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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7070470" data-attributes="member: 42582"><p>Well, it matters if you're trying to answer questions like <em>is this railroading?</em> or <em>does this game involve a high level of player agency?</em></p><p></p><p>Those are questions about the way that the content of the shared fiction is being created. So you can't answer them without having information about how the content of the shared fiction is being created. And you can't get that information simply from a description of in-fiction events.</p><p></p><p>Well, if I heard a game described in that way I would form the working hypothesis that it is completely GM-driven: that play is driven by the GM "baiting hooks" and the players following them.</p><p></p><p>I can envisage circumstances in which tht working hypothesis might be refuted; the fact that the GM baited two hooks wouldn't be one of them, though.</p><p></p><p>Why do the PCs need to establish "immersion" in the world? They're of it, aren't they?</p><p></p><p>This notion, especially in conjunction with the last quoted passage, suggests an idea of the PCs as "id", as outsiders who have nothing but the most basic drives. And the GM's job is to somehow discipline or channel that. It's a conception of RPGing that seems very widespread (eg DM of the Rings and Darths and Droids both lampoon it). I tend to see it as one consequence and manifestion of GM-driven RPGing.</p><p></p><p>There are all sorts of ways for the <em>players</em> to establish immersion and a toe-hold within the world than looking for an inn.</p><p></p><p>Why wouldn't the player just tell the GM this? That seems like the most effective way to get the fiction to move in the direction one wants it to.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7070470, member: 42582"] Well, it matters if you're trying to answer questions like [i]is this railroading?[/i] or [i]does this game involve a high level of player agency?[/i] Those are questions about the way that the content of the shared fiction is being created. So you can't answer them without having information about how the content of the shared fiction is being created. And you can't get that information simply from a description of in-fiction events. Well, if I heard a game described in that way I would form the working hypothesis that it is completely GM-driven: that play is driven by the GM "baiting hooks" and the players following them. I can envisage circumstances in which tht working hypothesis might be refuted; the fact that the GM baited two hooks wouldn't be one of them, though. Why do the PCs need to establish "immersion" in the world? They're of it, aren't they? This notion, especially in conjunction with the last quoted passage, suggests an idea of the PCs as "id", as outsiders who have nothing but the most basic drives. And the GM's job is to somehow discipline or channel that. It's a conception of RPGing that seems very widespread (eg DM of the Rings and Darths and Droids both lampoon it). I tend to see it as one consequence and manifestion of GM-driven RPGing. There are all sorts of ways for the [i]players[/i] to establish immersion and a toe-hold within the world than looking for an inn. Why wouldn't the player just tell the GM this? That seems like the most effective way to get the fiction to move in the direction one wants it to. [/QUOTE]
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