the hexer's magic.

Now every time I post that example it seems to cause at least a slight degree of havoc, but I keep bringing it out because:

* I like it - it was a fun moment of play that I still remember years later;​
* It shows that players taking control of the narrative won't wreck the game;​
* It shows that there is no general contradiction between a player playing his/her PC from the point of view of first person immersion and the player engaging in narration that settles truths outside the immediate causal power of that player's PC;​
* It shows that the relationship between mechanical processes (eg in this case me applying the timing rule written in the NPC's stat block and hence narrating that the frog turns back into the paladin) and in-fiction causation (in this case, the paladin's mistress turned him back from being a frog) can be very flexible, but that the shared fiction is primary.​

I think @Manbearcat's example of the guard - while it has a different structure of play from what I've described, because it's the GM narrating consequences of a player-side mechanical process rather than a player narrating consquences of a GM-side mechanical process - is similarly demonstrating flexibility within the constraint of fidelity to the shared fiction.
 

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I've spent quite a number of words trying to explain what I mean. Perhaps it's your turn to explain what you see genre appropriateness means.
I don't know about @FrogReaver, but to me genre appropriateness is not having Cowboys and pistols showing up in a purely fantasy game. It's not having the Starship Enterprise and phasers showing up in an Agatha Christie murder mystery. It's keeping the things in the genre appropriate to the genre.

In a fantasy genre game both kings and dragons would be genre appropriate, as are hordes and kingdoms. Trying to convince them to give up hordes and or kingdoms, since both can have both, has nothing to do with genre appropriateness. That would be a matter of being appropriate within the fiction or not.
 

I think that in conversations--especially conversations online--it can sound as though people believe choices (like railroad/not-railroad) are binary, when in reality they are each on a continuum. While there may be extreme sandboxes on one end and extreme railroads on the other, I think most adventures/campaigns and parts thereof are likely to be somewhere in between. Having an optional (from the PCs' POV) NPC who won't negotiate at all is different from making that NPC mandatory, and is different from having that NPC merely have limits on what they will cede in a negotiation, and is different from having that NPC react badly to being insulted.

Yes, I agree with all that. With the possible exceptions of "NPCs who never x"; not that I think it's impossible to come up with ideas on what a NPC will never do or be convinced to do somehow, but only that I think that this is used far more liberally than it should be.

I think what @Manbearcat was saying, and what I've added or agreed with, took that into consideration. It's a spectrum. The more options the GM removes from the PCs, the more railroady things tend to get.

That doesn't mean there are never valid reasons to limit options or to block specific ones or to otherwise place constraints on things. Just that a GM should always strongly consider the impact that removing options may have.
 

There's reasonable constraint, sure. I don't think that constraining options results in a railroad.

I think it's more about the presence of apparent paths, only to discover that really there is only one path that will be allowed. I think that this generally happens when the DM prefers a certain path for whatever reason ("but I mapped out the sewers and printed stat blocks for the monsters there" or similar).

Right, but you also said "I don’t know how anyone can really disagree that when a GM removes options available to the PCs to resolve an obstacle, things become more of a railroad. It seems self evident." I think you have the right of this in the post to which I'm responding, but I disagree with this part here.

I don't really see the distinction you're making except maybe that it's the outcome of the chosen path rather than there only being one path? Okay, sure....but I think being forced along one path only is pretty in line with where the term railroading came from.

It has more to do in my view with co-opting or negating players choices, sometimes hiding it behind the illusion of choice. The DM presents X, Y, and Z as paths. The players choose Y. The DM presents X anyway. That's railroading. Constraints on particular decisions because of the fictional context isn't the same thing, even if it's constrained down to just the one choice.

I don't view this as a spectrum. You're either railroading or you're not. Now, an adventure may be more linear and linearity could probably be described as being on a spectrum, but that's not the same as railroading.
 

I don't view this as a spectrum. You're either railroading or you're not. Now, an adventure may be more linear and linearity could probably be described as being on a spectrum, but that's not the same as railroading.

This is fair, I think. There might be varying amounts of railroading a given player is willing to tolerate, though, and it might be easier for a more linear adventure to be (or at least seem to be) a railroad.
 

the diplomat can try to thwart the barbarian from killing. But, if they are fighting a pivotal bad guy - he probably shouldn't.

