D&D General [rant]The conservatism of D&D fans is exhausting.

I posted curiosity about the idea of "bypassing an encounter" - not to you or @robeersconley, by the way - and instead of getting an explanation in terms of GM notes, GM prep, timelines, default events etc (which I'm still conjecturing) get berated for asking the question!
Honestly, I am genuinely torn when I try and understand where you're coming from.

Half the time it feels like you're just being genuinely curious at best and, at worst, too invested in the debate for the sake of a debate for my liking, but not acting in bad faith.

The other half it feels like you're going out of your way to try and sabotage meaningful discourse and intentionally misunderstanding what other people are saying to score cheap rhetorical points.
 

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As per my later post, this sounds like utterly pointless semantic quibbling to me. To bypass is go around something instead of straight through it. You're trying to treat words as as highly technical terms of art, laden with all sorts of deep and very specific meaning, while we're just having a conversation over a beer and picking whichever word gets the general point across.
It seems impossible to have a casual conversation around here about game design.
 


Assuming that they're playing Burning Wheel, then no. The whole point of the game is to focus on tests that will resolve key moments of conflict/crisis.

I've posted the rules already, multiple times, so won't bother doing so again unless you're curious.

That depends on the goal or belief.

For instance, "Elves are unstable and need grounding in reality" or "Aramina will need my protection" aren't goals to be achieved.

And even when it comes to goals, at present Fea-bella's player is deliberately choosing goals that Fea-bella probably can't achieve, as he wants the Fate for pursuing a goal rather than the Persona for realising a goal.

Until you tell me much more than you have about what is going on in this example, I have no idea.

For instance, here's how I started my main TB2e campaign:
That's not a railroad. That's just starting the campaign by telling the players where their PCs are and what they can see.

Just what? Where does the "encounter" exist if it never occurred?
Come on. I know you understand the concept of there being an obstacle preventing you from achieving a goal. Sometimes, you can find a way around said obstacle without confronting it directly. Particular when it involves interacting with others in some way (combat, diplomacy, etc), that obstacle may be referred to as an encounter.

Why are you pretending this is confusing? Are you trying to make some kind of point?
 

Strongly empowered to do what?
From the context, to override the written material when it is clear the written material do not serve the group's immediate needs and wishes.
Which of us is the more empowered GM?
Given the above, I do not see how your example is relevant for this particular context. (I even struggle to see how this example could be indicative of a difference in a wider understanding of GM empowerment either, as both appear to be able to use exactly the process you would prefer to do)
 

I don't belive in invisible railroads.
Okay.

What do you call it, then, when the DM...does that? When they engage in illusionism--making it seem as though the players are the ones running the show, when actually it's just the DM?

Because that's a thing. People have talked about it on here extensively. I can dig up at least one entire thread about it, if you like.
 

We all acknowledge the power the GM has to decide in these campaigns. The problem is people are reducing everything in such games to the GMs decision power.
Well, in my case, it's because I ask about what things are removed from that power.

Context? Context is determined by the GM. Things that the GM doesn't consider relevant context won't be included in the decision. Things they do, will. Hence, what counts as "context" in the first place is wholly under the GM's purview. The context cannot be separate from the GM if the GM is the one and only person who gets to decide what counts as context and what doesn't. And unless you're actively speaking your decision-making process out loud--which I have been under the distinct impression is not true of the folks speaking in this thread--then the players don't get any say in what the GM considers to be context or not-context, unless they dispute the decision itself and then get a (partial) expanation--if they're lucky, and the decision wasn't based on context they aren't allowed to know.

Plausibility? Again, the GM is the sole arbiter of what results are "plausible" or not. That's been made very clear. Players might--some of the time--have the right to question it. But in plenty of other cases, it's "plausible" only because, again, the black-boxed information the players aren't allowed to know. Maybe they'll learn it later; either way, if that's part of the context, the players (as I have been explicitly told) must wait MONTHS before they're ever allowed to question it.

"Realism"? Already dealt with that one to hell and back, especially because when people actually did give me an answer, it was...to use the above words to explain it anyway.

I'm looking for something that is genuinely, wholly independent of the GM. Something that--as was repeatedly referenced earlier in the thread--makes it so the GM is not deciding to do X instead of Y, but rather the GM has to do X instead of Y. Where are these "I had to do X" limiters? I know people described the GM as not doing something because they wanted to, but because they had to. Where is that? All the answers I've been given always loop back to the GM doing a thing because they wanted to, a limitation they could easily (not trivially, but easily) rewrite or discard if they wished to.

Yes, the GM can introduce a goblin, that is one of the things GMs are supposed to do in trad play (it isn't a problem for the GM to introduce something like that). But the GM doesn't decide how the players respond.
No, they don't get to mind-control the players.

