D&D General Why defend railroading?

Which in turn penalizes the players.
It doesn't make sense for there to be any shops selling particularly valuable items outside of major cities. Players never need to buy scrolls. And if they want to part with some treasure they can travel to the city.
Whereas if there is a general understanding that players don’t rob the merchants put there to enable them, everything works smoothly.
It might be smooth, but it makes the world less believable. If I want to by an expensive or rare item I go to London, not my local high street.
 

log in or register to remove this ad

Also, and this is really really really important to me, you're rather straying from the original statement. You originally spoke of events happening purely because the PCs show up. Now, you're expanding that out to "absolutely any detail whatsoever that wasn't perfectly planned out from the instant you conceived of the campaign," which...yes, I agree is a thing. You've made the statement valid by heavily weakening what it is you're saying.
It is just a difference of degree, not of kind.

Story events do not simply just happen because the PCs showed up somewhere. The world is not exclusively interesting in the location the PCs happen to be, and completely static everywhere else. That is what I was pushing back against. Specifically, you said:
World is not static outside the PCs of course. But often things happen specifically in location and time where the PCs happen to be, because the PCs are played by real human being whose whose fun is the objective of the game. This is like Adventure Design 101. If something happens somewhere where the PCs are not, and they will never even find about it, it effectively didn't happen.

That's a far cry from "people that the PCs interact with have their lives more fully fleshed-out than people they don't." What you spoke of is "the world only happens where the PCs are." What I'm talking about is the PCs digging into the world as they go. Big, big difference.

No situation "effectively just 'start(s)'" when the PCs arrive. Their arrival may catalyze a situation already in progress, or it may reveal more details than were already known, or it may draw out previously dormant actors, or (etc.), but it is absolutely NEVER the case that simply by showing up, Plot Happens to that location instead of some other location.
This is not hot how approximately 99.9% of GMs approach things. Back at Gertrude the goat. Farmer Bob's favourite goat Gertrude being kidnapped recently is a plot hook, and players will learn about this when they enter the village of Nirgendwo. (This will eventually lead them to learn about the were-chupacabras and their heinous plan to summon a greater daemon.) When exactly that when is doesn't really matter. Had they taken two weeks longer setting up a owlbear petting zoo at the Druid Grove before deciding to travel to Nirgendwo the were-chupacabras still would not have completed their ritual and Gertrude still would have just gone missing. Because none of these things are real. They're purely made up for the PCs to have a fun adventure.

And think of smaller things. When the PCs first time go to alchemist Balthazar's shop, they see thick colourful smoke coming out of windows, and meet the alchemist covered in soot and the shop in disarray, because they had an alchemical mishap. And this is just a fun way to introduce a quirky alchemist and inform the PCs that their concoctions might be accident prone. But again this thing just happens that exact moment because the PCs are going there then.

Now perhaps you're a highly anomalous GM and never do anything of this sort, though frankly, I really don't believe that. At leas the small scale stuff is so common and normal that it practically impossible to avoid. The games without illusionsm, at least in the super broad form you seem to be using, simply are not something that really exist, or at least commonly exist.

I mean, they may not be absolutely incontrovertible assumptions, but I think we agree that all but the most ardent, die-hard pro-illusionism DMs would agree that nearly all groups have at least one player that would feel rather disheartened by finding out that the game relied on illusionism regularly. I mean, literally every pro-illusionism discussion I've ever seen emphasizes the need to keep it a secret from the players. Nearly every person advising how to use it well makes extremely clear that, even if you don't think it would upset your players, you should avoid letting them find out, because it might and that would be very bad if it happened.

And that's really what completes my anti-illusionism argument. In the long-term, you can't maintain it, so you probably shouldn't. And in the short term, if everyone who advocates for it admits that you should take any means necessary to keep it a secret....maybe you should just not do it? It's one thing to preserve a mystery or create suspense--that's deceiving the characters. It's quite another to present false "choices" (not merely fictional, but outright false ones) and deceptive "consequences" (not merely made-up, but outright deceptive). I do tons of the former, there are several ongoing mysteries that the party is slowly working to uncover, and we semi-recently had an actual murder mystery situation.

No, just no. You don't reveal it in the same way like the magician doesn't reveal how exactly their trick is done or how it would disrupt the suspension of disbelief if a movie was paused to explain how the special effects were made. No one is deceived by this, everyone knows it is made up. This bizarre anti-illusionism stance is something I've only encountered online, and even then advance by handful of people who, frankly to me, seem to have no idea what the basic premise of RPGs is. The stuff is not real, the GM makes stuff up to entertain the players. This is not a heinous secret.
 
Last edited:

Well we'll have to disagree. As a player I'd be walking out of the door.

EdIt: Well probably not as a first response. I'd instead be initating the conversation the GM should have done. But I'd have little expectation of coming back to the game.
I disagree. The GM makes choices for how things happen in the game, but has no special place in the social contract of the table. If someone at the table is misbehaving, it's not the GM's responsibility to take the lead and deal with it, it's the table's. This idea that the GM is the head of the social unit, instead of just having authorities in the game, is one I very much feel is a problem in the community. It shunts responsibility onto someone who has to take on managing a social group in addition in addition to running a game, both of which require different skillsets (with some overlap, yes). I find it deeply unfair to ask the GM to be both a creative and a manager at the same time, and I certainly don't join groups looking at the GM to be my manager at the table and handle personnel issues as anything other than another person.
 

