Thomas Shey
Legend
That's quite the non-answer.
Bluntly, its the amount of answer I've come to conclude this line of discussion deserves.
That's quite the non-answer.
Speaking as someone who has successfully defied authority on multiple occasions, I can say: not every situation where someone is in charge is about 'defying the man.'
But doing it any other way would undercut verisimilitude!The party was instead deflected to a completely different course which, yes, did contribute to their ultimate goal, but in a way that was very overtly less realistic and less logical than their stated plan, which the DM had tacitly approved of by, y'know, having the party go to that place and only find out once they had arrived that it was a bust.
So now you're saying that the whole of classic D&D is railroading, because it's taken as a premise that the players will explore the dungeon?Except here's the difference: if the players had decided that they didn't want to engage with the guards and stop them from hassling the shoppers, that would have been OK. They would have done something else. There were other events going on in the world they would have experienced.
With your Gygax example, if the players had decided to go back home, that was it; the game would have been over.
It seems self-evident to you because you made it up to be that way, remember? You invented the GM and scenario. There was no explanation beyond "trust me" because you have seem to think every case is going to involve either no trust or total trust, and you went for total trust, in order to show that it's a Bad Idea.Nope. The party was instead deflected to a completely different course which, yes, did contribute to their ultimate goal, but in a way that was very overtly less realistic and less logical than their stated plan, which the DM had tacitly approved of by, y'know, having the party go to that place and only find out once they had arrived that it was a bust.
Again, I do not understand how this isn't an egregious example of railroading. It seems self-evident. The DM hard shut down a solution that was logical, justified, and setting-derived, with no explanation then or after beyond "trust me". I admit I was perhaps less overtly specific than I should have been, but the point was, NOTHING would get the Hyksos priests to listen. Nothing. Despite the fact that their priesthood is LITERALLY about revering the god who protects their land. If that isn't railroading, what is it?
First, you'll note that I did not say that DMs shouldn't give players second chances, so don't confuse those people with me or think I agree with that mindset. I've had problem players, but none of them had problems that were so disruptive or abusive that I've wanted to or actually kicked them out. Also, I don't think anyone here has actually said that a player should be kicked out for a single infraction, unless, again, that infraction is so terrible as to warrant it. (And for me, at least, "so terrible" would have to be something that was very harmful in some way, like deliberately trampling on someone's stated lines, or proving to be a real-life bigot; something like that.)I mean, sure, that's pretty obviously ham-fisted, but again my point here is: when you are presented with what even you agree is evidence of poor DMing, why is it we must then give them second and fourth and seventh and tenth chances? Particularly when the reverse is not true, as has been said repeatedly in this thread, DMs giving players no second chances, no re-tries, one strike and you're gone, bye-bye, never darken my door again.
No, I haven't argued against it. I've said that leaving is OK. I said that about what happened with Hussar's group. What I've "argued" is that it's good to get information because it's a bad idea to go off without it, and that I don't feel like the scenario you presented is necessarily railroading.Okay. So...you fundamentally agree with my point then? That, in context, for a group that hasn't built trust up yet (which is literally what I said thousands of posts ago and you argued against...repeatedly...), where a DM leans super hard on this "trust me" thing, it would in fact be a problem?
...Yes! That was the entire point! I was constructing something which was perfectly in keeping with the way people have described acceptable DM practice...and yet, as Hussar and pemerton and I (and others) have said, is indistinguishable from railroading.It seems self-evident to you because you made it up to be that way, remember? You invented the GM and scenario. There was no explanation beyond "trust me" because you have seem to think every case is going to involve either no trust or total trust, and you went for total trust, in order to show that it's a Bad Idea.
I'm sorry, I just...nothing you said got anywhere as far as I could tell. Basically the only point you made was...that it just cannot be railroading if the DM has written something beforehand. Like you've fundamentally defined the term so that it can't mean that. I disagree.Also, I've explained several times what it could be other than railroading.
