Realistic Consequences vs Gameplay

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.

I don't need everything decided, and I don't expect an NPC to be intractable about everything; all I want is a fixed star or two I can use to navigate the character. So (hearkening way back to the beginning example, ish) the Baron might be reasonable and willing to negotiate unless his fitness to rule is questioned. If the PCs learned before the audience with him that the Baron was ... sensitive, and had reason to believe he was unfit to rule, but thought negotiating with him was the best course of action, it might make for interesting roleplaying.

Or, one of the characters could just push that Big Red Button, just to see what would happen. PCs gotta PC.
 

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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).
In like to describe those types of adventures as "On Rails" (A term I have heard used to describe video games)

Just cause the tracks are laid out for doesn't mean you have to stay on them though. I sure enjoy some off-roading.
 

In like to describe those types of adventures as "On Rails" (A term I have heard used to describe video games)

Just cause the tracks are laid out for doesn't mean you have to stay on them though. I sure enjoy some off-roading.

yea I think the notion of being on rails and being railroaded are quite different.

an on rails adventure with player buy-in to be on those rails is fine. An on rails adventure without player buy-in requires railroading to keep on the rails.
 

an on rails adventure with player buy-in to be on those rails is fine. An on rails adventure without player buy-in requires railroading to keep on the rails.

I don't doubt that if the players are bought-in, an on-rails adventure can be fine, but the players need to stay bought-in. The GM needs to be careful that there aren't any ... hidden junctions, or logic gaps, where the players can see a way through other than the rails. If those show up, the player buy-in might go away. I know this, because I'm one of those players who sees logic gaps in adventures and tries to run through them, not out of any desire to break an adventure, but because I'm trying to wrong-foot whatever we're supposed to be trying to fight.
 

This is very different from my own experience. An approach to play in which the details of the situation are established by the GM as part of responsive framing and in an interplay with action declaration and resolution creates a very high degree of immersion and vibrant, evocative fiction. To give a concrete example: the giant steading in my Cortex+ game that I posted about uphtread was more “real” and vibrant in play than the G1 steading that it was inspired by – precisely because the description (including its smell, its wolves, the barn with the giant oxen, etc) were all established as part of the dynamics of play rather than being narrated unilaterally by the GM from a pre-authored description.
Nothing wrong with different preferences.

No offense intended, but I don't recall your post about the giant steading, and I'm not going to dig it up. It sounds though like you had the players invent some of the details for you (akin to how DungeonWorld is meant to be played).

Nothing wrong with that. PbA games are great IMO. I actually was a Kickstarter backer for DW. I can definitely see how having your players add details to your world would help to immerse everyone through shared world building.

My players however, don't enjoy it in all contexts. They're happy to cooperate if the details pertain to their character. Describing their character's best friend or their favorite tavern in the town they grew up in.

They're significantly less keen on sharing the world building when it's something their characters don't have a connection with. That's the sort of thing that they want to discover and explore through their actions and my descriptions. They really enjoy discovery in this particular context.

Putting these posts together, I gather than when you refer to the world and my game world, you mean something like “the stuff that’s written down in the GM’s notes” together with “the stuff that the GM extrapolates in imagination from his/her notes”.

And you seem to be saying that that stuff includes outcomes of action resolution – that is, the GM’s predetermination, or decision on the spot by extrapolation, about what NPCs will or won’t do when sincere action declarations are made with the goal of influencing those NPCs.

That’s very different from how I run my games (be those D&D or other systems).

I don't really see it as outcomes of action resolutions. I see it as a description of characteristics that help determine logical outcomes.

It's akin to how a door might be made of wood, iron, or elemental ice. A wood door will burn, but it won't rust. Iron will rust, but producing a flame hot enough to melt it would not be easy. Elemental ice might neither burn nor rust, so a different means must be found if one wishes to pass through it.

Similarly, a truly honorable guard isn't going to take a bribe regardless of how persuasive you are. However, appeals to his honor will be very effective. Of course, that trait has no bearing on his gullibility (just as an example).

