Aldarc
Legend
Sure, as long as you use jargon outside of natural language while condemning others for doing the same and accusing them of being pretentious.Just keep pushing on with that.

Sure, as long as you use jargon outside of natural language while condemning others for doing the same and accusing them of being pretentious.Just keep pushing on with that.
CreamCloud0 said:If you want to get revenge on the elven ambassador you need to follow them wherever they went and confront them.
Let me see. From the player side:Why? Why does the game not begin with the PC and the ambassador framed into the same scene?
There's a small but not-zero possibility that the player is talking to another player, if those actions etc. revolve around another PC (e.g. one has an unrequited crush on the other and they need to sort it out).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?
The DM isn't deciding all of the fiction outcomes in traditional play, though. Consider the following.I mean, "railroad" means a specific thing to me when I use it: it means play where all the fictional outcomes have been decided by the GM (see my reply to @Pedantic not far upthread for a slightly more technical setting out of this point).
Is there anyone here who doesn't know what railroad means in gaming terms? Even @pemerton knows what others here mean by it!Sure, as long as you use jargon outside of natural language while condemning others for doing the same and accusing them of being pretentious.![]()
The question remains unanswered, though: were the spellbooks in fact there (or could they have been there) and Thurgon just didn't find them, or did Thurgon's not finding them dictate to the fiction that they weren't there to be found (and thus could be later found somewhere else)?Please read the following description of play closely:
All I have done, as player, is - at PC build - author my character, including relationships to Aramina and Xanthippe; and, in play, author my action declaration: "I search the upper floor of Evard's tower for spellbooks".
The GM then applies the basic rule for resolution - say 'yes' or roll the dice - and then narrates the consequence. As it happens, this did not involve finding spellbooks, because the check failed. If it had succeeded, the GM would have narrated Thurgon finding spellbooks.
To reiterate: all that I authored, in play, was Thurgon's action - his searching for spelbooks. That is not fiction outside of the PC.
Good post. I just wanted to add that, while the system and framework for preparing fronts in AW or DW is a bit different from this in its detail, for the purposes of the present discussion I think it can be thought of as being very similar.If this came up in a Burning Wheel game that I was running (I'm more familiar with BW than AW or DW), we'd have established during our first session, as we were creating characters, that (1) there were bandits south of town, (2) that they were part of the situation in the game, and (3) various relationships between or beliefs about the characters, the town, and the bandits. We'd all have some idea of what sort of bandits were there, what their MO was, and why we were concerned about them. As some of my prep for that game between the first session and the second, even if I didn't know the players were going to go bandit hunting, I'd be remiss as GM if I didn't have some bandits written up for when they came up in play, identify some of their leaders, and figure out what they want. I may not stat them out fully, as it's highly unlikely that there'd be a full on combat right away, but I'd have information in my notes to be able to play the bandits because the players and I already know that this is what the game is about right now.
That's an issue that I've had with that particular skill since 1e.It's definitely a different way to wrap your head around the concept of role-playing. But on the other hand... I can't remember a single piece of fiction I've consumed where somebody has tried to pick a lock and completely failed that wasn't also based on D&D. The idea that somebody proficient at picking locks will find some basic locks easy to open and other, nearly identical locks fully impossible... that feels more artificial to me than a lot of the ways a "fail forward" approach would take. Creating complications like making noise, taking longer than usual, breaking a tool, etc.
In the passage you quote, the GM decision about the answer happens after I've declared my action. They have decided everything that happens next. I took the implicit "next" to be obvious.Well, no she hasn't.pemerton said:If my declared action is "I search for spellbooks" and the GM decides the answer to that unilaterally ("alone"), whether by consulting their notes or making up what they think is "logical" on the spur of the moment, then that absolutely is a railroad. The GM has decided everything that happens.
She's decided whether any spellbooks are present and if so, where they are; but she in no way has decided what action you're going to declare.
Declaring actions for my PC is the minimum threshold for playing a RPG. If that were also sufficient for not being on a railroad, it would follow that no RPGing is railroading. Yet clearly some is. Hence your account of what makes something not a railroad is wrong.You did that, and the very fact you had the agency to freely to do that means you're not on a railroad.
The player knows that her character has charged the situation: she's playing her character! This is like saying it would be metagaming for the player of an assassin, sneaking up to kill a target unawares, to know that they are sneaking up to kill a target unawares.Were it a movie, I-as-audience would notice that change in music; but an RPG is not a movie, and as the characters in the fiction shouldn't IMO have that cue to go by then in the interests of keeping character and player knowledge aligned nor should the players (or GM, in this case).