clearstream
(He, Him)
This seems like another example of jumping to the worst possible example and critiquing on that basis. In which light I ought not to play roleplaying games: they're horrific!Well. All I can say is, I have an extremely low opinion of whatever "principles" undergird railroading. But I will emphasize that "railroading", as I use the term, isn't a good thing. It's inherently manipulative, though not necessarily deceptive. People who knowingly and openly want a linear adventure, and who thus receive a linear adventure, are not being railroaded. They're being given exactly what they sought. Railroading is the act of enforcing a linear adventure in defiance of player interest. Sometimes this is enforced via pretense, deceiving players into thinking the adventure isn't linear when it is; that's illusionism. The thing you described is an example thereof: deceiving players into thinking that their choices affect the direction of play when they don't.
Is it right that you are worried that fail forward can be used by a GM to advance the situation along a preordained trajectory?Anything used to make it easier to deceive players into believing they're getting an experience different from what they're actually getting is, as far as I'm concerned, axiomatically being abused.
Any such problem is with the deceiving, not with using fail forward. Player "I roll 5", GM "You find a poorly concealed secret door." How does the player in that scenario know they were not deceived? It hardly seems necessary to revert to fail forward to manage illusionism."Deceiving your players into thinking they're getting a game they aren't" is one of the kind that is a problem regardless, because in every local environment, it is equally a problem.
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