EzekielRaiden
Follower of the Way
I'm not the one claiming that the players have power so great it overwhelms anything the GM might do.How exactly do you plan to force an end to the "invisible railroad"?
I'm not the one claiming that the players have power so great it overwhelms anything the GM might do.How exactly do you plan to force an end to the "invisible railroad"?
Who here has claimed that traditional play is the only gaming worthy of the name?@SableWyvern
I think where many of us bristle is with the idea that the GM having exclusive ownership of the setting and players having exclusive ownership of their individual characters is foundational to roleplaying games rather than just a subset of them and that it's an inherently more freeing experience for the GM. Many of us have experienced having felt very constrained by that model of play in the past (as both players and GMs). For me personally, a shared ownership model of both setting and character were fundamental parts of my play basically from jump - definitely after the first time I played Vampire and got into games like Legend of the Five Rings that allowed me to dictate a lot of setting through its 20 questions with the idea that the GM would make those answers matter.
It was also a large part of my experience with Mind's Eye Theater LARPs where working with Storytellers on stuff we wanted to see and conversations on the stuff we wanted to do moving forward was a big part of play.
Theater kids like me, who approach the hobby, as a sort of extension of our experience in theater, can often feel like the stuff, we consider fundamental to our engagement is treated like its intrusive. Like the way we play isn't worthy of the same respect. Like even after 20+ years we're still treated like visitors and not valued practitioners of the craft.
Part of that comes from talking about a single approach or a related set of approaches as if they defined roleplaying games as a whole.
As I've said, the limitations we accept on GM decision-making don't count for you, so you will never get the answer you want. From your perspective, everything you claim is true.And yet nobody has actually given me one thing to indicate that the GM doesn't control those inputs and outputs. At this point, I have now had people tell me that in fact yes, the GM DOES control those things, and they're just agreeing not to control it in the wrong ways.
First, context is context and it makes a difference in the scene and how it goes. For instance, if they had not made camp and just kept walking, there would have been no goblin encounter at all. They had been in the same spot for long enough to set up camp, light a fire, and cook dinner. That time, as well as the firelight in the darkness is what brought the goblin to them.....all of which is ENTIRELY IRRELEVANT to whether or not the conflict occurs.
No it couldn't. Not with a good faith DM.It could've happened anywhere. At the inn. On the trail. At dawn's first light.
See above. That campfire is probably why they had that encounter at all.Good Lord, are we really trying to claim now that "See! See! The players ARE making meaningful choices! They have a CAMPFIRE!!!"???
You want to show me who fired first? Go for it. I don't see how it matters at this point.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.............
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?
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.
Because the bulk of it simply seemed to be in agreement with what I'd said all along: you do what you do because you feel like doing it, and you avoid what you avoid because you feel like avoiding it. In other words, there are no actual limits. If ever you felt like railroading in a game would add something to it, you'd do it, no? The only limit is "I don't feel like crossing that line right now."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.
Mostly? I'll be honest: I didn't fully read the final part of the post, because I'd gotten 3/4 through it and found nothing meriting a response. That is harsh, I admit, but...it's how I felt. I skimmed over the last bit which, unfortunately, really was the meat and potatoes and is what I should have read. So I apologize for not fully reading everything you wrote. That was a bad choice. If I may correct that error now: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.
That has certainly been one component of it, yes. And thus, in the spirit of the above apology, I accept yours as well, even if it was only implied.So, to be clear, you don't need a powerful GM with limited constraints to run a sandbox with a persistent world but you do need a powerful GM with limited constraints to run a sandbox with a persistent world in the style that some of us gain the greatest enjoyment from.
I would suggest that a number of posters, quite possibly including me, have, at times, suggested that a persistent sandbox requires an unconstrained GM. If we've done this, it's most likely just because that's the way we've found works for us, because of fundamental assumptions we make based on the sorts of games we enjoy. And that slightly tinted version of the truth, perhaps, has been the entirety of the reason you've been frustrated. Or, perhaps it's not.
What would satisfy me would be either...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?
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.
I'm looking for something that is genuinely, wholly independent of the GM...
I must beg your forgiveness for being rather annoyed at your phrasing here, when you took me to task for saying literally exactly that only a few posts ago...No. That isn't my answer. You asked for the power a player is given for a specific problem. I think players have a great deal of power in the game to act. But it does matter how the GM runs things. If a GM isn't honoring your choices, and is railroading you, the game isn't going to stop that. It is a problem of the social dynamic at the table. Like I said, there is no rule preventing a GM from hitting a player in the face or vice versa. There also isn't a rule in chess to stop you from flipping over the board. But these are all understood to go against the spirit of play. A GM who railroads is doing it wrong. And there is usually GM advice discouraging them from doing that

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.