I’m not sure what you mean here by having to deal with.

The way I see it is this: the players encounter the baron. In the ensuing interaction, the players try and influence the baron. The GM decides – based on extrapolation from his/her notes – that as a result of one aspect of that attempt (eg the insult) the baron is now offended and wants to punish the PCs.

What has happened there is that the scene has transitioned from one of negotiation to one of coping with a threat of punishment simply by way of GM decision-making. The players didn’t want the situation to transition that way, but the GM decided anyway without the use of any action resolution framework that would determine whose preference about the fiction should prevail.

That is a very high degree of control exerted by the GM over the unfolding of the ingame situation
Whereas I see it as being similar to jumping off a cliff. Ideally, the character should be aware of the cliff, rather than it being some sort of gotcha while stumbling around in the dark. However, once they do fall, gravity takes over. I see that as a perfectly normal degree of control, and nothing more than perfectly normal event resolution.

If the baron's trait is that he has a fragile ego, then he will become angry if insulted. Obviously, that might not apply to all insults. A clever enough phrasing might allow you to make a insult sound like a compliment to him, in which case he'd be pleased rather than angry.

However, he doesn't suddenly lose his fragile ego just because the players decided to be rude towards him. I see nothing wrong with that.

This goes right back to @FrogReaver’s point that I pick up just below, and my response is very similar (and consistent with what I’ve already been saying in this post): why is the GM including this NPC in the scene, given that the players (for whatever reason) regard it as important to burn down the orphanage?

The GM could include a guard captain with whatever motivations. Or could have the strength of the captain’s feelings be established as an outcome of resolution rather than as an input into resolution. So why include this particular captain? What effect is it meant to have on the play experience?

I think that the bit I've bolded should be NPC. With that correction, I completely agree. Setting up impossible/inflexible NPCs whose reactions are pre-scripted pushes the players towards expedience - what you call survival, accumulation of wealth and a murder-hobo direction. And the NPCs becomes puzzles to be solved within this motivational framework.

The difference between the unswayable NPC and the monster that is immune to fire is captured by FrogReaver. Having to find a way of defeating a monster without using fire is an optimisation problem. But having to make friends with a NPC whose goals you oppose is about compromising your principles. Hence this sort of rigidity in establishing and narrating NPCs pushes the game towards expedient play.

The same thing is present in the idea of making "smarter choices". Smarter here means expedient. What about making passionate choices?
Why do you have to make friends with the baron? You don't, to the best of my knowledge. I'm fairly certain that CoS doesn't have anything in it that requires befriending the baron. I'm not even aware of a requirement to meet him.

The players could have ignored the baron and continued on their adventures. They could have met with him, decided he's insane, and then left and plotted to overthrow him. Instead, a single player decided to provoke the baron while in his seat of power.

Even that could have been saved, IMO. The other characters could have salvaged the situation by apologizing on behalf of the rude character, claiming that he's their village idiot but quite capable with a blade, and then telling him to wait outside until the grownups are done talking. Or they could have stood their ground together and probably killed the baron and his troops.

Instead, one guy tried to hold the baron hostage and two PCs decided they wanted no part of this. We all know the old adage "never split the party" but they did, despite all being physically present in the same space.

I don't see what the DM did as heavy handed. Unless they were trying to react to the scenario and the DM wouldn't let them, but that doesn't sound remotely like what was described, to me.

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.
I disagree. The reason that dragons don't just give you their treasure isn't because it would be unbalanced. I give XP regardless of how players overcome an encounter. Kill the dragon, get the XP. Overcome the dragon by other means (talking to it) and you get the same XP. Given that, it wouldn't be unreasonable to extrapolate that if you kill the dragon you get its treasure and if you overcome it some other way you still get the treasure. I have no issue with the party tricking the dragon somehow, like luring it away and then making off with the hoard.

