I don't really care about AD&D or other such ancient manuscripts. I resented your notion that to avoid such railroading you must play these specific games you mentioned, or their ilk. In trad games it is possible to play such way that the players have plenty of opportunity to set their own goals and affect the direction of the game, and of course in narrative games the GM is still in control of framing and such and has plenty of opportunity to "force-feed" their ideas to the players (if we wanted to describe such contributions derisively, but why would we?)
Are you referring to the following post of mine?
If you construct an understanding of agency that specifically precludes the GM from creating content, then it's pretty trivial to claim the players don't have any.
No one in this thread is doing that. They are talking about
the particular details of the 2nd ed AD&D DMG and the 3E D&D DMG.
These posit that
all the significant elements of the fictional situation that confronts the players are brought by the GM.
You, and
@Maxperson, and others may deny that that is an interesting feature of RPGing. OK. Meanwhile, those of us who care about it, and want to avoid it, will be busy over here playing RPGs - actual ones, with published rulebooks and everything - that avoid that feature that is undesirable to us.
(Also, and in passing, you seem to be committing the same logical fallacy as
@Corinnguard did upthread, of inferring from
The GM does not create all the content to
The GM creates no content.)
I've included the post that I was responding to. You'll notice that it was a dismissal, by way of parody, of something that
@hawkeyefan posted, in reply to
@Maxperson, about the passage from p 99 of the 3E DMG:
No he just used a motivation as an excuse to use his canned material. If Mialee hadn’t died, there would have been some other reason for the players to meet the cleric with the wererat problem. If they needed an item instead of resurrection, it would have been a merchant instead of a cleric. And so on.
hawkeyefan was pointing out that this example in the DMG, of an ostensibly "tailored" motivation, is in fact just an example of how the GM can create a "hook" for a fetch-quest or similarly prepared adventure, where that adventure has, in itself, has no connection to the PCs at all.
That strikes me as an uncontentious observation.
@Pedantic's response implies that
@hawkeyefan was denying that there is any way of combining GM-introduced content with player agency. That is obviously not what hawkeyefan was saying: hawkeyefan was critiquing a particular approach to how a GM might prep and frame, the one actually set out on that page of the 3E DMG. Pedantic's dismissive, parodic reply also implies that Pedantic thinks the suggestion in the 3E DMG is fine.
And that is what I replied to. I bundled
@Maxperson into my reply, because it was the conversation between him and hawkeyefan that Pedantic stepped into, and because Maxperson similarly, over a series of posts, appeared to be defending the 3E DMG suggestion as fine.
My reply pointed out the fact that hawkeyefan (and
@Manbearcat, and I) were talking about particular items of advice to GMs, that we were actually quoting from rulebooks. (In my case, the quote was in reply to a question from
@Micah Sweet "Where is it written?" I instanced the writing.)
My reply also took seriously the fact that Pedantic and Maxperson appeared to agree with the 3E DMG advice, and presumably (given its similarity) also the 2nd ed AD&D DMG advice, and replied to that, pointing out that - whereas they appeared to take the view that there is nothing to be said about how it is possible to have more player agency than what is contemplated in that advice, in fact it
is possible to do so.
Now, perhaps you agree with
@hawkeyefan and me that it
is possible to have more agency on the player side than those DMGs contemplate, by using different GMing techniques from what those DMGs advise. I don't really know, as all I know about what you think is from your posts, and your posts seem mostly to criticise other posters who explain why they reject the advice found in those DMGs.
In any event, I hope that makes it clearer why I posted this:
you can assert all day and all night that there is no difference between - on the one hand - what the 2nd ed DMG set out, with its Orc-seeming Ogres, its doppelganger "prisoners", and its mysterious dust cloud that the players have their PCs observe until the GM reveals what it is, or what the 3E DMG advises with its GM-authored fetch quests, and - on the other hand - the sort of play that is set out in Apocalypse World, or Sorcerer, or Burning Wheel, or HeroWars/Quest.
You say "I resented your notion that to avoid such railroading you must play these specific games you mentioned, or their ilk". I don't know what you have in mind by "their ilk". The first published RPG of "their ilk" that I am aware of is Prince Valiant, by Greg Stafford, published in 1989.
The first time I used techniques of the sort set out in RPGs of this ilk was in 1986 or 87, GMing the original OA. I continued to use those techniques throughout the 90s and early 2000s, GMing Rolemaster. My use of the techniques was not perfect, for multiple reasons: (1) I wasn't fully aware of what I was doing; (2) neither AD&D nor RM is, mechanically, particularly well-suited to the use of those techniques (though RM is better suited than, say, RQ - despite the high level similarity between those two systems as ultra-purist-for-system simulation); (3) the advice found in most RPG books of that era, including the RM ones that I owned and read many of, pushed in quite a different direction.
Discovering the Forge around 2004 (I think it was) gave me the vocabulary, and the analytical tools, for better understanding what I had been doing, and what I was trying to do, and why RM didn't fully support it.
You seem to take my criticism of the AD&D 2nd ed and 3E texts as a criticism of those who play those systems, or systems - like 5e D&D - derived from them. That would be an error on your part. For all I know, there are people out there who are doing with 5e something very similar to what I was doing with AD&D OA and with RM. But those people would recognise - when prompted to reflect - that the methods that they are using are different from the examples provided in those texts. That they involve the GM responding seriously to player-evinced goals and aspirations for their PCs in a way that is very different from just using those as a "hook" for a GM-authored, GM-driven scenario. I mean, I was extremely sensitive to that contrast in the mid-90s, based on my experiences of different approaches to play and well before I had an analytical framework adequate to fully explaining the difference.
Conversely, if someone thinks that in criticising those DMGs I am criticising their play, I naturally enough infer that that person likes the DMG advice and follows it in their RPGing. And hence I naturally enough infer that they are engaged in GM-directed and GM-controlled play of the sort that those DMGs advocate.