<snip>

Some social encounters are scripted. If you don't run any that way, good for you. But many are - specifically pivotal NPC's. A scene where players meet the Captain of the guards, and notice she has a commanding presence and all her actions indicate a no-nonsense NPC that doesn't take well to intimidation. She is surrounded by guards asking the PC's to check on some missing guards. It is made clear she is reaching into her own coin purse to pay the players. If the players decide they want their barbarian to use intimidation, the roll needed would be much higher (or near impossible) than if they showed her respect. This NPC is pivotal. She will be in and out of the adventurer's lives for three or four sessions. Her demeanor is made clear. If the players don't pick up on it, or if the barbarian is "bored" and wants to thwart the diplomat's chance to shine, so be it. But, in the end it's not being considerate.

As I stated earlier. This is not a random NPC. It's not the tailor or blacksmith or barkeep the barbarian is using intimidation on to stay open an extra hour. It is a pivotal NPC. And pivotal NPC's are where the main storyline take place. Maybe we should name them NPC and npc to denote the type.
This whole approach seems to start from a different assumption about play from my normal one. You seem to be envisaging a main storyline that the GM is presenting/narrating, and that as part of that main storyline certain events “have” to take place, and have to resolve within a certain range of parameters. Hence these ideas like pivotal bad guys and pivotal NPCs. As you present those notions, the status of being “pivotal” seems to be the result of a choice made by the GM in advance of play.

It seems to me from my own experience with improvisation that it would encourage you to hold back on details. After all, the more the PCs hear about the Captain after they enter town, the less freedom you have to improvise as in the example. Once they hear that he's loyal to the baron, it's established. Whereas, when I prep an area I can be quite generous with the details. That lends depth to the world, IMO.
This is very different from my own experience. An approach to play in which the details of the situation are established by the GM as part of responsive framing and in an interplay with action declaration and resolution creates a very high degree of immersion and vibrant, evocative fiction. To give a concrete example: the giant steading in my Cortex+ game that I posted about uphtread was more “real” and vibrant in play than the G1 steading that it was inspired by – precisely because the description (including its smell, its wolves, the barn with the giant oxen, etc) were all established as part of the dynamics of play rather than being narrated unilaterally by the GM from a pre-authored description.

I don't agree that just because the players rolled a good check, that the world suddenly changes to make the loyal Captain flip on his boss. Now, if the Captain is disloyal or I haven't determined his loyalty, that's one thing. But my game world doesn't necessarily change just because the players rolled well.

It doesn't matter whether the players are aware of the information or not, if it is something I've established then it's unlikely to change just because they rolled well. If I haven't established it, then it's absolutely open to a good roll like you've described.

What does this buy me? Verisimilitude - an increased sense that the world exists outside of and isn't simply being generated for the PCs.
Yup, the big difference is that I treat my notes as (reasonably) set in stone regardless of whether the players are aware of them
I don't necessarily consider my notes completely immutable, but I do need a very good reason to disregard them. Primarily for reasons of verisimilitude, as I described.
Putting these posts together, I gather than when you refer to the world and my game world, you mean something like “the stuff that’s written down in the GM’s notes” together with “the stuff that the GM extrapolates in imagination from his/her notes”.

And you seem to be saying that that stuff includes outcomes of action resolution – that is, the GM’s predetermination, or decision on the spot by extrapolation, about what NPCs will or won’t do when sincere action declarations are made with the goal of influencing those NPCs.

That’s very different from how I run my games (be those D&D or other systems).

I think plenty of interesting play experiences can arise from sticking to your notes. Having to deal with an offended baron isn't necessarily any less interesting than having the Captain depose him.
I’m not sure what you mean here by having to deal with.

The way I see it is this: the players encounter the baron. In the ensuing interaction, the players try and influence the baron. The GM decides – based on extrapolation from his/her notes – that as a result of one aspect of that attempt (eg the insult) the baron is now offended and wants to punish the PCs.

What has happened there is that the scene has transitioned from one of negotiation to one of coping with a threat of punishment simply by way of GM decision-making. The players didn’t want the situation to transition that way, but the GM decided anyway without the use of any action resolution framework that would determine whose preference about the fiction should prevail.

That is a very high degree of control exerted by the GM over the unfolding of the ingame situation

The guard captain who was an orphan saved by the orphanage and has a soft spot for all the orphans there is simply not going to burn them all to death regardless of what you try when you attempt to influence him to do so. It's not railroading to simply inform the player that there's no chance of success.
This goes right back to @FrogReaver’s point that I pick up just below, and my response is very similar (and consistent with what I’ve already been saying in this post): why is the GM including this NPC in the scene, given that the players (for whatever reason) regard it as important to burn down the orphanage?