No, the reason that a dragon can't simply be convinced to give you its hoard is because dragons are avaricious and love treasure. It's like making a persuasion check to have a loving parent let you take their child away from them. Maybe it might work in some truly extreme circumstances (Zeus comes down from the heavens and demands the dragon's treasure, or the child will die if they remain with the parent).

However, when I say an NPC won't do something I don't mean it's 100% impossible. If you beat down the dragon and give it a choice between death or losing its hoard, it will most likely choose to live another day. A few strange humans walking into it's lair and threatening it is arguably not a good enough reason. Those humans are more likely then not going to die if they fight, as far as the dragon is concerned. It is a dragon after all, and it doesn't know that those humans happen to be player characters.

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.)
Yeah, a trait like "will not let the PCs pass without a fight" is generally a bad trait unless the creature is mind controlled (or something) and literally has to do it.

Why won't it let them pass without a fight? Does it seemk death in glorious combat? Is it simply because it promised to do so to someone who abandoned it eons ago? Is it protecting someone or something?

Each of those possibilities will lead to different potential outcomes. For example, in the abandonment example, if the PCs convince it that it was abandoned, it could let them pass after realizing its duty is pointless. If it is protecting something, it will probably not less them pass unless they can convince it that they can protect it better. In the case of seeking glorious death, it could be quite difficult to circumvent the guardian without fighting it.

Just because something can be done badly doesn't make it bad.
 

@pemerton - I think you might be mistaking the fact that I gave the two examples of leverage and overcoming objections for my thinking those are the only two possibilities. Playing from a place of passion and strong belief is also great, and your example of the angel is a strong example of great dramatic play. If you wanted to slot that in to my post I'd call the rhetorical performance leverage - you're appealing to the NPCs strongly held beliefs. That's a perfectly reasonable thing to attempt, and D&D has more than enough tools to make it work.

As for the dragon's horde, I would disagree with your characterization. The notion that the dragon isn't giving away it's horde has nothing to do with the possible nature of D&D as a treasure hunting game. First off, that is a common but by no means universal descriptor of D&D, and even if it were the case, it's not an idea that IMO drives a lot of the fictional framing that goes into the game, at least as we're discussing it here. That example was to illustrate that just walking up to a dragon and saying, hey, can I have that horde? isn't going to work on a straight CHA check. Persuade is not mind control. I would assume that a simple roll of that sort also wouldn't talk a dragon out of it's horde in your game. Why? Because it beggars belief. It's a moon arrow. That is very different from saying it's not possible to talk a dragon out of it's horde. Of course that should be possible, just very, very difficult, and something that would need a very clever approach and probably some great roleplaying and rolling.

I would also argue that expedient play is not necessarily the same thing as expedience in the fictional framing. Expedient play, at least as far as that term describes what I was talking about, just means choosing actions based on information and outcomes. I brought it up as way to illustrate the importance of giving the players enough information that they can make decisions. LotR isn't free of this, Pippin kneeling before Denethor is an action that lives wholly within what I was trying to describe. Pippin didn't make that decision based solely on himself as Hobbit, but also based on what he knew about Denethor and about Gondor. Hobbit's don't offer service to one another, but men of Gondor do. I don't want to belabor the examples from fiction though. Save to say that I am not limiting social interaction to calculated maneuvers, passion is in the mix. The word leverage wasn't meant to convey just the calculated manipulation of others, but also to include speaking to strongly held beliefs. Anything that you could describe as a handhold by which an NPC might be moved should be in play, the players just need to be given/acquire/figure out the information they need to determine what those handholds are.
 

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.
I don't think it's worthwhile to ignore the stated intent and methodology, which strongly indicate that things intended as red herrings will be taken as such. Further, I don't think it's worthwhile to look a detail presented in complete isolate and imagine that a player turns this one example into something interesting. I can imagine a different outcome. Some else could imagine a third outcome. In isolation, it's not illuminating of anything.

