GM fiat - an illustration

You are just taking one sentence in my post and losing meaning. I said it can. I didn't say it always does.
Well, actually, you didn't use the word "can". You said, as I quoted, that "You lose meaningful choices when the players can alter things in the setting/narrative outside their character." In ordinary English that is a general proposition.

Because in a campaign where the GM is railroading and agency is being thwarted, maybe you can say it but the GM is likely to do things like thwart you by throwing up obstacles, make the adventure he had planned all along come to you, or just have it be completely pointless and boring to go in a direction that isn't pointed in the direction of the duke
But then the player can do it. And the world, as played by the GM, responds in a certain way.

Now I have some vocabulary do describe different examples of how this can play out. I can talk about the GM drawing on their notes to say how the world responds. I can talk about the GM manipulating the unrevealed, hence secret, backstory to narrate certain outcomes of action declarations. I can talk about the GM having regard to the player's evinced interests and concerns, or not, in deciding what scenes to frame.

But that is all the vocabulary that you eschew. So I don't see how you are going to distinguish the railroading case from other cases where the obstacles and boringness that the GM serves up are appropriate.

I really don’t think what I wrote was all that perplexing or hard to understand
What you wrote was "Agency is about being able to have your character do things without the Gm placing constraints to railroad. If the GM isn’t placing limits on what your characters can try to pursue, most folks see that as a campaign respecting player agency". And I don't know what you are saying.

Every episode of RPGing ever, that I'm aware of, put limits on what the PCs can try and pursue. My example was of the GM telling the players that their PCs have arrived in Hommlett and have heard rumours of the Moathouse. The player in that game cannot try to become ruler of the Bone March; nor can they try and woo Rosie Cotton and become a prosperous farmer. The whole set-up, within the broader context of being a 1st level D&D game, takes it for granted that the players will do some adventuring. Even if the players do some non-Moathouse-y stuff, it is still going to be constrained by the geography etc that the GM presents to them.

But I don't see how you can say that everyone sitting down to play dungeon module T1 is a railroad. Hence why I say that I don't understand what you are saying. You seem to have some idea in mind of what distinguishes a railroad from a non-railroad, but from what you've posted I don't know what that idea is.

I have the impression @bloodtide and I come from very different GM styles and gaming philosophies. I can’t speak to his games and he runs them. But in my games players definitely have agency. That is like one of my main priorities.
What do you see as the key differences?
 

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On sandbox play, I've never liked the metaphor precisely because it is bounded on four sides and sandbox play is more about having a world that isn't bounded in this way.

But... "a world" is still a bounded space. Like, planets have a finite physical area.
 

Well, actually, you didn't use the word "can". You said, as I quoted, that "You lose meaningful choices when the players can alter things in the setting/narrative outside their character." In ordinary English that is a general proposition.
Fair enough. I didn't mean this to say always and every time. I meant it can be

But then the player can do it. And the world, as played by the GM, responds in a certain way.

Again the issue is whether the players agency is being thwarted. The GM can respond in a variety of ways. But railroading is when they respond to constrict choice sot that the choices that the GM wants them to make happen



What you wrote was "Agency is about being able to have your character do things without the Gm placing constraints to railroad. If the GM isn’t placing limits on what your characters can try to pursue, most folks see that as a campaign respecting player agency". And I don't know what you are saying.

My point was agency is about the freedom player has to engage the setting or adventure with their character, so they can make meaningful choices. That is how most people mean it in an RPG context.


But I don't see how you can say that everyone sitting down to play dungeon module T1 is a railroad. Hence why I say that I don't understand what you are saying. You seem to have some idea in mind of what distinguishes a railroad from a non-railroad, but from what you've posted I don't know what that idea is.

It depends on context. I think for most groups, agreeing that there is an adventure and sitting down to play T1 is entirely fair and not going to be considered a railroad. A railroad might be something that could come up in the adventure though. For example I have been running some 90s Ravenloft modules and those have railroads in them in many instances. And the railroading here constrains player agency by doing things like making sure no matter what they do, something specific still happens or by giving a particular NPC immunity from harm, even if the players stab him in the head and do enough damage to kill him. And in some of them, the adventures have such a linear structure, that it is hard to get off of and I would say many people would see that as railroady and presenting agency issues. All that said, I love these modules and have a lot fun with them. But it isn't a line where player agency was paramount

I think in another campaign though, that is maybe more open, the players not being able to avoid the hook fro T1 could be considered a railroad and an imposition on agency.

