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

I didn't say THAT GM was.

I asked what power the player has WHEN ON an invisible railroad.

Well, if you suspect you are being railroaded, you address it and find out what is going on. If you feel it hasn't been addressed, you find a new group or start your own game with people who don't like invisible railroads. There is nothing in the rules to stop the GM from punching you in the face for asking questions either. That doesn't mean getting punched is an inherent problem to the game
 

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No, because it is about the principles underlying the GM decisions. You are just reducing those principles to 'not doing anything wrong'.
Yes, because so many people simply refuse to discuss those principles in any way, shape, or form, other than in the most abstract and uninformative terms like "realism". I've gotten, I believe, two people to actually engage on that. And with at least one of those two, guess what, we made some progress! It wasn't all smiles and glad-handing, but both of us walked away having learned a little and having gained some understanding.

And the thing you are concerned about isn't wrongness, it is railroading. So even if I was saying the thing stopping the GM from railroading, is the GM being a good GM, that still isn't circular

Also my actual argument was "If the GM is genuinely letting the players make choices, then you don't have to worry about an invisible railroad". It needs some clarification, and isn't the strongest argument in the world, but is a far cry from circular reasoning
I don't understand how. Like I genuinely don't: "the GM is genuinely letting the players make choices"--firstly, note the "letting", how gracious of that GM to let me!--PRESUMES no railroading is going on. I elided that to "doing wrong" because I thought it was agreed that, in the claimed style, railroading would be wrong. My apologies for not spending a hundred characters when twelve would do.

"The GM is railroading" MEANS "the GM is not genuinely letting the players make choices". Hence, the argument is circular: "If the GM is genuinely letting the players make choices, then you don't have to worry about the GM not genuinely letting the players make choices". That's precisely what a circular argument is. The premise entails the conclusion. If the GM is genuinely letting the players make choices, then you have already presumed they aren't railroading!
 

No. Because the goblin stepped into the camp(context the players provided by camping), and into the firelight(context the players provided by lighting a fire at the camp), and interrupting dinner(context the players provided by saying they were eating dinner), and on and on.

A huge amount of the context of that goblin scene came from the players and NOT the DM.
....all of which is ENTIRELY IRRELEVANT to whether or not the conflict occurs.

It could've happened anywhere. At the inn. On the trail. At dawn's first light.

Good Lord, are we really trying to claim now that "See! See! The players ARE making meaningful choices! They have a CAMPFIRE!!!"???

Acting in the manner you are describing, where there's no context being provided by the players as the DM is ignoring it, would be if @Lanefan described the goblin walking up to the party as they were pushing through the night, after having decided not to camp or eat anything. THAT would be an example of the DM providing almost all of the context and the players not providing much. I say "almost all," because the fact that they PCs are there is the players providing at least a bit of the context. THEY created those PCs and that part of the context, not the DM.
But the DM can do literally the exact same thing in any of those contexts. Like I literally wrote the above stuff before reading this.

"At least a bit" is precisely my problem. "At least a bit" can be anything greater than nothing at all. Which...yes, I granted that, hence why I didn't the DM controls 100%, but 99.9% (or various other many-nines numbers).
 

It's easy to have a casual conversation about game design that assumes all designs are variants on AD&D c 1984.

If you want to have a conversation about game design that departs from those norms, in my experience you are likely to have to defend such a departure against extremely hostile fire!
I've seen more than a few shots fired from the non-traditional side.
 

Well, if you suspect you are being railroaded, you address it and find out what is going on. If you feel it hasn't been addressed, you find a new group or start your own game with people who don't like invisible railroads. There is nothing in the rules to stop the GM from punching you in the face for asking questions either. That doesn't mean getting punched is an inherent problem to the game
So, if I'm understanding correctly...

Your answer to "what power does the player have when on an invisible railroad?"...

Is "None, except to leave."

Which is what I already said. So...why are we arguing about this point?
 


I've seen more than a few shots fired from the non-traditional side.
Sure. I don't believe pemerton claimed otherwise.

But is that an aggressive assault by a foreign invader?

Or is it in response to the hostility already present here, or at least that has been seen over...and over...and over...and over...and over...and over...and over...and.............
 

Several people spoke of various things--"realism", plausibility, consistency, etc.--as limitations on GM action. I don't know if anyone used that specific phrasing, but there were repeated assertions that there were limits of some kind, and those limits were genuinely external to the GM. That's why I've kept asking, repeatedly, where the external limits are. Because I was told they were there.

I wouldn't be asking this if I hadn't been told, repeatedly, that such things were there. I have no interest in "scoring points" or "catching" people in some trap or whatever. I have better things to spend my time doing.

