D&D General [rant]The conservatism of D&D fans is exhausting.

I have to say this seems strange coming from such a strident anti-railroader as yourself.

If the DM lays down numerous options and then says "But it'd be really cool if you choose this one!" she's in effect pretty much just told the players which one to choose; and if that ain't railroading, what is?
If you don't think your other options are interesting, why present them?

As I already posted, it's not railroading to set up the game. And the premise of a RPG session doesn't have to be choose from this list of X things.
 

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It's not railroading, when people turn up to play classic D&D, to say - as per Gygax's example - "OK, you're at the dungeon entrance".
Huh - an instance that I would consider railroading where you do not. We are living in strange times. :)

To me, just plopping them down at the dungeon entrance, while perhaps convenient, denies them the agency to do a whole bunch of other things (not least of which is introduce themselves to each other in character, hardly a conversation they'll want to have in potentially dangerous territory!) including scouting the surrounding terrain, gathering info about the place, and so forth.
 

If you don't think your other options are interesting, why present them?
Because oftentimes what might be interesting to me isn't interesting to the players, and vice-versa. That, and even my own interests change from week to week and month to month; I can only assume those of the players do as well.

On numerous occasions in the past I've written up some homebrew adventure or other, thinking all the while "Hell, this is gonna be cool to run!"; yet by the time I finally get to run it a few months (or, sometimes, years) later I'm bored of it, probably because I've already spent so much time thinking about it while writing it that I've oversaturated myself on whatever it was that I originally thought was cool.
As I already posted, it's not railroading to set up the game. And the premise of a RPG session doesn't have to be choose from this list of X things.
It doesn't have to be "choose from a list" but in sandbox-style play that's very often what it comes down to.
 

To me, this just seems strange - there's a scene that you as GM are hoping to run, but you don't run it, because . . . a player made what seems like an arbitrary choice? Or (to describe it differently, but still I think accurately) a choice not to play the game?
To get to the encounter, they would have had to leave the relative safety of the path and go into the woods. They chose not to.

I honestly don't understand what the problem is. Do you think that I should have forced my players to engage in something they didn't want to do? Is that what you believe non-BW GMs do?

I'll try and explain further by reference to this from Gygax's DMG (p 96), under the heading "The First Dungeon Adventure":

Assume that you have assembled a group of players. Each has created a character, determined his or her race and profession, and spent some time carefully equipping these neophyte adventurers with everything that the limited funds available could purchase. Your participants are now eagerly awaiting instructions from you as to how to find the place they are to seek their fortunes in. You inform them that there is a rumor in the village that something strange and terrible lurks in the abandoned monastery not far from the place. In fact, one of the braver villagers will serve as guide if they wish to explore the ruins! . . .​
You inform them that after about a two mile trek along a seldom-used road, they come to the edge of a fen. A narrow causeway leads out to a low mound upon which stand the walls and buildings of the deserted monastery. One of the players inquires if the mound appears to be travelled, and you inform the party that only a very faint path is discernible - as if any traffic is light and infrequent. Somewhat reassured, another player asks if anything else is apparent. You describe the general bleakness of the bag, with little to relieve the view save a few clumps of brush and tamarack sprouting here and there (probably on bits of higher ground) and a fairly dense cluster of the same type of growth approximately a half mile beyond the abandoned place. Thus, the party has only one place to go - along the causeway - if they wish to adventure. The leading member of the group (whether appointed or self-elected, it makes no difference) orders that the party should proceed along the raised pathway to the monastery, and the real adventure begins.​

If, at about this point in the session that Gygax is describing, the "leading player" says No, sorry, this all looks to hard - we're going back to the village, that's not an interesting twist on the evening's events - it's a complete breakdown of the game! The whole premise of the game is that the players will have their PCs enter and explore the dungeon. Without that, there's no game.
Ah, here's the problem. You think I care about what Gygax had to say!

The sentence, "Thus, the party has only one place to go" is by definition railroading, so I wouldn't do it. If I wanted to PCs to be traveling to this particular location, I would do one of the following:

(a) start off with a plot hook that makes them want to or need to be there.

(b) start off with multiple plot hooks, tailored to each character's interests and backstory.

(c) get the players to tell me a reason why they would want to be going to the location.

