Realistic Consequences vs Gameplay

I think like many terms used in RPGs, its meaning has suffered from a great deal of drift to make it basically meaningless at this point. Kind of like "metagaming." Ask 10 different people what it means and you're likely to get 10 different answers.

I did some quick Googling and found a post that I think is right on this issue. (And though I'm loathe to post it given my past interactions with the writer, when someone is right, they are right, and I try not to let my personal views get in the way, even if I don't always succeed at that.)

Again, I don't think we're disagreeing here. I agree that it gets overused and misused, and that you'll get different definitions from different people, but I think there will be a lot of people who will describe a very linear adventure as "a railroad" even if the GM (or adventure) never overrides player/character choice (which I think that latter is the definition you used above, feel free to correct me if I'm wrong).
 

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The discussion is premised on this detail being present because it does matter to play -- ie, the presentation of the Captain's feelings about orphanages was presented in a case where that detail mattered to play. It's fairly obvious that if orphanages don't come up in play, this detail of the Captain will also not come up in play. That's uninteresting to discuss. The discussion, then, is about how this works when it does matter to play -- when this detail is important.

I think this is a poor detail to follow for this discussion because it is contrived and was presented more as a counter to a premise rather than a fully coherent play example on it's own, so it's pretty flawed for the purposes of discussion. However, it was followed and the core assumption of following it is that it has impacted play. We're past the point where it might not come up -- it has come up, so how does that work.

Also, if it doesn't come up, then it's not a great example of prep that helps the GM play an NPC more fully because it's an irrelevant detail.
It doesn’t feel like your answering my questions. Both the details “Captain of the guard feels strongly against burning orphans” and there “There exists an orphanage that the PCs could burn down” are details that could reasonably come into play because of the PCs approach to challenges in the game, without being the only or even an obvious solution.

What am I missing from your perspective?
 

Again, I don't think we're disagreeing here. I agree that it gets overused and misused, and that you'll get different definitions from different people, but I think there will be a lot of people who will describe a very linear adventure as "a railroad" even if the GM (or adventure) never overrides player/character choice (which I think that latter is the definition you used above, feel free to correct me if I'm wrong).

Yeah, people are free to be wrong. :)
 

I don't see it as being much different from having an ancient red dragon who will attack if she catches the PCs trying to steal anything from her hoard. Is there anyone who considers that unfair?
Let's say the players notice a sleeping dragon while exploring a series of caves. They walk over to the dragon, waking it, and demand its hoard. Without a roll, the dragon declines the request. Have the players been railroaded? I think not.

<snip>

I don't see how that has anything to do with railroading. It's railroading in the same sense that putting walls in your dungeon is railroading.
Let's set aside for the moment the conversational equivalent of the moon arrow, which includes things like asking the dragon to give you his horde for no reason, or asking an implacable and evil foe to start putting flowers in the barrels of guns. Before we set those examples aside, it's worth noting that they are already different from the chasm jump in one important respect - the rules do not say the action is impossible, and there is thus no rules-mandated failure state. We have moved into the realm of ultimate power - DM fiat. For the most part, those extremely unlikely examples we are setting aside are not impossible due to the rules, but rather for reasons that might be branded common sense - Dragons do not generally give away their hordes. I would submit that this is still broadly similar to the chasm jump though, as most players should realize that its not going to happen on a simple ask, no matter how charming you are, and I don't think that's really an example of an intractable NPC either.
In many, perhaps most, D&D games, a big part of the game is gathering treasure by using player-side resources to overcome obstacles. That's why talking a dragon out of its horde is not a feasible action declaration.

In a game with a different premise - eg Cortex+ Heroic - suddenly talking a dragon out of its horde becomes quite feasible. In that system there is no resource or resolution difference between fighting and talking - the difference is purely in the fiction - and winning a treasure is just adding another trait to your PC sheet. I haven't had a dragon talked out of its treasure in that system, but I have had a PC talk the dark elves at the bottom of a dungeon out of their treasure. It was pretty amusing at the time - the trickster PC escaping with the treasure while the other PCs were locked in battle with a group of dark elves.

