D&D General Fighting Law and Order

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But when you say "pursue personal stuff", who is establishing the stakes and consequences of the declared actions?
I would assume the players decide what's important to them. And if declared actions involve interacting with an NPC, as they very often would, the GM responds as the NPC. How else would it go? Is the player talking to themselves in this scenario?
 

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Yes. I mean, the whole idea of "plot threads" already tells me that I want to play a different game!
??? But you wanted this plot thread? You created it in your backstory. Your actions will influence how it goes on to develop, the GM put it in the world for you and says let’s find out how this develops together but now suddenly you’re all offended at it’s existence and want to go play another game???
Why? Why does the game not begin with the PC and the ambassador framed into the same scene?
For the same reason I assume movies don’t begin at the climax and then only run for 15 minutes, finding out how you’re getting to that point is half the fun
 

I don't agree.

The disconnect is that I am saying it's a railroad if all the possible event of play are merely combinations of elements pre-authored by the GM (plus the GM's logical extrapolations from those things).

I'm not making any assumptions about what the players are "allowed" to choose. But I am making an assumption about how stakes and consequences are established, namely, by the GM in authoring the setting/situation and then extrapolating from it.

To me, it is telling that not far upthread @Pedantic said that if you rule out what I am calling railroading, there's nothing left!

Whereas to me, when I rule out what I am calling railroading, I see vast quantities of RPGing remaining: 4e D&D (with player-authored quests), AD&D (the way I played it from around 1986 to 1989 - I wouldn't use it anymore, because I've discovered better systems, but I know from experience it an be done), AW, DW, Burning Wheel, Agon, Prince Valiant, Classic Traveller (which I discovered a few years ago can be played as a type of PbtA precursor), etc, etc.

This is why I have repeatedly said, in this and innumerable other threads, that the difference between what I am calling railroading, and the sort of RPGing I prefer, is not about what powers the players enjoy (notwithstanding that @Oofta continues to falsely attribute to me a belief about that), but rather is about the techniques that are used to establish stakes, consequences, and "what happens next". Which are all about the GM, not the players.

If I've misunderstood please explain what you mean because
...about the techniques that are used to establish stakes, consequences, and "what happens next". Which are all about the GM, not the players.

To me means the player gets to control fiction of the world. That when your character goes to investigate the library you get to add your ideas on what is there. If the DM is the sole author of what is in the library you consider that railroading.

If I'm wrong, I apologize. But you haven't corrected me yet.
 

I don't agree.

The disconnect is that I am saying it's a railroad if all the possible event of play are merely combinations of elements pre-authored by the GM (plus the GM's logical extrapolations from those things).

I'm not making any assumptions about what the players are "allowed" to choose. But I am making an assumption about how stakes and consequences are established, namely, by the GM in authoring the setting/situation and then extrapolating from it.
But see, you're putting "allowed" in scare quotes here. Unless the players are actively prevented from doing something--either because the GM disallows it, makes sure doing their own thing fails, or something else--they do have an actual choice and it's not railroading. The GM is just providing other things to do and places to go.
 

But see, you're putting "allowed" in scare quotes here. Unless the players are actively prevented from doing something--either because the GM disallows it, makes sure doing their own thing fails, or something else--they do have an actual choice and it's not railroading. The GM is just providing other things to do and places to go.
And that's fine to think that, but I'm pretty sure @pemerton has already asserted they don't agree with that definition. So really, most of these "railroading" posts in the past few days are just policing semantics.
 

I would assume the players decide what's important to them. And if declared actions involve interacting with an NPC, as they very often would, the GM responds as the NPC. How else would it go? Is the player talking to themselves in this scenario?
We might use a resolution system where the player gets to contribute stakes and hence help inform consequences.

Here are some actual play examples (the system is Burning Wheel):
Our last session ended with Alicia and Aedhros sitting out-of-the-way on the docks, Aedhros quietly singing Elven lays. I had set as homework for my friend to determine what trouble might result from this, to be the start of our next session of this game. It turned out that, despite having over 20 months to do his homework, he hadn't!

(I had done some homework of my own, writing up the Elven Ambassador to Hardby, and the Ship's Master from last session, as NPCs. But we didn't end up needing them.)

After a bit of prompting, he decided that a petty harbour official came up to Aedhros, telling him to move on and stop begging. (The singing being treated as busking, and hence a type of begging.)

Aedhros's response was to sing a short verse of the Rhyme of Unravelling, breaking the official's belt with the result that his pants fell down. I decided that Aedhros kept singing, sufficently to give me a test to cause the official intense sorrow (this is the Dark Elf version of Wonderment from spell songs). The official - Will B3, we agreed - fell to his knees weeping bitterly, in remorse for all his pointless past actions (including his harassment of Aedhros). An attempt to further grind him down with Ugly Truth (untrained on Perception, and suffering a +2 Ob penalty from the Deceptive trait) failed.