And what if they aren't a "problem...GM", but just a GM doing some problem things?First, you'll note that I did not say that DMs shouldn't give players second chances, so don't confuse those people with me or think I agree with that mindset. I've had problem players, but none of them had problems that were so disruptive or abusive that I've wanted to or actually kicked them out. Also, I don't think anyone here has actually said that a player should be kicked out for a single infraction, unless, again, that infraction is so terrible as to warrant it. (And for me, at least, "so terrible" would have to be something that was very harmful in some way, like deliberately trampling on someone's stated lines, or proving to be a real-life bigot; something like that.)
Secondly, it's not about giving someone multiple chances. It's about making sure that you aren't just reading into their actions, that they actually are a problem player or GM. If talking to them only gets a "trust me, bro" then you have to answer the question: have they shown themselves to be trustworthy in general? Maybe they've never done something you'd consider to be railroading before, but have a tendency to show unpleasant amounts of favoritism in game, or they make out-of-game promises they don't really keep. This would suggest that no, they aren't trustworthy in general. Or maybe they've shown themselves in the past to be a really good GM, so what you think is railroading is actually setting up an intriguing story.
None. Because I don't play any style that puts the DM in absolute-power mode.But again, since you made the scenario up, how many times have you had to talk to a GM about things like this and gotten "trust me" as a response?
I invented it BECAUSE YOU ASKED!That's never happened to me even once in the ~35 years I've been gaming, so I honestly am curious to see how often it's happened to you... considering you had to invent a scenario where it happened.
But that's exactly what I'm talking about.No, I haven't argued against it. I've said that leaving is OK. I said that about what happened with Hussar's group. What I've "argued" is that it's good to get information because it's a bad idea to go off without it, and that I don't feel like the scenario you presented is necessarily railroading.
Where are you getting that from?...pixel-hunting is a form of railroading.
Maybe said by other, but not by me.I mean, sure, that's pretty obviously ham-fisted, but again my point here is: when you are presented with what even you agree is evidence of poor DMing, why is it we must then give them second and fourth and seventh and tenth chances? Particularly when the reverse is not true, as has been said repeatedly in this thread, DMs giving players no second chances, no re-tries, one strike and you're gone, bye-bye, never darken my door again.
The way I see it, there's a pretty big difference between the two bolded things here.It’s also a pretty common recommendation in the OSR space to do what @pemerton was citing back from ole Gary with “drop them at the dungeon.” Let’s you see who survives, so you can start adding to those characters; gets some gold and renown building; avoids lots of back and forth around tavern hooks and stuff. Then when you get back to town loaded with treasure, kick the full “sandbox“ experience off as they figure out next steps. ‘S what I did with my Dolmenwood game - offered the players a couple hooks to pick from, and we started traveling up to the dungeon.
Railroading is, fundamentally, rejecting logically sound, reasonable approaches to a situation (problem, challenge, question, etc.) because only a single solution, or a very small set of solutions, will be accepted as valid/correct/whatever, even though multiple options do exist. Classic example is a party wanting to escape a town, where the DM repeatedly vetoes every possible escape route except escape by ship. Usually railroading occurs because the DM has a single specific goal/path/event in mind, but sometimes it occurs simply because the DM has a fixed idea of what a situation "needs" and rejects other options.Where are you getting that from?
Pixel-hunting is a (IMO quite valid) type of play, sure, but not in itself a type of railroading.
Then I am supremely surprised. You would be one of the people I consider most strongly in favor of "my way or the highway" DM attitudes.Maybe said by other, but not by me.
Okay. What about...let's call them "conspicuous" incidents. An incident that definitely doesn't rise to the level of "wow, that is flat out unacceptable"--but which is too much on its own to just let it slide without comment?I don't go by single incidents*, I look for overall mid-to-long-term patterns. Anyone can have a bad night, so what? But when those bad nights happen week after week because they're not bad night but just how that person is, there's a bigger problem that needs sorting.
An entirely fair caveat, you won't hear me argue on that front. Truly egregious acts certainly exist.* - barring something over the top such as physical violence, breaking things, full-on abuse, etc.