Are walls in dungeons railroading? Often not - they frame the challenge. The players expect them, and have them narrated to them in advance of action declarations. They are part of the framing and provide the expected ground for action resolution. Are secret doors railroading? It depends on the details, but they can be.

Shift the context slightly: can walls and secret doors be railroading in an urban intrigue adventure? Absolutely! Because in that sort of adventure - which doesn't have the exploration-and-map-every-square aspect of a classic dungeon - narrating walls, secret doors etc can essentially become a tool that the GM uses to shape all transitions from scene to scene, block certain approaches to resolution, etc.

So intractable only really applies up to the point where the NPC's motivation to accede to a request overcomes their natural reluctance to follow the rules, or to put it another way, it applies until the fictional frame is shifted enough that their intractable trait is no longer the primary objection. In addition to reframing to overcome objections, there is also the idea of leverage, which comes into play much more strongly in the case of neutral or hostile NPCs. The easy example there is that fear for one's life is leverage that can overcome a lot of seemingly intractable character traits, but also in the mix are fear of embarrassment, greed, threats to cherished possessions/people, the prospect of advancement, appeals to authority, and a bunch of other things.

Given the rather long list of methods the PCs might use to circumvent, modify, or otherwise overcome even the most intractable NPC, I don't think it makes a lot of sense for the DM to rule by fiat that the action is impossible.
I certainly agree that if you can come up with a clever way to circumvent an intractable trait, then success becomes a possibility.

<snip>

When I was speaking of auto-failure, I wasn't including all possibilities. Just the ones that try to overcome the trait directly. If you try to convince the baron to do what you want by insulting him, you'll fail. Of course, insulting someone is rarely a good way to get someone to do what you want.
Re the last sentence: bullies use that particular technique all the time. And there's plenty of them in the world!

On the bigger picture: focusing on leverage and ono clever ways to circumvent encourages expedient play. @FrogReaver already made this point.

What about passionate play? I remember when I ran Bastion of Broken Souls (mechanically adapted to RM and integrated into an ongoing campaign): I ignored all the stuff in the module that said (in effect) the only way to deal with this NPC is to fight him/her. In one case there was an angel who was a living lock to the gate the PCs wanted to pass through: they could only open the gate by killing the angel. The PCs didn't want to fight the angel. One of the PCs, through an impassioned oration (as reflected in strong checks using the RM social resolution framework, which is not that sophisticated), persuaded the angel that the only way for her to fulfill her duty was to allow the PC to kill her. Which he then did. It was both more dramatic and more tragic than a PC-vs-angel fight. The fact that the module writer forbade it in his text just tells me that either (i) he doesn't have a very good eye for drama or (ii) he thinks that the game will break down if it drifts away from expedient play, in which NPCs are just obstacles and/or puzzles.

But expedient play will never really resemble the source fiction, because very little of the source fiction is about expedient characters. Certainly not LotR. And not REH Conan (despite the occasional assertion one sees to the contrary.)
 

I never consider details red herrings. Even if I don’t have a use for them, a sufficiently clever player might.
The author of the post I was discussing has cheerfully agreed he intended red herrings. What you mean wasn't even on my mind. However, 8ntroducing extraneous details has a point where it goes from interesting flavor that might spur play to acting as chaff. I strive to stay on the former side of things.
 

Right, but you also said "I don’t know how anyone can really disagree that when a GM removes options available to the PCs to resolve an obstacle, things become more of a railroad. It seems self evident." I think you have the right of this in the post to which I'm responding, but I disagree with this part here.


Fair enough. I don’t want to get into a semantic disagreement because I feel we’re largely in agreement. I’ll only clarify that what I was visualizing with that comment was something like a flowchart with many branches, and then seeing as most of those branches dead end, leaving only one actual path
forward.

It has more to do in my view with co-opting or negating players choices, sometimes hiding it behind the illusion of choice. The DM presents X, Y, and Z as paths. The players choose Y. The DM presents X anyway. That's railroading. Constraints on particular decisions because of the fictional context isn't the same thing, even if it's constrained down to just the one choice.

I don't view this as a spectrum. You're either railroading or you're not. Now, an adventure may be more linear and linearity could probably be described as being on a spectrum, but that's not the same as railroading.