(d) start the players off at that location, and then have a plot hook occur.

(e) some combination of the above.

Having them go on a trek and go on into an abandoned place just because there's no other place for them to go? Nah. Gygax may have co-created D&D, but many of his ideas belong to the 70s and 80s.

I did (e) for my Level Up game. The starting location was The Cloisters, an indoor shopping area built into a decrepit temple in the slums. I told the players that's where the game was starting. I worked with them each to find out why they would be there. Two of the characters were bandits who had recently escaped from prison and were lying low. One character was a noble, looking for his missing sister, who had information that suggested that there was someone with information here. One character was a smuggler who frequently had dealings with the sellers there. One character was a gambler and crook with a heart of gold who likewise had dealings there.

Then I had house guards come in[1], demand the surrender of the NPC several of them had a connection to, and start making threatening gestures at the shoppers, who were, for the most part, harmless commoners (D). Since the players wanted this game to be about class warfare and social unrest, I knew that this would get the attention of everyone but the bandits, and that the bandits wanted to be where the guards weren't.

---

[1] guards who are in the employ of one of the noble houses and only answer to the nobility, but are only supposed to engage in activities directly connected to their house. So this was weird and made the noble want to investigate.

Here are a couple of illustrations of my approach to framing the PCs into interesting/spooky encounters in the woods; both are from playing Greg Stafford's Prince Valiant RPG (the scenarios are from The Episode Book, which was published as part of the 2016 Kickstarter re-release):
Ah, and here's the other problem. You seem to think that the encounter I mentioned was the hook to get the PCs into the game. No. As I said, it was something that they could have dealt with while on the road from Point A to Point B.

I guess that this is an illustration of trust, in the following sense: the players trust me as GM to present interesting situations that will allow them to make their choices as knights (or story-teller). Just as Gygax's players have to trust that the dungeon he has built will be a satisfactory one.
I don't force my players to engage in encounters they don't want, so they can trust that I'm not going be a jerk to them in other ways.
 

The way I account for this is something I’ve observed in how people go about their day: there’s always a lot going on around them, but they only focus on a handful of things at a time.

I start by developing the Initial Context before the campaign begins. I work with each player individually to make sure they have the information they want to know. Then, we do one more pass as a group to establish shared knowledge and priorities. Once the campaign starts and events unfold, I continue this process informally, updating my notes as the players’ priorities, interests, and goals change.

It doesn't get overwhelming because, as you noted, most people naturally focus on only a few things at a time—just like in real life.

Behind the screen, I’m continuously updating my notes on what’s happening in the larger world, including events outside the players’ immediate focus, in case they become relevant. I also prepare for unexpected shifts in player interest with what I call my “Bag of Stuff”: a set of semi-prepared generic elements—characters, buildings, etc.—that I can quickly flesh out. I consult my general notes, make a few rolls for details, and carry on with whatever the players are pursuing.

As a result, the “Tyranny of Choices” rarely comes up in my campaigns. When it does, I help by laying out their options (not choosing for them) and guiding them toward a decision. It doesn’t take long, and the players appreciate it.

Most people want at least guard rails on thier games. By that I mean they want to know what's ok, why they are there and have a general Idea of what they are supposed to be doing. If you throw the average player in a sandbox they often simply start killing things because it's DND and that's the easy choice. Or they just don't come back. There are some who love the wide open freedom and anarchy but I'd say they are probably not more than 1% of the player base.
When I first started promoting sandbox campaigns in the late 2000s, I noticed a high number of reports about failed campaigns. However, when I asked some of the folks I worked with on the Wilderlands Boxed Set about their experience, they didn't have the same issues.

After digging further, I realized the difference: their players didn’t start the campaign as blank s
lates. Each character had a background, not lengthy, but enough to give the player a basic sense of who they were and what mattered to them at the start. This allowed players to make meaningful choices right away, rather than feeling like they were throwing darts at a board in the dark.

I began calling this the Initial Context and have written about it on my blog over the years, including in this 2011 post:

How to Manage a Fantasy Sandbox:The pre-game

For more recent version
The World Outside of the Dungeon

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problem is then it starts to feel like High School or a Job. If they want to stay everything is going well if you have to make them stay then why are they there?

