A Question Of Agency?

Sure it is. You have a problem: picking your nose. You stop picking your nose, the problem is done. My point is railroading is as easy to see as the problem of nose picking. It is also a habit, which you break by not engaging in it.

Oh I think railroading is far harder to spot than nosepicking. I also think it’s a pretty poor comparison.

Railroading isn’t something that is actively discouraged. In fact, it is at times promoted as the standard by which the entire hobby functions.

Now, I think most of us here have enough experience to have a sense of what railroading is and how to avoid it. I expect the definition of what constitutes a railroad would be the big point of contention.

But if you think that having processes and rules in place to prevent railroading is a bad idea, or that doing so must in some other way handcuff a GM, then I don’t think we’ll agree.

Because agency is about being able to make meaningful choices. My words and political strategies are meaningful choices I am making in play to advance my goals. Isn't more agency enhancing to put power to my actual choices rather than shift them to a mechanic. Now this does require that the GM adjudicate my choices. Which, I would argue, is the very essence of what makes an RPG. It is that on the spot ability of a human hearing what you are trying to do, and then logically applying that to the world. Keep in mind, I may be doing very specific things, like inviting senators to feasts, with the aim of doing putting them in a compromising position, which I can exploit to force them to ally with me. And I may be saying very specific things, as Cicero did, in my speech. Now it is true, people may be unmoved by what I say, and my attempts to put senators in positions where I can essentially blackmail them into voting my way could backfire or simply not work. But if you have a mechanic in place for managing those things, all those specific choices I have made (which are an expression of my agency) have no meaning if a simple die roll can undo them. In fact the only real agency I have is at character creation when I take the relevant social skills, between sessions when I upgrade them. The only other meaningful choice I might have is to use or not use them. Granted some systems might give more weight to things I say and do, and factor those into the mechanic. But that just helps prove my point that for there to be real agency, what I say and do, need to actually matter because those kinds of things in an RPG are all about making meaningful choices. And they are also FUN. There is tremendous fun to be had if you are in a political intrigue campaign like I describe, to actually engage in political intrigue.

Yes, I absolutely agree. I love that kind of stuff. I prefer for there to be rules on how to go about it. And I don’t just mean “say my argument, then have the GM determine a DC, and make the roll”. I prefer that the mechanics of all this be as robust and engaging as the scenario you describe. The bribery and the invitations and the politicking....I want all of that to matter in some way I can understand so that I know the game and can then make meaningful and informed decisions.

Imagine baseball where the umpire didn’t call balls or strikes. He tracks them, but none of it is known to the players. How are they supposed to approach the game?

This is where “GM Decides” puts us.

Now, I know you’ll say “oh it’s about trust” but that’s not it. I may trust that the umpire has called each pitch exactly as he sees them. I just may not agree with his opinion.

And again, the reason mechanics with social skills and similar things can be a problem is because of the gap that can arise between what the player says and does in character and what the result of their roll is (to the point that what they say and do in character, may not matter at all, it might just be narrative dressing).

It can matter if you like. “Wow that’s a really compelling argument....roll with advantage.” And so on.

When a 12th level fighter rolls a 4 on his attack and misses the fire giant, do you assume he’s tripped over his shoelaces and fallen on his face? Probably not. So again, why can’t a compelling argument, eloquently worded, still fail to sway anyone?

I think that if the player takes the time to really lay it on and does a good job, there’s nothing wrong with giving them a bonus of some kind, as per my example above.

I think this need to vet the attempts speaks to an underlying need to steer things. Whether it’s to preserve some idea about a NPC or other story element, or to keep some secret from the players that will matter later, or any other number of things.
 

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I suspect they are advocating for a more granular approach to the definitional work rather than simply a different term.
Something Seems off to me to attempt to use an “argument of offense” to force a different definitional framework instead of just replacing the offensive term. I can’t quite put my finger on what is off about that though.
 

