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*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7104211" data-attributes="member: 42582"><p>Right.</p><p></p><p>This is what I've been posting: there's no <em>illusion</em> in framing the PCs into scenes their players want them to be framed into. And there's no <em>illusion</em> in the GM engaging in prep/brainstorming which inform that framing.</p><p></p><p>The difference between, on the one hand, prep/brainstorming, and on the other hand, authoring elements of the fiction which are secret from the players and will be used to adjudicate outcomes, is pretty crucial to this.</p><p></p><p>Personally, I find this a really toxic approach to GMing. It feels like the worst of the Gygaxian legacy with none of the good bits of that legacy!</p><p></p><p>In D&D play I think it is in part an artefact of (i) mechanical weaknesses conjoined with (ii) certain design features - because (i) the game breaks down when the PCs gain a certain degree of mechanical prowess, and (ii) various NPC/monster opponents are "locked in" to certain HD/levels of challenge, the GM feels it is important to contain things within those parameters.</p><p></p><p>For me, this is one of the striking elements of 4e - it mostly avoids (i), being mechanically playable across the full spectrum of levels, and it is very flexible vis-a-vis (ii) because of the way its NPC/monste-building rules allow levelling up or down very easily with a degree of autonomy from the details of the fiction.</p><p></p><p>But stepping back a bit from the details of D&D and thinking about the point more generally, my own view is that if the PCs succeed at <em>this</em>, that's no reason why I as GM can't go on to challenge them (and thereby their players) by way of <em>that</em>.</p><p></p><p>And at least in my experience, there is no "cheapening of the experience" by the players getting to have experiences of their PCs doing well engaging things they care about.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7104211, member: 42582"] Right. This is what I've been posting: there's no [I]illusion[/I] in framing the PCs into scenes their players want them to be framed into. And there's no [I]illusion[/I] in the GM engaging in prep/brainstorming which inform that framing. The difference between, on the one hand, prep/brainstorming, and on the other hand, authoring elements of the fiction which are secret from the players and will be used to adjudicate outcomes, is pretty crucial to this. Personally, I find this a really toxic approach to GMing. It feels like the worst of the Gygaxian legacy with none of the good bits of that legacy! In D&D play I think it is in part an artefact of (i) mechanical weaknesses conjoined with (ii) certain design features - because (i) the game breaks down when the PCs gain a certain degree of mechanical prowess, and (ii) various NPC/monster opponents are "locked in" to certain HD/levels of challenge, the GM feels it is important to contain things within those parameters. For me, this is one of the striking elements of 4e - it mostly avoids (i), being mechanically playable across the full spectrum of levels, and it is very flexible vis-a-vis (ii) because of the way its NPC/monste-building rules allow levelling up or down very easily with a degree of autonomy from the details of the fiction. But stepping back a bit from the details of D&D and thinking about the point more generally, my own view is that if the PCs succeed at [I]this[/I], that's no reason why I as GM can't go on to challenge them (and thereby their players) by way of [I]that[/I]. And at least in my experience, there is no "cheapening of the experience" by the players getting to have experiences of their PCs doing well engaging things they care about. [/QUOTE]
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