D&D General Railroads, Illusionism, and Participationism

Status
Not open for further replies.

log in or register to remove this ad

@Campbell @Helpful NPC Thom I am not sure that I am comfortable with the idea that whether something is force depends on motivation. Exact same thing happens, the GM says the exact same words, and we need to see in the GM’s head to know if it is force or not…
Yeah. The DM can have the best of motivations(player enjoyment) in mind, but if he's removing their agency to force them onto a path to have that fun, he's employing force and railroading them. He can also be motivated by what he wants and not be considering their enjoyment at all.
 

Yeah. The DM can have the best of motivations(player enjoyment) in mind, but if he's removing their agency to force them onto a path to have that fun, he's employing force and railroading them. He can also be motivated by what he wants and not be considering their enjoyment at all.
Can a player voluntarily give up their agency and if so wasn't the act of voluntarily giving up their agency an act of agency itself?

This is why I keep coming back to 'permission'. If the player voluntarily gave their permission to the GM to do something then is the GM doing that really causing the player to lose agency - especially when in situations where the absence of that permission it would have caused the player to lose agency?
 

Maybe a better example of what I was referring to above. Let's say a person voluntarily agrees to imprisonment for 20 years in exchange for 1 billion dollars now and 5 years of freedom with which to spend it. The person agrees that even if he changes his mind and wants released from the imprisonment in the future that his captors are are free to force him to remain for the duration. Ignoring for the moment that such an agreement is likely non legally enforceable:

  • Did that person have agency to enter the agreement? If so wouldn't altering the agreement after he changed his mind take away the agency he had to enter the agreement in the first place?
  • If the person really does change his mind then does releasing him or keeping him 'maximize' his agency?

Are there any connections with this idea and agency in RPG's?
 

Everything is established at some point somehow. And some things are just there to keep things moving. Like I doubt that that giant bird in the example had deep connections to the character backstories either. Granted, with ghosts it might seem like a somewhat wasted opportunity to not have some personal connection to one of the characters.

Right, the giant bird had nothing to do with character backstories or anything, but was related to the environment that was introduced. It made sense for the environment.

If instead of a cliff, they'd come to a graveyard or a haunted forest or something like that, ghosts would make sense.

But, having said that, I also don't think that a GM just establishing something must be Force. So if the GM is interested in seeing some stuff about ghosts, it may be perfectly fine to introduce ghosts at some reasonable point. It's more about how and when an element like that is introduced, and if doing so somehow overrides some other element of play.

By describing things in manner that elicits certain responses by players, by introducing elements that take the narrative to the desired direction.

This honestly isn't the way you're supposed to GM Dungeon World. You're not supposed to steer people in this manner. You're supposed to be discovering what happens along with them.

There is no spoon desired direction.

Sure, to me that level of foreplanning seems excessive. But then again, different people work differently. 🤷 And if one wanted it to feel like some sort of epic story with dramatic arcs like Lord of the Rings or the good Star Wars films, then perhaps planning such overall structure might be warranted. I don't know, I have never made such far-reaching plans.

Yes, different people (and games) work differently. I have run games that very much required this level of planning. I've done the whole flowchart for many sessions ahead. I mean like years' worth of campaign roughly plotted out ahead of time. And it did have that kind of epic vibe you're talking about. My players enjoyed it quite a bit (although I expect there were points that may have really frustrated them) and we still talk about that stuff to this day. Hell, we're still using a lot of the lore from that campaign as the backbone for our 5e campaign, although I've changed my GMing approach drastically.

Want to know how I did that? I used a crapton of Force.

There's nothing wrong with that because neither I nor my players really cared all that much about it at that time. Although, as I mention above, I expect that there were points of frustration where my Force was reeeeally obvious....maybe the third time a specific villain teleported away before they could finish him off.

I'm not unfamiliar with this style of play. It was the dominant mode of play when I really cut my teeth as a GM.

It just means that previous events generate further events. Once characters develop connections, get to know their surrounding, make, friends, enemies, start making plans things start to happen. You can sort of simulate this by backstories and exposition, but I don't feel it ever works as well as drawing on content actually encountered in the game.

Okay, gotcha. I think that's kind of the default expectation, but yeah I prefer that, too. I think that with PbtA games like Dungeon World, this organic generation happens as a result of the dice rolls and GM interpretation of what that means based on the fictional situation.

I just mean gently nudging things towards planned things. Generating hints and plothooks, having NPCs mention relevant things etc. I'm sure everyone does this at some degree.

I think it's done at least to some degree in D&D and similar games. I think expecting this to happen in Dungeon World is a bit like the example I gave earlier in the thread where someone suggests that the DM in D&D could decide things by flipping coins. I mean, yes they could....but no one familiar with the game would expect that to happen, nor would they suggest it as a possibility.
 

Can a player voluntarily give up their agency and if so wasn't the act of voluntarily giving up their agency an act of agency itself?
Sure. As I've long said, if a player opts into a railroad, that railroad is not a bad thing. But you are signing away your agency at that time. That's different than agreeing to play a game and abide by the rules, where the rules allow the DM or player to have final say in something.
This is why I keep coming back to 'permission'. If the player voluntarily gave their permission to the GM to do something then is the GM doing that really causing the player to lose agency - especially when in situations where the absence of that permission it would have caused the player to lose agency?
I can give you permission to force my character down a linear adventure(railroad). We can agree to play a game where the player has final say over X things due to rules, and the DM has final say over Y things due to the rules. The difference is that in the former, the player is dealing with the DM directly and opting out of agency. In the latter the rules are setting forth what the expectations are and both agree to abide by the rules.
 

I am personally not super concerned with the precise technical definition of stuff like GM force, railroading, nudging, etc. I'm not interested in talking about where those lines lay mostly because they are all in Europe and the vast majority of my play exists in Asia, North America, and South America. I might opt to vacation in Europe from time to time, but am not looking for surprise layovers.

Forget the definitions. Primarily what I am interested is differentiating between:
  • A GM using their authority to determine what happens based on extrapolation from shared fiction without regard for what the outcome will be.
  • A GM using their authority to determine what happens based on extrapolation from secret backstory without regard for the outcome will be.
  • A GM framing situations that place the player characters into conflicts without regard to the outcome
  • A GM framing challenges for the players to overcome
  • The aforementioned nidging, fudging, social pressuring, spotlight balancing, etc.
Any given combination of the above is both reasonable to want and not want. They also are fundamentally different in character from each other. Treating them as fundamentally the same does a disservice to us all.

Agency is going to be impacted by pretty much anything the GM or another player does. Other players having an impact on our play is both necessary and good for a dynamic game play experience. Questions of how and why the other people we play with affect our play are where the heart of where play analysis should lay in my opinion. The overall authority structure is going to be pretty similar in almost every case.
 

Considering that the players probably are not particularly familiar with either Ned, Jed or Ted and the outcome from their perspective is effectively identical, I don't think that these really are meaningful differences.
From the player side, maybe; but from the DM side the difference is a) intent and b) honouring of prep.
 



Status
Not open for further replies.
Remove ads

Top