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*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7059619" data-attributes="member: 42582"><p>Preference, but an attempt to locate it within a tenably clear framework that I think many RPGers would recognise as making sense.</p><p></p><p>I think it's important to remember what the action declaration was: <em>I look around the room for a vessel</em>. What the check is about is <em>whether or not that succeeds</em>. Narrating the presence of a vessel is simply a byproduct of narrating the success of looking around the room for one.</p><p></p><p>In the case of the mace, writing the mace into the PC's backstory is not an action at all. That's just making stuff up about the PC. The action declaration is "We [there was helping taking place] search the tower for the nickel-silver mace that I left here over 14 years ago." The check determines if that is achieved.</p><p></p><p>What I'm trying to capture is the idea that if the check succeeds, the PC's effort [an element of the fiction established at step 2] pays off, and so <em>more stuff</em> becomes part of the fiction. Looked at in this way, <em>seeing a vessel</em> or <em>finding a mace</em> is no different from <em>chopping the head of an orc</em> or <em>picking the lock</em> (which are also things that have happened in this campaign). The first of the former two makes it true that <em>there is a vessel in the room <u>seen by the PC</u></em>. The first of the latter two makes it true that <em>there is an orc with a severed head <u>that the PC chopped off</u></em>. The ingame causal grounds of the events are different in some ways, but the at-the-table process is not.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7059619, member: 42582"] Preference, but an attempt to locate it within a tenably clear framework that I think many RPGers would recognise as making sense. I think it's important to remember what the action declaration was: [I]I look around the room for a vessel[/I]. What the check is about is [I]whether or not that succeeds[/I]. Narrating the presence of a vessel is simply a byproduct of narrating the success of looking around the room for one. In the case of the mace, writing the mace into the PC's backstory is not an action at all. That's just making stuff up about the PC. The action declaration is "We [there was helping taking place] search the tower for the nickel-silver mace that I left here over 14 years ago." The check determines if that is achieved. What I'm trying to capture is the idea that if the check succeeds, the PC's effort [an element of the fiction established at step 2] pays off, and so [I]more stuff[/I] becomes part of the fiction. Looked at in this way, [I]seeing a vessel[/I] or [I]finding a mace[/I] is no different from [I]chopping the head of an orc[/I] or [I]picking the lock[/I] (which are also things that have happened in this campaign). The first of the former two makes it true that [I]there is a vessel in the room [U]seen by the PC[/U][/I]. The first of the latter two makes it true that [I]there is an orc with a severed head [U]that the PC chopped off[/U][/I]. The ingame causal grounds of the events are different in some ways, but the at-the-table process is not. [/QUOTE]
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Judgement calls vs "railroading"
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