The GM could include a guard captain with whatever motivations. Or could have the strength of the captain’s feelings be established as an outcome of resolution rather than as an input into resolution. So why include this particular captain? What effect is it meant to have on the play experience?

a DM can always put an impossible NPC in place for any PC that is being played toward anything other than survival and accumulation of wealth. If the DM wants he can place an NPC in front of any such PC that will be impossible for them to handle. Or stepping back a bit from the absoluteness of impossibility we could talk about a high degree of unlikeness to be able to handle that NPC - which doesn't actually change where this is going - that changing up an NPC to not be impossible or nearly impossible or very very difficult for your PCs to succeed in social interaction with is easy, whereas demanding the PCs accommodate any such NPC you come up with or "lose" ultimately forcers the players to play characters that could plausibly be played such that they could potentially accommodate any PC.

Thus, this notion of needing PCs primarily concerned with survival and accumulation of wealth to actually be flexible enough to deal with whatever the DM decides to throw at you is actually a weak point in most D&D games and really pushes the game into the murder hobo direction IMO.
I think that the bit I've bolded should be NPC. With that correction, I completely agree. Setting up impossible/inflexible NPCs whose reactions are pre-scripted pushes the players towards expedience - what you call survival, accumulation of wealth and a murder-hobo direction. And the NPCs becomes puzzles to be solved within this motivational framework.

I think a better comparison here would be to say that not every npc can be swayed to take any position or reveal any kind of information. There are limits, just as combat has limits regarding what you can do. Some monsters are immune to fire, just as some npc's are reluctant to give up certain bits of information, or to betray certain allies. In the case of the Burgomaster, he had one line that they could not cross, and they crossed it.

<snip>

It is important that your players know what they're up for, so they can make smarter choices.
The difference between the unswayable NPC and the monster that is immune to fire is captured by FrogReaver. Having to find a way of defeating a monster without using fire is an optimisation problem. But having to make friends with a NPC whose goals you oppose is about compromising your principles. Hence this sort of rigidity in establishing and narrating NPCs pushes the game towards expedient play.

The same thing is present in the idea of making "smarter choices". Smarter here means expedient. What about making passionate choices?
 

In this case, sure maybe the PCs won't make it through the sewers, maybe they will....so it's not the outcome that's predetermined, just the fact that any other avenue of entry to the castle is unavailable, leaving only one means. It's the sewers for them, and nothing else. That's definitely pretty railroady in my book.

Sure, they could go into the sewers and then fight the monster they find there, or sneak past it, or somehow bribe it......there are still options, potentially. Unless the DM decides, no this thing can't be bribed in any way, and it has tremorsense, so you can't sneak past it, even if you're invisible, it doesn't speak common, so you can't reason with it....and so on.
But sometimes the fiction removes those choices. It makes perfect sense for the King who is strong in strategy and tactics, and has a 20th level wizard at his disposal, to ward the castle against teleporting in, passing through the walls via magic, flying in, setting up the entrances and windows to reveal invisible creatures and objects, etc. Between the two of them, they've set up appropriate defenses for their means, but forgot the sewers.

It's not railroading to have NPCs use the means at their disposal to defend the castle from entry that they do not approve of, even if that leaves the available options of entry at one. And even if the PCs don't discover these defenses until it's too late. I would presume that most of these things could be found out by subtle questioning of the locals, so it would be on the players if they didn't investigate thoroughly before trying to gain entry.

Now, that still does not leave out creativeness. If the players had their PCs wait for someone who works in the castle to leave and wanted to risk bribing the NPC to deface the anti-teleportation runes or something, allowing the party to teleport in, that would be something that could potentially work as another avenue of entry. Of course, they run the risk of that NPC not wanting to risk his or her life and going to the king hoping for a reward, putting the PCs in a worse position. But that's what this game is all about. It's those sorts of things that make the game really interesting.
 

This is fair, I think. There might be varying amounts of railroading a given player is willing to tolerate, though, and it might be easier for a more linear adventure to be (or at least seem to be) a railroad.

I think like many terms used in RPGs, its meaning has suffered from a great deal of drift to make it basically meaningless at this point. Kind of like "metagaming." Ask 10 different people what it means and you're likely to get 10 different answers.

I did some quick Googling and found a post that I think is right on this issue. (And though I'm loathe to post it given my past interactions with the writer, when someone is right, they are right, and I try not to let my personal views get in the way, even if I don't always succeed at that.)
 


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