I think this need to vet the attempts speaks to an underlying need to steer things. Whether it’s to preserve some idea about a NPC or other story element, or to keep some secret from the players that will matter later, or any other number of things.
Quite the contrary. For me it is about honoring what the player actually says and does. I have no interest in preserving a story element or steering things. I just want to keep point of view during play (players shouldn’t know what White Bearded Sage’s motives are, because those are in his head, not their heads). But that sort of thing isn’t hidden in order to help me drive the players in some direction or something. And, importantly, that info may be obtainable from people who know white bearded sage. My priority is being honest in the NPCs reaction. If players find some powerful organization for example and propose a temp alliance to help kill a spirited beast, even if that basically means the adventure is an instant win for them, because the6 have hundreds of high ranked men helping them, I will let that happen in a heart beat if I think their proposal would meet with a positive response (for example say one of the PCs pledged something big, like offering to marry the daughter of their leader, after learning from someone that the sect leader is desperate to marry her).
 

Something Seems off to me to attempt to use an “argument of offense” to force a different definitional framework instead of just replacing the offensive term. I can’t quite put my finger on what is off about that though.
The example was off for me, as I wouldn't quite describe Vampire TM as a 'traditional' RPG. For me, that's more like OSR stuff, Classic Traveller, yadda yadda.
 


Why not just let them succeed at persuading in this case. What does the roll even add?
It allows players who aren't good at 'laying it on' to play the same kind of character, and it also takes the results out of the judgement of the GM and places them in the even hands of Fate. It also nips in the bud that age old issue of 'that guy' who takes CHA as his dump stat and then proceeds to own the social phase anyway because the player is a charming fellow.

I'm not advocating for over-rolling mind you, I'd only call for a roll when the task has consequences.
 

You keep trying to force me into this real world simulation box and I keep telling you that isn't what I am aiming for at all. I am aiming for something much lighter, which I call believability. Which is stuff like is the world internally consistent, are the NPCs responding logically what the players are saying (NOT are they responding with the success rate of real world people having conversations: honestly I am not even sure what that looks like or means to be honest). Basically believability is believable enough for the purposes of a game. Again, you are approaching this with an engineer mindset. I am not.

Just to maybe step in and hopefully clarify, neither of you seem to be approaching this from an “engineer’s mindset”. Your appeal to believability sounded like some kind of simulationist angle, so I think that’s how @Manbearcat took it.

If you’re not concerned with fidelity to some kind of simulationism such that the “to hit for faces” in real life isn’t a concern, than that’s fine.

But then I think the question becomes what makes your logic preferable over a player’s?

So you go through your thought process for a NPC and you’ve calculated what you think is a plausible response. Let’s say the player does as well. They have an idea on what’s plausible.

What makes your idea somehow more plausible, or is it simply selected by default as the GM’s choice?

And either way, doesn’t this mean that the GM is steering things? “Faithfully” as it may be.
 


Why not just let them succeed at persuading in this case. What does the roll even add?

That depends on what’s at stake and a lot of other factors. But I think that is a reasonable response, sure.

Edited to add: Sorry, I somehow lost the second paragraph I’d typed.

The roll adds tension. If the outcome is uncertain, calling for a roll brings that uncertainty to the table in a tangible way.
 
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Generally I view the role of dice as a means for heightening the narrative tension of the moment. If the game has a resolution system with actual teeth to it going to the dice creates this moment where we all get to be audience members for a little bit and see how things go. It's a big part of the magic of roleplaying games to me. Also it's less the dice, but what they imply if the system has actual teeth.

I agree that DM decides with ritualized dice rolls does not really add anything to DM decides.

I personally am also not a huge fan of going to the dice to resolve friendly negotiations where everyone is negotiating from a position of good faith. I think talking it out at the table does a good job of modeling building real life consensus. There's no real tension in such exchanges. I like to go to the dice for those moments where an NPC might catch you in a lie or you are showing a willingness to commit violence. Those moments should feel tense.
 

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