I’m looking at the encounter level or session level perhaps, not at an adventure or campaign level. I don’t consider one instance of railroading to apply to an entire campaign.

More instances of it makes a game more of a railroad. Fewer instances make it less so.
 

But sometimes the fiction removes those choices. It makes perfect sense for the King who is strong in strategy and tactics, and has a 20th level wizard at his disposal, to ward the castle against teleporting in, passing through the walls via magic, flying in, setting up the entrances and windows to reveal invisible creatures and objects, etc. Between the two of them, they've set up appropriate defenses for their means, but forgot the sewers.

It's not railroading to have NPCs use the means at their disposal to defend the castle from entry that they do not approve of, even if that leaves the available options of entry at one. And even if the PCs don't discover these defenses until it's too late. I would presume that most of these things could be found out by subtle questioning of the locals, so it would be on the players if they didn't investigate thoroughly before trying to gain entry.

Now, that still does not leave out creativeness. If the players had their PCs wait for someone who works in the castle to leave and wanted to risk bribing the NPC to deface the anti-teleportation runes or something, allowing the party to teleport in, that would be something that could potentially work as another avenue of entry. Of course, they run the risk of that NPC not wanting to risk his or her life and going to the king hoping for a reward, putting the PCs in a worse position. But that's what this game is all about. It's those sorts of things that make the game really interesting.

You’re missing the “no matter what” requirement. If there are still multiple paths available....convincing someone inside the castle to disrupt the wards, finding an equally powerful wizard who is friendly to the PCs to thwart the opposing wizard, etc....then it’s not a problem.

All you’ve done in your example is make the obstacles harder. That in and of itself isn’t a problem.

But if the PCs watch the folks who come and go and try to find someone who may help them disrupt the defenses, and the only NPC they find is the baron’s nephew and would never agree to that no matter what....then we start drifting into questionable territory.
 

DM SAYS NO!

Not allowing the PCs to convince the captain no matter what would be a bad decision in this case. What if the PCs show him an orphan and they then dispel its shapechanging ability, revealing its true form as an imp. Still not believing? What if we show him the cultist's journal, swiped from his nightstand when the party rogue scouted the place out....the journal clearly details the cultist's plan. No? Still not convinced? Man you love orphanages even to a fault.

You're shooting down their plan before they even have a chance to see if it will work. There are several points where the DM could make a different choice that totally shifts how this may play out.
Thank you. At least I can better understand your position. However, with all due respect, both the OP example and Maxperson’s example are more akin to the situation where the characters meet the Captain empty-handed and expect a high Persuasion roll to carry the day.
 

Thank you. At least I can better understand your position. However, with all due respect, both the OP example and Maxperson’s example are more akin to the situation where the characters meet the Captain empty-handed and expect a high Persuasion roll to carry the day.

Well, the OP is actually unclear, I think. We don’t really know what was being negotiated or why, or what either party was offering. All we know is things were going reasonably well, and that was then interrupted by the PC who insulted the baron.

The orphanage scenario....well, it was what it was.

When the DM is responsible for the introduction of the obstacles, the NPCs who can either help or hinder PC efforts, the traits of those NPCs that determine the likelihood of their willingness to help or not, and also the chances of any possible solution the PCs come up with.....that’s just a lot on the DM.

Many are saying that it’s best if the DM has all this stuff decided ahead of time. I feel the opposite...I think that committing so strongly beforehand tends to push things in bery predetermined ways. Which may be fine, but for me is not preferable in most cases.
 

The author of the post I was discussing has cheerfully agreed he intended red herrings. What you mean wasn't even on my mind. However, 8ntroducing extraneous details has a point where it goes from interesting flavor that might spur play to acting as chaff. I strive to stay on the former side of things.
I’m not disagreeing with you. However, my point was that even if Lanefan as the DM may include a detail as a “red herring”, that doesn’t make it one in practice, as any of his players could take a previously established red herring and make it relevant to the adventure.

In my game last night, the players broke into a courthouse and found themselves in the records room. The comfortable armchairs I put in the room were a red herring up until one of the players jammed it against the door to prevent the guards from entering.
 

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