<snip>

Aedhros went off to find someone who might know where the office was. His three Circles are the Elven Etharchs, the Elven Wilders, and the Paths of Spite. The lattermost seemed appropriate, together with his +1D Reputation as "ill-fated for himself and others". I told my friend I wanted to find a Half-Orc or similar ill-favoured fellow who might fall in with someone like me. It was Ob 3 Circles (someone with distinctive but not rare knowledge); I succeeded on the check, and met Grellin, a Half-Orc who believes herself The smartest lady on the docks. As played by my friend, it quickly became clear that a duel of wits was going to be required to get her to agree to my price of 1D of coin, and so we quickly burned her up - City Born, Labourer, Thug and then - after I asked how old she was, was told mid-to-late 20s, saw that Smuggler would bring her there and confirmed this with my friend - Smuggler. Straight 4s for her stats.

The Duel of Wits was predominantly her Haggling 3 vs my Beginner's Luck Will 6. Her body of argument was 7 and mine was 9. The debate went on for 3 exchanges - I won, but had only 3 body of argument left and so had to compromise. She had wanted half - I agreed to double my offer to 2D of coin, and to acknowledge her as the smartest lady on the docks.

We returned to Alicia, who was finishing resting around nightfall. I enjoyed introducing her to Grellin, the smartest lady on the docks. She was suitably put out. In the ensuing conversation, she patted her pocket to show that she had the key we needed, only to notice it was not there (Perception vs Ob 2, a double obstacle penalty on an Ob 1 Observation test). I (Aedhros) produced the key. I think it was about then that we made opposed social checks - Ugly Truth from Aedhros, with a cutting remark that I can no longer recall but must have been about her ineptitude vs Begging from Alicia (untrained Will), pleading that I give the key back - as per her Instinct When challenged, grovel. Aedhros succeeded, kept the key, and asked Alicia what the weather would be.
 

The post you quoted was actually talking about what GMs do. But anyway, I don't know why you think I'm unaware of your point. Upthread I posted (more than once) that I have played AD&D and 4e in ways that are not railroads.
1) My bad on the player / GM specification.
It is other posters - @Oofta, and now apparently you - who are falsely imputing the belief to me that D&D must be played as a railroad.
2) No, if only because I reject your bizarre definition of a railroad.

You have some very interesting insights, pemerton, and I appreciate the introduction to Burning Wheel and Dungeon World. They have useful concepts that I will, and to an extent already have, graft and splice into my AD&D game. But every thread that you participate in lately devolves into proselytization. You really like this style of gaming- I get it. I'm an actor; I myself love getting a meaty scene to chew on.

But, some days I just want to stab somebody (metaphorically), or see what's beyond the horizon. And what I have does that just fine.

Good day.
 

I'm not making any assumptions about what the players are "allowed" to choose. But I am making an assumption about how stakes and consequences are established, namely, by the GM in authoring the setting/situation and then extrapolating from it.

To me, it is telling that not far upthread @Pedantic said that if you rule out what I am calling railroading, there's nothing left!

Whereas to me, when I rule out what I am calling railroading, I see vast quantities of RPGing remaining: 4e D&D (with player-authored quests), AD&D (the way I played it from around 1986 to 1989 - I wouldn't use it anymore, because I've discovered better systems, but I know from experience it an be done), AW, DW, Burning Wheel, Agon, Prince Valiant, Classic Traveller (which I discovered a few years ago can be played as a type of PbtA precursor), etc, etc.
That's really not what I said, but I see your point. I'm trying to find the pivot point on which that definition sits in terms that are relevant to TTRPGs as I interact with them. A lot of your concerns are really esoteric from where I'm sitting, so it's not obvious from what you're saying.
Yes, I'm aware of that. I hold a different view.

I haven't said that the player would author that bit of fiction.

The player authors the action declaration, "I search the upper floor of Evard's tower for spellbooks". Now, this happened in BW, so the rule for the GM is "say 'yes' or roll the dice". The GM is expected to say "yes" if nothing is at stake (where what is at stake is relative to the players' evinced concerns for their PCs). In this case, there clearly was something at stake: Aramina, Thurgon's travelling companion, had brought them to the tower to find spellbooks, and that was why Thurgon was searching for them. So the GM called for a check (my guess would be Scavenging, though I can't recall for certain anymore).
You're focusing on a different part of the why we get here, but I think you actually are supporting my earlier proposition that the primary difference is the player's ability to dictate elements outside of their direct PC actions. Or rather, I would say that's the primary difference, and you're very concerned with how that's achieved precisely in a way that I don't think is particularly relevant. In the same way I could present two scenarios you'd both conclude are railroads under your terms, but I could point to one as providing ludic agency and one as not doing so, a concern I don't think you'd share.
If the check succeeds, then intent and task are realised: Thurgon finds spellbooks for Aramina.
So, this is player authored fiction. The player's action declaration, through a game mechanism, caused a change in the setting outside of their character's control. This is the direct translation of intent->result I was talking about earlier, skipping over intent as determining action declaration, to intent as action declaration.
If the check fails - which it did - then Thurgon's intent is not realised. What he actually found were letters, that appeared to reveal that his beloved mother Xanthippe is, in fact, the daughter of the evil wizard Evard.

