He's got a very well-used Go Thread Me account.I mean, obviously you're uncomfortable making new threads.![]()
He's got a very well-used Go Thread Me account.I mean, obviously you're uncomfortable making new threads.![]()
I think almost stealing the tuning forks probably caused more afront than if you had simply stopped planar travel magic working because of a gods power. Theft is such a personal affront, almost guaranteed to get players backs up. It’s also something most people would want a chance to detect or avoid.
Stealing their stuff is something that is done to the player. Stopping planar travel is something done to the world. I don’t think it changes the railroading issue, but I see why it got on the players wick.
I mean, in D&D, the tuning forks are literally the way that magic works across all planes. Why is this "weirdly specific and contrived"?My issue with the fork stealing is that is is weirdly specific and feels contrived. It weakens the player buy in into the fiction of the situation as it comes across so blatantly as what it actually is: the GM not wanting the PCs to leave. I think the same result could be achieved in ways that would feel more organic, even though the ultimate motivation was actually the same.
How was this theft achieved? Why were the characters targeted? How did the culprits know of their arrival and that they possessed a fork?I mean, in D&D, the tuning forks are literally the way that magic works across all planes. Why is this "weirdly specific and contrived"?
If railroading as a term is kind of fraught, isn't "GM force" just as challenging? I don't know what boundary I would draw around "GM force" and "normal GM play", and my gut feeling is that it's certainly game specific.
While I don't wholeheartedly disagree, I think this sort of appeals to the authority of the books and/or rules in a way that is unsatisfactory.
It suggests that the players should always have perfect information and always have the right tool. That just isn't true.
Now in this case I started with a premise -- the PCs can't simply escape out of the Faewild with Plane Shift --
But, as you say, all this is in service to the scenario and not a "natural" outgrowth of the rules or lore.
I think there could definitely be different assumptions about how widespread knowledge of any one spell is within the greater setting. It is a 7th level spell, after all; players bringing in an assumption that possessors of that spell aren't common seems like a rational assumption.I mean, in D&D, the tuning forks are literally the way that magic works across all planes. Why is this "weirdly specific and contrived"?
I mean, railroading as a term is "fraught" in the sense that it's generally considered to be pejorative if used to describe a particular game or gameplay. (I've argued against the term's use as purely pejorative in the past, but I do appear to be in the minority in that opinion.) Using a term that might insult someone seems fraught to me!Whether the term is "fraught" isn't the point I had for the question. And, you kind of lay it out there...
You would separate "force" from "normal play". As if some use of force is abnormal, or wrong?
I don't think it's remotely inexplicable. If you kill a PC the player soon gets another. If you beat them up they need a long rest. But taking their stuff and that's potentially permanent.It may be one of those player kneejerk reactions that are kind of inexplicable. You can beat their PCs up, even kill them, and some players will shrug it off. But, oh man, imprison them or <shudder> destroy their stuff and they'll go ballistic.
Interesting, I had not thought about GM fiat as a form of railroading.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.