My only point was that agency is about having fewer constraints on what players can try do. That doesn't mean having 100% agency is always going to be a good thing. If I am running monster of the week adventures and one of the players wants to open up a lemonade stand and is persistent about it, and the other players feel like they aren't getting to move on to the next monster of the week, then that players agency is less important to me than the premise of the campaign
 

Skipping over 93 pages of discussion to ask a side question: how have people best seen non-transactional social relationships handled in a way that reduces GM fiat being the primary decider? Because most PBTAs etc are concerned with conflict, this is the sort of thing that still tends to be left up to either open ended "role-play" stuff; kept within the realms of conflict (and thus elided from play); or in a handful of cases handled within the core design. I'm curious about introducing some mechanics around relating to existing games where I keep having table situations come up where I simply dont want to be like "ok she likes you now" but also something like Persuade vs NPC isn't really satisfying.
 

But... "a world" is still a bounded space. Like, planets have a finite physical area.

Sure. There is a limit. And some sandboxes may even be more focused than others. But I meant the image of a sandbox is overly bounded and also very static. So I've just never felt it was the best metaphor. But this is really a side issue.
 
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Everything in your life is exactly as you wish it to be? You are unconstrained by social pressures, the law, financial considerations? You could choose to end global hunger or global conflict but you don't want to?
Agency isn't the ability to succeed at things. It's just the ability to say or attempt to do whatever you want. So with full agency he could attempt to end global hunger or conflict, but success is far from guaranteed.

The other narrative type of agency doesn't exist in the real world, so it's not applicable to his statement.
 

What if we look at it another way.

A mystery is something unknown, right?
It's unknown to the one trying to solve it, yes.
So isn’t the only way to do a real mystery for nobody to know the answer?
No. There is often someone who knows the answer, but is not telling for some reason. Usually because he is the one who committed the crime or whatever.
So that it’s actually a mystery to all parties in the game?
No.
 


The problem with this is in the example we are giving, people actually are solving a mystery. Their theory of who did it can eb tested against the established facts the GM has about what happened and who is guilty.
But this makes the actual mystery the following thing: what answer has the GM written down?

The GM knows, and the other players are trying to learn. And the way that they do that is by declaring actions that prompt the GM to tell them things from their notes - things that conform to, or follow from, the answer that the GM has written down. And the players try to infer from these things the GM says, to what the GM's answer is. The GM's answer thus resembles the cards hidden in the envelope in Clue(do); or the code pegs behind the shield in Mastermind; etc.

But when we spell it out as I have, then it becomes obvious that prompting the GM to reveal their notes by declaring appropriate actions is central to play.

the notes also form a mental model. The point is you can objectively explore these locations and objectively solve the mystery. It isnt' teh same as literally being in those locations. But it is more objective than if these details are amorphous. But it also not limited to that. There will be necessary extrapolation and invention along the way.

<snip>

Again, no one is claiming a perfect model of a real life murder. They are trying to create the best possible one they can for players to investigate, explore, and solve. And the more they run them, the more they create them, the better they generally get at it.
No one is confused about any of this - I think we have all played and GMed many mystery scenarios in the Shadowrun, CoC, etc style.

We know that the GM sometimes has to extrapolate, and that in that extrapolation they make sure the conform to the pre-written answer, or say things that follow from it (like eg if the answer tells us that so-and-so hasn't been home since Friday, and now it's Thursday next week later, if the PC's visit so-and-so's house the mail won't have been collected, the milk in the jug on the table will be sour, etc). I think calling all this a "mental model" is needless jargon - talking about relationships to what is written in the notes (like extrapolation, consistency/conformity, etc) is clearer in my view.

But the players are not "objectively exploring" these things; that's obsucarantism. They are sitting in their chairs at the table! What they are doing is declaring actions which prompt the GM to tell them things, either things the GM had already written down (like "So-and-so's breakfast is still on the table") or things that they have to extrapolate from what they have already written down ("Yes, there is a jug of milk." "I taste a drop." "It's sour.")

It's not a "model" of solving a real life murder at all. I've never trained as a homicide detective, but I doubt that homicide detectives train by playing through CoC scenarios. (On the other hand, I would expect mystery writers to be better at solving CoC scenarios than the average RPGer, just because they have had more practice at imagining links between bits of information presented in a story to point at the solution to a fictional mystery without actually outright giving it away.)

