... or the GM "railroads".Either the GM convinces the players (in-game or out-of-game) to explore the prepared material, or the GM runs something else.
... or the GM "railroads".Either the GM convinces the players (in-game or out-of-game) to explore the prepared material, or the GM runs something else.
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As well, the initial encounter with Vanthus is quite railroady -- the part where he locks them in the tunnels with the pirate zombies. That encounter, at least, can have a different outcome without negating the next issue of Dungeon Magazine.
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Huh??? This has utterly nothing to do with what I have written -- which is, in the first place, not a "counterargument" at all.Your counterargument seems to boil down to "some GMs suck, therefore that method is invalid."
Such as me, at considerable length.You have a whole lot of people on this thread speaking intelligently and eloquently about how they can and have (in some cases, thousands of times over decades of gaming) deal with the unexpected in a plotted game and end up with a result that is satisfactory and fun for everyone involved.
Going back to the Batman example with RC for a moment. Umm, just because the player knows that he will catch the Joker doesn't mean that the player is incapable of supressing that knowledge during play. I play with people who are mature enough to separate in character knowledge from OOC knowledge. Thus, they are perfectly capable of knowing as a player that they are going to capture the Joker and still not be a complete douche by sitting in the corner ordering the GM to give them the automatic win.
It's a different style of play, I admit. But, it's no less valid for that.
Take another example of the Batman catching the Joker. What if catching the Joker is the beginning of the scenario?
RC, we totally agree that there must be meaningful choices in order for there to be a game. Yet, where we disagree is that you seem to be saying that all choices must be meaningful. The GM should never disallow any choices.
In my example of buying a beer, there are still meaningful choices to be made. The end result - I get my beer - is completely a foregone conclusion. Yet, do I walk or drive to the store? What do I wear? Should I take an umbrella? Should I go by myself or take someone with me? Etc. Etc.
Ok, the example is not exactly a riveting game.
Heck, by your definition, Call of Cthulu is no longer a real game since we know, at the outset, that our character's are going to either go insane or be killed. There's no escape in Cthulu, either in Call or Trail. Yet, I'd be hard pressed to say that it's not a real game.
Huh??? This has utterly nothing to do with what I have written
Going back to the Batman example with RC for a moment. Umm, just because the player knows that he will catch the Joker doesn't mean that the player is incapable of supressing that knowledge during play.
Sorry if I misunderstood your intent, or was a little sharp in my response.
What I read was:
KidSnide: Faced with players who don't play the game the GM prepared, a GM can A) talk the players into going along, or B) run something else.
You: Or C) railroad.
My point was simply that we should discard C as an option worth discussing. Competent GMs don't need to do it, and I'm tired of people confusing the actions of inexperienced, incompetent GMs with actual game technique.
Crothian said:As a DM though you can make sure the PCs goto the Volcano. A good DM can even make it so the PCs decide on their own without DM interference. It doesn't matter what they do with the MacGuffin or what side in the conflict they take. Though in a game with this going on I would try to have the players think about the sides ahead of time so I and they knew in advance.
RC said:But here I call shennanigans. I suggest that you do not, in fact, know that Batman will catch the Joker. For example, if Batman shoots himself in the head, he fails to capture the Joker. Instead, what you know is that the victory conditions are very, very easy to meet.
Actually, this is the opposite of the Batman game above. The odds are very heavily against you, but the end is not a foregone conclusion. Moreover, like the cooperate game example, upthread, Bus Depot Diner, the victory conditions do not need to be an on/off switch. The Joker gets away, but Batman saves the tourists. I go stark raving mad, but the world is preserved from Shub-Niggarath.
That's splitting hairs pretty finely. If the chances of catching the Joker are 99%, it's not really all that different from 100%.

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