I mean, sure, a player may take a detail the GM intends as a red herring and turn it into something interesting, but how often does that happen versus the red herring acting as a red herring, especially with a GM that's intentionally placing things as red herrings? This seems like a corner case in that regard, and corner cases aren't terribly convincing of a general claim.
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.
I think, after that example, that another issue here is that we apparently are operating on wildly different definitions of red herring. As in, I can't see a piece of appropriate to the scene furniture being a red herring rather than just set dressing. Where the comfortable chairs taken by the PCs to be important to their goals, but they were not, and so the PCs wasted time investigating them until one PC decided to use a chair as a doorstop? Because, that's the only way that your example makes sense as a red herring usefully used for something else, and that seems like a really contrived example, if so.
 

The side quest is interesting to me. And not to open up a can of worms by comparing fiction and RPG's, but as a GM, I have always treated them as a chapter - no more. Sometimes the repercussions of their side quest come back into play, but I try my hardest to not let it go over one session.
For me, any of this takes as long as it takes: if a side-quest adventure runs ten sessions, then so be it. Don't matter to me. :)

And yes, sometimes I can find ways later on to work elements of what at the time was a side-quest into a larger ongoing plot or story.
To have a campaign of one long side quest - that is intriguing.
Nitpick: I think we're using the term "campaign" to mean different things.

You seem to be using the term to mean simply a series of adventures strung together.

To me, the campaign is the entire game: all the adventures, APs, side quests, and everything else that involves one DM, a continuing-if-evoloving group of characters, and a single base setting, all bundled together. Thus my current campaign has had four (or five now?) embedded quasi-APs, many standalone adventures, several different sometimes-interweaving story arcs (some more intentional than others!), about 20 different adventuring parties as PCs reshuffle their lineups and swap in and out (and players come and go), and still has years left in it yet.
 

It’s only a problem when the GM has made it so that specific paths are simply never going to work. This NPC cannot be reasoned with, no matter what, or this door cannot be opened, no matter what, or this trap cannot be disarmed, no matter what.

Creating different routes to success, and placing different degrees of difficulty on those routes is not railroading....it’s creating meaningful decision points.

“We can storm the gate and it’ll be a tough fight, but once we clear the guards we’ll have a direct route to the keep. Or we can traverse the sewers, it’ll take longer and we’ve heard rumors of some creature living there, but we’ll arrive near the keep unnoticed.”
OK, but what about "We can try to storm the gate, but that's Sir Ancelyn's shield I see on that guard captain; and if that's really Sir Ancelyn carrying it all we're gonna do is die real fast - he could beat us all with both hands tied behind his back; and rumour has it he never sleeps or eats."

In other words, while the gate's an option it's flagged as being extremely dangerous and-or suicidal to try. Railroad?

I’ll add this caveat....I do this from time to time. I place the PCs in a situation where there is one way out. Every now and then, I think it’s okay to do this....I just tend to help them recognize this may be the situation instead of letting them deliberate multiple options that I know won’t work. I don’t see the value in wasting time discussing options that are not truly available. I don’t do this often...I prefer at least one alternative path to success for any obstacle/encounter.
Where I'm quite happy to let 'em deliberate multiple options and maybe try a few even if I-as-DM know all but one of those options are doomed to failure, as that's what would most likely happen were the situation real.
 

The difference between the unswayable NPC and the monster that is immune to fire is captured by FrogReaver. Having to find a way of defeating a monster without using fire is an optimisation problem. But having to make friends with a NPC whose goals you oppose is about compromising your principles. Hence this sort of rigidity in establishing and narrating NPCs pushes the game towards expedient play.

The same thing is present in the idea of making "smarter choices". Smarter here means expedient. What about making passionate choices?
Thing is, often the choice between the smart move and the right move is more fraught than any other choice in the situation. Happens a lot in real life too.

Forcing the smart option and the right option to be the same e.g. setting it up such that making friends with the NPC doesn't violate the PC's principles, denies the opportunity to roleplay that smart-v-right decision.
 

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