The player (me) did not author the fiction, but plah was not a railroad: the stakes and consequences are not being established solely by the GM. They are being authored having regard to my (the players') evinced concerns for my PC - his Beliefs (about Aramina and Xanthippe), his Relationships (to Aramina and Xanthippe), etc. To use the language of AW/DW, this is an example of the GM being a fan of the characters.

Same here, though more abstractly, in that the player's choices are a constrain on the GM, and there's a separate mechanism that requires the GM to say something. Essentially, it's just speeding up the plot hook process to happen on every given roll, with specific constraints on what kind of hooks can be offered.

Now, when you (@Micah Sweet) say that play should not revolve around the PCs, I take you to mean that play should not play out in the fashion I've just described, and that if the GM has made a decision about what is in the tower (spellbooks, letters, whatever) then that's that. The players can learn about what the GM has decided is there; and the players can choose which "there" to poke around in; but the GM will not author fiction about what is there in response to the players' evinced concerns for their PCs.

Ultimately, this comes down to "does the player have control of the setting beyond their own action declarations?" as the differentiator between what you're calling railroad, vs. non-railroad play, and once that's established, you're adding rules to ensure the resulting narrative is interesting, both by constraining the player's control and prompting the GM to specific kinds of declarations. Which, bubbling outside enmity aside, is probably why there's so much friction when these things get presented as GMing advice. They aren't, really. They're rules that enable an interesting narrative to form under a different basic set of assumptions about what the activity at hand is.

The sort of play that I have described in the previous paragraph is what I regard as a railroad. (Again, I repeat this caveat: if essentially we're playing a wargame, like Isle of Dread or White Plume Mountain, then the whole logic of things is different, and the characters are just player pawns. That's not a railroad, but it's not really a game with characters at all in any meaningful sense.

Well that's just offensive. I routinely go out of my way not to say what you're doing isn't a game, something I would do as a matter of normal jargon in other contexts, because it's obviously not appropriate or helpful here, and "game" has a more expansive definition in this context than it would elsewhere. You could try a little harder with "character." If you're setting your own goals for the pawn, repeatedly, I don't know that it actually needs anything else to be a character, except a retelling of events.

With that in mind, you're doing some lumping that's problematic:
That's because, as best I can tell, you count it as not railroad if the players are allowed to choose what actions they declare in relation to the GM's material, even if the consequences of those actions, and what's at stake in them, is all a function of the GM's material (and the GM's "logical" extrapolations from it). This could be anything from "What's behind the door" to "What will this NPC say if we offer a bribe?"
You're conflating the GM's role in creating a setting and the results of action declaration. One is a process of authorship, and the other is mechanistic. Perhaps a better way to put this, is that I don't actually think you need any more agency than that afforded by non-TTRPG games to achieve a state where events happen outside the GM's control. Would you say that Isaac Vega authored the events of a game of Dead of Winter? He wrote all the cards, and laid out all the available actions, but there are still choices made by the players over the course of a game that produce different outcomes. He hasn't written every possible game state, just the mechanisms that allow them to happen, and a TTRPG already has a leg up on that, in that it's unbounded in time, has a much wider set of action declarations available, and uses a flexible human brain instead of a fixed board.

It is, however, certainly possible (and sadly not at all unheard of) for a GM to constrain action selection down to a preferred set, and to simply dictate possible outcomes. I can conceive of a TTRPG play that offers less agency than Dead of Winter, and it seems unreasonable to say the two things are more similar than different.

It shares a basic similarity of form with the sort of RPGing I enjoy, but in its details is a completely different activity.)
Are we doing the same hobby? Because I'm increasingly not sure we're actually doing the same hobby.
 

But see, you're putting "allowed" in scare quotes here. Unless the players are actively prevented from doing something--either because the GM disallows it, makes sure doing their own thing fails, or something else--they do have an actual choice and it's not railroading. The GM is just providing other things to do and places to go.
And that's fine to think that, but I'm pretty sure @pemerton has already asserted they don't agree with that definition. So really, most of these "railroading" posts in the past few days are just policing semantics.
To add to what @TwoSix said:

If all the player is allowed to choose, and if the significance and consequences of those choices, are all settled by the GM's prior authorship of setting + "logical" extrapolation from that authorship, then (it seems to me) everything that happens is some sort of complex combination of GM-authored elements plus extrapolations.

That's why I call it a railroad: everything that happens in the fiction falls within an already-GM-defined set of possibilities and combinations. And GM pre-definition is the essence of a railroad.

That others enjoy some GM pre-definition, but not others (eg where the suite of permitted possibilities and combinations is more narrow) is naturally their prerogative. But their preferences aren't mine!
 

WTF?

You keep misdescribing my opinion. I have not said that any game in which the players do not have control over fiction beyond their PCs' actions and mental states is a railroad. Yet you keep saying that I have done that.

It is perfectly possible to have a non-railroad RPG in which the players control nothing but their PC's mental states and actions. Apocalypse World is an example; so is my preferred approach to Burning Wheel.
And yet you keep doing it.
 

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