But they do get to decide what options are "plausible". In other words...they get to decide the menu of things the players can pick from. Which is literally what I used very early in the thread as one of the softest forms of railroading, and nobody seemed to be particularly annoyed at that description at the time (not compared to various other things that elicited a much stronger response).

And the GM doesn't decide if the players went to the part on the map where goblins are common in the first place.
Question: What, exactly, prevents the GM from developing a reason why there would be goblins there, even if previously there definitely weren't? The players cannot see the notes, they'll never know that a new development contradicts that--like literally, it's not possible for them to know that. Even if the GM has already explicitly said in the most absolute and certain terms, "There are absolutely no goblins in <region>", it's been explicit that you don't want a "machine" world, you want a world controlled by a person. What stops that person from deciding, a week after saying "there are absolutely no goblins in the High Forest", that an expedition has been sent from Goblinia to the High Forest? As far as I can tell, nothing stops them from doing that. They then develop this expedition further--the goblins are trying to keep a low profile so they hide their numbers, forage, avoid settlements. Presumably they want something in the High Forest.

Would this not be explicitly acceptable by your rubric? It's plausible, Goblinia exists and has done raids and such in the past. The High Forest has never been a target, but just because it's never happened before doesn't mean it can't ever happen (after all, before the first raid of any kind, no raids had ever occurred!)

Much of the context is determined by the players and their actions.
I strongly disagree. Because of things like the example above. The enormous amounts of context that have not ever been touched by players (beyond, perhaps, the most cursory references) can act as justification for damn near anything. That's...kind of the point of my criticism. There's so much the GM can use, which the PCs literally cannot possibly know about, but which can be used to justify nearly anything.

I think we are all pretty comfortable with the level of authority a GM has in a sandbox.
Not me! I'm still waiting for some kind of limitation or restriction or constraint that isn't, fundamentally, built on something the GM wrote and thus something the GM could revoke or rewrite or rework or develop (etc., etc., etc.) into nearly anything they want.

But I think others are minimizing how much power players have too (because they keep throwing it back to GM fiat power as if that is the only thing that matters in a trad game: which to me sounds much more like a caricature than how they actually play).
When the world is inside a black box, and nothing can be added except by the black-box-controller, and the players only get to hear secondhand some of the things that are in the black box, I really don't see what power the players have beyond:

  • Complaint, which has been previously dismissed with "you just have to trust the GM", "you need to wait 3-6 business months", or "[functionally] never during session"
  • Kicking up a fuss, which has been previously dismissed with "do that and I'll show you the door", or
  • Departing the table

Within the dynamic of "I am a player in this game", the player seems to have functionally no power at all. Threatening to leave because the GM is doing something you dislike is already an indication that play is deeply dysfunctional--trying to present that as the players having power is frankly pretty ridiculous. Like saying that being an American citizen is optional because you can always just abandon your entire life, social support network, and physical resources to live somewhere else (because everyone knows immigration and naturalization are trivial processes nobody ever has difficulty with...)
 

I think I've explained myself poorly, that's my point precisely. There isn't a standard we've agreed on, and energy/design work is spent largely on pursuing new models or smashing together favored mechanics, instead of iterating on a fixed set of design goals.

The framing of "modern design" vs. "GM doing design work on the fly" is incorrect; those aren't on an axis together. We aren't doing development on the same fundamental things, and we end up using critiques of delivery on given design goals as criticism of those goals themselves.

I getcha and if it's not obvious, I do of course agree.
 

What invisible railroad is leading to muting and cannibalism? The example he gave was a railroad being trashed by players and turned from a railroad into the players steering the direction of the game.
The claim was that, because players have choices, GMs functionally have no power at all--"all that power is worth naught."

Which is patently ridiculous when GMs, literally for decades, have practiced invisible railroading, where the players THINK they're making decisions and driving the plot etc. etc., and the actual result was already perfectly determined in advance by the GM....the GM is just very good at twisting, folding, and rearranging the things players "chose" so that the consequences just so happen to be what the GM planned all along.

What power does player choice have in the face of an invisible railroad?
 

One thing about sandboxes people are overlooking is they are usually long form campaigns. The challenge in a sandbox when they start is giving players enough information that they have agency in the world but not giving them so much that their sense of PoV is disrupted (and players often want that first experience of being exposed to the setting to be ground level). But after weeks, months or years of play, they become familiar with it and are able to navigate it more based on what they know. If it is an internally consistent setting, that makes this aspect of play work even better
I am unclear as to why a long-form campaign is incompatible with illusionism.
 

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