overgeeked
Open-World Sandbox
Sigh. No.So basically you don't want people treating their tabletop roleplaying game like a game.
That's a position I guess.
It's the other end of the spectrum from railroading and frustrated novelist DMs. If the DM is going to force their pre-ordained story on the players, they should just stop playing an RPG and go write a novel because the RPG medium is capable of doing so much more than that. Likewise, if the players are just going to button smash their way through the game, they should just stop playing an RPG and go play a boardgame or video game because the RPG medium is capable of doing so much more than that.
My goal with RPGs is immersion. Anything that gets in the way of that is bad for play. Like many of the rules. They produce nonsense results that are immersion breaking. Like say fall damage being ridiculous.
You're assuming things that aren't the case.If one chooses to define railroading as in part negating a player's choice I do not see how changing the rules on them or not allowing them to know what the rules are around the choices they are making can be anything other than railroading even if you don't have a predefined narrative you are insisting your game follow.
I agree completely. The trouble is the game doesn't give the player a "reasonable sense" and it entirely skips the "might." The game gives the player certainty of outcome. Here's a button, if I press it, this happens every time all the time. To mirror the real world the game shouldn't do that, but it does. If the referee tells the player what the DC is, then the player knows with perfect certainty exactly what their chance of success is, which is not mirrored in the real world.In the real world I might have a reasonable sense of whether something is doable or not. In the game it seems reasonable to have a similar sense of the possibilities.
I disagree. The rules get in the way of making realistic choices because most gamers game the system they're playing instead of focusing on the fiction, setting, and world those rules are meant to (badly) represent.If people can make reasonable choices in the real world they should be able to do so in the game. Given that in the real world there's vastly more information available through your senses than any GM can convey ever I think it's reasonable to allow the game rules to serve as basis for reasonable choices.