I have an issue with the premise here. Good feedback is still worthy of your time. Hearing out other players is still worthy of your time. Hearing out the DM, is worthy of your time. If you can't sit through listening to others, maybe the 15 minutes isn't the problem.

I view this game differently than a lot of people around here. A healthy table culture doesn't just happen, its earned through cooperation and mutual respect. It's not hierarchical. It's not transactional. Everyone has to have fun for the game to succeed, and that requires constant communication.

I run weekly games for random people off the /r/LFG subreddit. Total strangers make up more than half of my TTRPG experience.

For context; I played with a game designer from Istanbul. To this day I smile when I think about his voice.

There was a guy from Texas who works a manual labor job in construction all day—his big reward at the end of the week was a game of D&D.

A college student from Toronto brought contagious excitement to the table, posting “Game day!” in the Discord every week. You could feel this excitement in his approach to the game.

A player from the Philippines found joy in the game while grieving the loss of his mother to cancer.

Another was struggling with schizophrenia, and he loved how the game helped quiet his thoughts, even if just for a little while.

And there was the Mormon, about to go on his mission overseas, just looking for a bit of peace before the journey ahead.

That’s just in the last year. Every one of them was a joy. And I'm sure there are more who deserve mention.

I've commented in another thread, last year, about how I feel like a fish out of water around here. This is why. My experience is wildly different than the experiences we see posted so often.

In just 7 short years, this hobby has changed my world view, and enriched my life. I've met so many wonderful people, and had so much fun. I can't imagine not wanting to spend that 15 minutes listening to others about an experience we shared. Especially if it leads to playing with them more in the future.
 

Huh - an instance that I would consider railroading where you do not. We are living in strange times. :)

To me, just plopping them down at the dungeon entrance, while perhaps convenient, denies them the agency to do a whole bunch of other things (not least of which is introduce themselves to each other in character, hardly a conversation they'll want to have in potentially dangerous territory!) including scouting the surrounding terrain, gathering info about the place, and so forth.
Did you read the quote from Gygax's DMG.

I think it's pretty clear that, if the players want to do some in-person PC introduction, they could do that as a type of retrospective/flashback, before now bringing the focus back onto the dungeon that the GM has prepared.
 

I have an issue with the premise here. Good feedback is still worthy of your time. Hearing out other players is still worthy of your time. Hearing out the DM, is worthy of your time. If you can't sit through listening to others, maybe the 15 minutes isn't the problem.

I view this game differently than a lot of people around here. A healthy table culture doesn't just happen, its earned through cooperation and mutual respect. It's not hierarchical. It's not transactional. Everyone has to have fun for the game to succeed, and that requires constant communication.

I run weekly games for random people off the /r/LFG subreddit. Total strangers make up more than half of my TTRPG experience.

For context; I played with a game designer from Istanbul. To this day I smile when I think about his voice.

There was a guy from Texas who works a manual labor job in construction all day—his big reward at the end of the week was a game of D&D.

A college student from Toronto brought contagious excitement to the table, posting “Game day!” in the Discord every week. You could feel this excitement in his approach to the game.

A player from the Philippines found joy in the game while grieving the loss of his mother to cancer.

Another was struggling with schizophrenia, and he loved how the game helped quiet his thoughts, even if just for a little while.

And there was the Mormon, about to go on his mission overseas, just looking for a bit of peace before the journey ahead.

That’s just in the last year. Every one of them was a joy. And I'm sure there are more who deserve mention.

I've commented in another thread, last year, about how I feel like a fish out of water around here. This is why. My experience is wildly different than the experiences we see posted so often.

In just 7 short years, this hobby has changed my world view, and enriched my life. I've met so many wonderful people, and had so much fun. I can't imagine not wanting to spend that 15 minutes listening to others about an experience we shared. Especially if it leads to playing with them more in the future.
nice very long do it my way or hit the road. My previous statement stands. If the game is going well they'll want to sit and talk about it. If not your just back in High School being forced to talk about something that you weren't into to begin with.
 


Are you saying one player's need to address a potential problem issue to its conclusion immediately is more important than the enjoyment and time of everyone else present?

I'm saying your assumption trying to address something when it matters rather than three hours later or never isn't something the other players might want to do on occasion is already biasing the discussion and its a constant refrain.
 

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