Because the purpose here isnt' to simply have the GM reveal note content. It is for the players to be immersed in in the solving of a mystery or exploration of an adventure. The notes are a tool. Not the end in itself
I do object to that description and explained why to another poster a few posts back. It might have been Hawkeye. My phrasing was while it isn’t innacurate that this is part of what is going on, it also misses so much nuance and interplay. I used the example of it being like describing a boxing match as two people swinging their arms till one of them falls. That isn’t inaccurate but it very much misses the nuances of what is happening
It just describes part of the process. This is why I said it was like describing boxing as people swinging their arms till someone falls down. But it was just an analogy to make a point about how you can describe something and miss a lot of the details that really matter. My point was this way of explaining the GM style, misses a lot of the stuff that matters
And I have never said planning things out, pinning them down, so they can be modeled is bad. I just think when you describe things as ‘discovering what’s in the GM’s notes’ you miss the fluidity of what actually goes on in play. But for a mystery to work in the way I am describing, the Gm needs a mystery that is set down (I.e. a murder, a Midwest, events and backstory leading up to the murder, events that occulted after the murder, motive, suspect, method, etc).
To my mind you can't have it both ways. Either the goal is to find the answer that the GM has written down - in which case revealing that answer is an end in itself. Or else the goal is to be immersed in the fiction of solving a mystery - in which case the games that @hawkeyefan describes do exactly the same thing.

Now perhaps there are RPGers who, for whatever reason peculiar to their preferences and dispositions, can't immerse in the fiction unless they truly believe that the GM has written an answer down in advance. But those personality traits of theirs tell us something about their capacity to immerse, and nothing about the "reality" of any mystery.

And to offer an analogy: I've had fun playing CCGs, including M:tG and two different Middle Earth/LotR games. Those games could be presented purely technically and mathematically - replacing the various categories like "flyer", "Goblin", "sword", "Haven" etc with purely technical labels that define the interactions between cards and "life points" and the like - and the game play would not change. But I wouldn't play such a game; for me, much of the pleasure of playing those games, especially the LotR ones, derives from imagining Aragorn and Legolas and Orcs and Dol Guldur and the like. The flavour text is part of the experience.

So someone who described the game play only by reference to the mathematics would not be capturing all that makes those games fun. I certainly wouldn't use that sort of analysis on my marketing materials! But it would nevertheless be an accurate technical description of the play of the game.

Obviously in a RPG "mystery" we want the stuff in the GM's notes to be interesting and colourful. And unlike a CCG, the fiction actually matters to the resolution - eg if the player describes a box, I as a player can declare that "I (ie my PC) look inside it". So some at least of the colour is not mere colour (unlike a CCG where it is all just mere colour). This is why we can talk about consistency to the fiction, extrapolation from the fiction etc - because it is not mere colour, but matters to resolution.

But if the goal of play is to ascertain what answer the GM wrote down, then that is the goal. If the GM has written down that stuff about a murder (about the Midwest, and the motive, and the preceding and ensuing events, etc), from which the players are expected to infer what the GM has decided is the "truth" of that murder, then the players have to "make moves" in play that will prompt the GM to tell them that stuff. And given that we're talking about a RPG, the moves that players make are to declare actions for their PCs. And given what they are trying to do, what they want from those moves is to have the GM tell them stuff that the GM wrote down (or extrapolations from that), so that the players can then make the relevant inferences.

The fact that the game process for doing all of this is also fun and immersive (much more than Clue(do), I would assert) doesn't change the fact that that is what we are trying to do. Just as Moldvay said on p B4 of his rulebook - "Eventually, the DM's map and the player's map will look more or less alike." He didn't need to cloak his game play in obscurantism.

it is kind of the like the difference between a mystery novel where the writer has taken pains to establish what happened before writing it, so that the reader has opportunities to perceive clues and guess before the end of the book, and one where the writer is just making it up as they go (and none of the clues would have any real predictive power)
So, when reading an Agatha Christie-esque whodunnit, I am absolutely trying to work out what the author wrote down! Trying to draw inferences from the things they have written that I have read so far, to work out what I will find when I read the final chapter.

I personally don't find this a very helpful analogy for mystery-solving RPG play of the traditional CoC-ish variety, precisely because it emphasises the GM's notes" aspect but ignores the *declaring actions that will prompt the GM to reveal the content of their notes part - and it is precisely the latter that is fundamental to RPG play, and that gives it an immersive and interactive character that is different from reading a book.

However, I am not saying you can't run a mystery where people are discovering an unknown is collectively. But that was never a mystery to be solved. It is one they collectively engineered to gather.
In the real world, there is no answer written down that the players are trying to infer to. In the fiction, there is a mystery that various people are trying to solve.

I believe that it can certainly be as immersive as traditional CoC-esque RPGing. In part because, at least as I have experienced, it does not involve "collective engineering". That would be a good description of co-authorship of a mystery novel; but I don't find it apt for the sort of RPGing that I do.
 


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