Story events do not simply just happen because the PCs showed up somewhere. The world is not exclusively interesting in the location the PCs happen to be, and completely static everywhere else.
They really do. PCs enter a village with action ongoing all the time… read Rime of the Frostmaiden and you will see 10 events that just happen to be occurring now that the PCs are in the area. Examples include entering a village just as a wizard happens to be burnt at the stake and entering a village the day after someone is kidnapped, and the day after a caravan is raided.

Of course, a good way of dealing with this is also described in RotFM. Have some of these events go bad if the PCs don’t intervene and visit that particular place. However remember that this is arbitrary and is only done in a couple of cases to make it appear that this is happening everywhere… which is also a form of illusion. Giving 1 or 2 examples of something to make it appear the world is actually changing independent of the PCs.
 

It doesn't make sense for there to be any shops selling particularly valuable items outside of major cities. Players never need to buy scrolls. And if they want to part with some treasure they can travel to the city.

It might be smooth, but it makes the world less believable. If I want to by an expensive or rare item I go to London, not my local high street.
Sure, it depends how high magic you play. I run in the Forgotten Realms and Eberron and a local potion seller or scroll merchant is pretty standard stuff.
 

I disagree. The GM makes choices for how things happen in the game, but has no special place in the social contract of the table. If someone at the table is misbehaving, it's not the GM's responsibility to take the lead and deal with it, it's the table's. This idea that the GM is the head of the social unit, instead of just having authorities in the game, is one I very much feel is a problem in the community. It shunts responsibility onto someone who has to take on managing a social group in addition in addition to running a game, both of which require different skillsets (with some overlap, yes). I find it deeply unfair to ask the GM to be both a creative and a manager at the same time, and I certainly don't join groups looking at the GM to be my manager at the table and handle personnel issues as anything other than another person.
The GM doesn't have to be, but the GM is usually going to be the one to fall into that position by default, especially with a group of players who don't know each other very well.

Edit: But I did think after writing that I probably should have said it was an refusal of leadership rather than a failure of leadership.
 

Sure, but typically the divining spells that would reveal that information also cause the DM to decide to reveal it. Being secret until the DM decides to reveal it doesn't mean that the players can't do something to cause that reveal.
A lot of thise divination spells are only available at fairly high level, and even at fairly high level, many parties never use them.

Does this change anything in the analysis? (that the DM is virtually certain that the party in question will not use high level divinations on the map)
 

If you start from the idea that player characters are heroes* then provide a call to adventure (help me Obi-Wan Kenobi, you are my only hope) then the PCs are most likely to heed the call, because that is what heroes do. You then provide a breadcrumb trail that the can choose to follow - not because they have no choice, but because it is the most sensible thing for the PCs to do in the circumstances, and because the players want to find out what happens next. Of course that doesn't entirely free the DM of the need to create stuff on the spare of the moment (or perform major rewrites between sessions) since the players can often come up with better ideas that the DM hasn't thought of, in which case you just roll with it, and remember to reward players for cleverness, not punish them.
This is close to the style of game that I run, which I do not consider railroading as that term is understood by the OP. i.e. prompting an incredulous “why would anyone defend that style of play?”
 

This is close to the style of game that I run, which I do not consider railroading as that term is understood by the OP. i.e. prompting an incredulous “why would anyone defend that style of play?”
I think there is a misapprehension amongst some players about what a story driven adventure involves, and the belief that they will be forced to act out roles written in advance by the DM.
 

But, if they want to kill the lich, they must destroy the phylactery, otherwise, they fail.
They want to kill the Lich. They have a specific goal that needs to be done a specific way. If they have to kill the lich, then its railroading.
Any monster that requires magic weapons to hit require mandatory objects. So, basically any adventure with a demon or a lycanthrope is now a railroad?
No specific object is needed to kill a creature. If the creature is immune to magic weapons in an all martial party, the weapons could be randomly generated weapons in loot.

It could also be Holy Water, Acid, Alchemist's Fire, or Poison.
This assumption is correct. The party has decided to take a long voyage to an island, under the false pretense of treasure. The DM knows there is no treasure to be found there, but any evidence that the party collects will suggest that there is. Only the DM knows it's a fool's errand.
If you lie to someone, you change their perspective on that situation purposefully to get them to do or think what you want them to without their informed consent.

If you don't give players information, they cannot consent properly to the quest. They'll go to the island and be disappointed and if you fail to impress them on the island, they'll feel like they were led astray and not given any real opportunity to leave.
Just to play with the Rakshasa example here for a second. Since Rakshasa in 5e are immune to any spell of 6th level or lower (unless it chooses to be affected) is it still railroading that the players, after casting "Detect Magic, Dispel Magic, True Seeing, and Identify"
Even if those spells are upcasted to 7th level?

What about a rogue with Investigation Expertise with a minimum roll of 18 Investigation that takes an action to discern him?

I don't consider it railroading if its part of the game (I still don't like the surprise! Nature of it). But when a player clearly should have succeeded when they failed to withhold information, that's railroading.
 

Remove ads

Top