Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 7101166" data-attributes="member: 16814"><p>I dislike fisking, in general, as I find it impedes discussion and turns things into a point by point. That said...</p><p></p><p>1) the caveats weren't lampshading, but were meant to provide assurances that I actually wasn't trying to insult a playstyle. I'm much more interested in frank discussion that takes the bad in with the good and recognizes the underlying values at play, which can be easily taken as trying to insult.</p><p></p><p>b) Story Now vs Illusionsim: you're absolutely right that those definitions were made to be antithetical. That was part of my point, poorly made -- that despite this, there's still elements of Illusionism in Story Now games. The DM has a wide lattitude to provide a story that can be moved to a point they want, for instance. Examples would be introduction of fiction or framing in response to failures. Yes, there's the idea that everything must be about the players, but it's fairly trivial to attach a preferred story element to a character's stated intents or beliefs or actions, especially if you do it beforehand. There's also the Illusionism of soft-pedalling failures until the characters succeed. But, the main thrust was that there's a very subtle from of Illusionism (as defined) throughout the entire concept because the DM uses their force, limited as it may be, to adapt whatever they introduce to be part of the story. The skulker, as an example, was introduced by the DM, and then moved in the fiction to be relevant to the players, almost no matter what they players would have wanted otherwise. No player said, "I want there to be a skulker", it was, as stated, introduced as framing -- a potential challenge. Then it morphed to be in front of the characters as they did define what they cared about, until the skulker, now advisor to the Baron, <em>was </em>what they cared about. This kind of thread can be followed in many story games (but not all, it's not guaranteed).</p><p></p><p>That was my point. And I also agree that Forge-speak is generally too loaded with smug to be of more than limited use. It's custom built to define things not wanted as bad, and things wanted as good, so if you engage using the terms and their assigned definitions you're automatically adopting the good/bad assignments. Makes it very hard to argue a point against while using the terminology. I've adopted it here because I find it self-contradictory (mildly, at least) and because it's preferred by those with whom I'd like to discuss the point.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7101166, member: 16814"] I dislike fisking, in general, as I find it impedes discussion and turns things into a point by point. That said... 1) the caveats weren't lampshading, but were meant to provide assurances that I actually wasn't trying to insult a playstyle. I'm much more interested in frank discussion that takes the bad in with the good and recognizes the underlying values at play, which can be easily taken as trying to insult. b) Story Now vs Illusionsim: you're absolutely right that those definitions were made to be antithetical. That was part of my point, poorly made -- that despite this, there's still elements of Illusionism in Story Now games. The DM has a wide lattitude to provide a story that can be moved to a point they want, for instance. Examples would be introduction of fiction or framing in response to failures. Yes, there's the idea that everything must be about the players, but it's fairly trivial to attach a preferred story element to a character's stated intents or beliefs or actions, especially if you do it beforehand. There's also the Illusionism of soft-pedalling failures until the characters succeed. But, the main thrust was that there's a very subtle from of Illusionism (as defined) throughout the entire concept because the DM uses their force, limited as it may be, to adapt whatever they introduce to be part of the story. The skulker, as an example, was introduced by the DM, and then moved in the fiction to be relevant to the players, almost no matter what they players would have wanted otherwise. No player said, "I want there to be a skulker", it was, as stated, introduced as framing -- a potential challenge. Then it morphed to be in front of the characters as they did define what they cared about, until the skulker, now advisor to the Baron, [I]was [/I]what they cared about. This kind of thread can be followed in many story games (but not all, it's not guaranteed). That was my point. And I also agree that Forge-speak is generally too loaded with smug to be of more than limited use. It's custom built to define things not wanted as bad, and things wanted as good, so if you engage using the terms and their assigned definitions you're automatically adopting the good/bad assignments. Makes it very hard to argue a point against while using the terminology. I've adopted it here because I find it self-contradictory (mildly, at least) and because it's preferred by those with whom I'd like to discuss the point. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
Top