I'm simply asking because I was told they were there. If they aren't, that's fine, though I do think it affects some of the other arguments made, if the (alleged) limitations, guidelines, constraints, whatever-we-wish-to-call-them are not in fact external to the GM as was previously described.

Because, contra what you've said above, that IS the way that those advocating this particular style HAVE argued that their position is special and different and not like other styles. That theirs is "realistic", or "consistent", or that it articulates a world that "really exists", or various other claims, and that any other style does not achieve this state (with the usual jab, implicit or explicit, that the kinds of games @pemerton speaks of not only don't do this, they cannot do this even in principle, for various alleged reasons.) That the GM isn't doing things because they feel like it and exercising their individual judgment acting on their individual preferences, but rather that they set up something and then have to abide by it regardless of--indeed, utterly disconnected from--any personal preference for what could or could not happen, what does or does not matter, what should or should not result from a given action.

Pretty much the only thing I've gotten thus far, the only actually concrete thing, is a commitment to what video games call a "persistent world", from an actually pretty productive exchange where I clarified my terms and someone else clarified theirs, rather than either of us just flat-out declaring "I can't explain it, you just have to accept it". I don't know if "persistent world" is the phrase fans of this style would welcome (it is, after all, a term from video games and that can raise hackles in any TTRPG discussion), but I will continue to use it, with quotes, unless/until someone challenges it and offers at least some kind of alternative they prefer, to at least cut down a little on the back-and-forth.

A commitment to a "persistent world" does in fact entail some, minor, limitations on the GM. They're still very soft limitations, since original input is still 100% under their control and inputs that have not yet been made available to the PCs may be changed at any time without breaking that commitment, but they're limitations nonetheless and that's something. In specific, with a persistent world, the GM is pretty much hard-required to continue iterating on things in places the PCs are liable to go, even if they don't actually do so, and significant changes require commensurate justification. I consider that an extremely low bar, but it isn't a bar below the floor (like the "wait several months" answer, that's very much a through-the-floor hurdle, because several months is plenty of time for a GM to just invent whatever they want and rigorously check it for holes or issues.)
The issue is that you don't consider any of those things to meet your criteria of a limitation. We do.
 

Yes, because so many people simply refuse to discuss those principles in any way, shape, or form, other than in the most abstract and uninformative terms like "realism". I've gotten, I believe, two people to actually engage on that. And with at least one of those two, guess what, we made some progress! It wasn't all smiles and glad-handing, but both of us walked away having learned a little and having gained some understanding.


I don't understand how. Like I genuinely don't: "the GM is genuinely letting the players make choices"--firstly, note the "letting", how gracious of that GM to let me!--PRESUMES no railroading is going on. I elided that to "doing wrong" because I thought it was agreed that, in the claimed style, railroading would be wrong. My apologies for not spending a hundred characters when twelve would do.

"The GM is railroading" MEANS "the GM is not genuinely letting the players make choices". Hence, the argument is circular: "If the GM is genuinely letting the players make choices, then you don't have to worry about the GM not genuinely letting the players make choices". That's precisely what a circular argument is. The premise entails the conclusion. If the GM is genuinely letting the players make choices, then you have already presumed they aren't railroading!
For the third time in this thread now I have gone to some effort to give you explanations you seem to be seeking, taking my time to try and understand and respond to your specific concerns. I did this even after I had decided not to bother engaging with you any further.

And, every time, after initially engaging me, you completely ignore the final, most important response. But you do go immediately back to this pointless bickering over stuff that is getting you nowhere.

I ask you, again, what is it that you are seeking to achieve here? What is that anyone here could possibly do to satisfy you? My efforts have clearly failed you. What do you think @Bedrockgames can say to you or do for you that will resolve this issue for you? Do you honestly believe anything he can be expected to say will help you in any way?
 

Can't you just say you prefer games where the GM has hard restrictions in what they're allowed to do? As far as I can tell that's what this all boils down to. You want the GM constrained in a stronger way than their own judgement and the social contract. Others don't.
Because I was told they were constrained. By "realism" or "consistency" or various other things.

Now, surprise surprise, folks are admitting what I already argued, thousands of posts ago, but which was utterly unacceptable then. They aren't limited. Like they literally flat-out aren't. It actually is indistinguishable from--as folks have been so insistent that it must be--DM whim. It's what you feel like doing, all the way down. Nothing more, nothing less. You feel like doing X, so you do X. If you didn't feel like doing X, you wouldn't. What makes you feel that way? "Assumptions", apparently. Any request for further details will be met with "nope, sorry, can't explain, you just have to accept these words", regardless of whether anything was communicated at all.
 

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