I agree the scenario I sketched is incomplete. It's about 50 words on a messageboard post. It's meant to give a general feel for the state of affairs I had in mind.
When you say the player has a lot of (other) opportunities, that's incomplete too. How do you know? You're making assumptions about how the gameworld is set up, how the GM presents situations, etc. Likewise when you say it's not a railroad unless the GM says "Whoa there, you can't do that!" What about if the GM has more angels come and take revenge upon the PCs for helping the elementals? Or has every cleric in town refuse them healing? Or just has all there friends and allies turn on them? There's any number of ways, within a given game situation and among a given group of players, to shut down or railroad the players, without literally telling them that their PCs can't pursue a certain course of action.
Where you're getting disagreement from multiple people (as far as I can tell) is that negative in-game consequences for player actions are not a bad thing. If you do something in-game that makes all clerics mad at you, you should have no reasonable expectation that they still heal you of their own accord. You could force them to with threats, or bribe them to, or lie to them, or atone, or any number of other actions. If those actions are available, you are not being railroaded. You made the decision yourself, you can deal with the consequences yourself.
If you were stopped from taking the action, then now you're getting into railroad territory. If all NPCs inexplicably hate unless you're following a plot (not necessarily a specific course of action), then you're getting into railroad territory. If you can take the actions you want, and those actions might make certain NPCs think less of you or act against you, it's not a railroad.
The three examples you gave should, in my mind, be expected in an average game. If you side with the elementals, expect their enemies (the angels) to retaliate. They may not, but it's unreasonable not to expect it, as you've clearly exposed yourself as an enemy. Just like if all your friends and allies turn on you because you've betrayed the cause they believe in, you should not be surprised either.
The last time I was railroaded in the sort of way I'm talking about, my PC was around 9th level, and had a rich backstory and engagement with the campaign world based around being an exiled count whose brother had usurped his holdings as a puppet of some evil overlords (drow, maybe?). The whole focus of my play throughout the campaign had been striving to undo the evil overlords (there was some sort of prophecy involved) so that I could either win back or defeat my brother, and reclaim my land and title.
And then the GM time travelled all of us 100 years forward - no brother still alive, completely different political situation in my homeland, all the work that I and the other players had done on deciphering the GM's prophecy invalidated (because that work had been anchored in the gameworld as we'd been exploring it for 9 levels). I left the game not long after that.
Leaving the game is your call (and I've always been against "time travel" in a fantasy setting... when it's used, it's always been an illusion). However, "all the work" you and the other players had done with their characters should not be for nothing. My players had quite a few "time skips" where they had literally a decade or more of downtime. The political landscape changed during this time. Past a certain point, the players began to deal with things they no longer had deep investments in (other than things like "the multiverse"). However, they had deep,
deep investment in the individual characters they were playing. They were seeing new situations to deal with from their individually and immensely developed personal point of view. It made for some interesting play.
Now, connecting is with a setting is something I strongly promote. However, being ripped away from a setting should not mean you no longer have any connection to the character, in my opinion. If I was playing, and my character was captured and taken across "the Great Wastes" to an unrecognizable desert area, I wouldn't think "well, he means nothing now, since everything I cared about is at home." I'd play the character, and how he responds to such an ordeal.
When playing, my interest is in connecting with a character, not in writing the setting or story around me. If everything I've "worked on" suddenly disappears, it will still influence who my character is. I'm much more opposed to something like "you have amnesia" unless it's stated as a campaign idea (which I've played in and had fun with). That might kill my connection to a character, but honestly, I'd probably have a lot of fun re-exploring everything with him again, and seeing how it winds up this time around.
The GM never said "Hey, you can't do XYZ". But the time travel thing, sprung without warning or stated reason (I think that the GM may have become lost in the convulations of his own prophecy), invalidated - rendered meaningless - nearly every prior choice I'd made for my PC, and all the relations that I had built up for my character (and other PCs) that were embedded into the gameworld.
Your connections meant nothing, yes, but it seems as if your character is defined by the way you can shape the setting. That's the wrong approach to take as a player in one of my games (as it likely won't work). Of course, a fun playstyle is subjective, so don't think I'm knocking your style. In D&D, however (or more accurately, in fantasy games), I expect the GM to control the setting, and for the players to explore it.
I could still choose whether to pull the left lever or right lever at a fork in the dungeon - perhaps, even, whether to attack the angels or the elementals - but the meaning of any such choice had been stripped away by the GM. As per the quotes from Ron Edwards upthread (#246), all I would be doing is providing a bit of improvisation and colour to the GM's story. That's not what I'm looking for in an RPG, either as player or GM.
I totally disagree with this. If you were affecting things when making decisions, than it's not true. Just because all of your decisions on the setting were no applicable, it does not make all past decisions meaningless. And, realistically, I'm guessing that if you did affect the setting in any significant way (which I don't know if you did) before the time leap, then there would be some residual effects for you to find. I don't know if you found any, or if you stayed long enough for them to probably surface.
That's just not true as a general rule. It may sometimes be true. But a decision like the one I just described - that suddenly the PCs time travel 100 years into the futuer - can be a railroad. And the one that I played through was.
Setting decisions aren't a railroad, as a general rule. It does not force decisions on behalf of the players. It might encourage them, yes. It might prohibit things (no guns in this setting), yes. But unless the setting itself literally forces the players to follow a plot, it's not a railroad. And, as a general rule, I don't think this is the case.
Now, some setting might be. But for the most part, setting is something that GMs insert to help define the gameworld, and to limit possible interactions within the gameworld. This is not to kill player choices, but to set up a consistent world where players have a better idea of what their interactions will mean.
You may have been railroaded by a setting change, but setting decisions are not generally for railroads.
A different example: healing is very important in standard D&D play. Decisions by the GM about the availability of healing to PCs, then (eg locations and attitudes of NPC clerics), can very easily have a railroading effect.
If the players want to get healing, yes. But if they have the choice on how to deal with it, then it's not being railroaded. Sure, GMs can attempt to railroad via healing, but then again, they can also play favorites amongst the players, so we probably shouldn't have those either.
It's important -in my mind- to think of these things in terms of how they're used with decent to good GMs. And to that end, it's completely reasonable to accept "I pissed off the clerics, and they don't want to heal me now." If you're talking about "I didn't agree to fight the dragon when the hermit in Nation A asked me to, and now clerics in all nations won't heal me" then it's a bad-GM issue, not any other issue.
I don't quite see the implication. I'm also not sure what "rewriting" mean here.
I've posted some lengthy actual play examples upthread, where I talk about backstory, and how a player's decisions for his/her PC can interact with it. The key points:
I don't think this is ceding an unusual degree of authority to the player - that dwarves exist in the gameworld is a function of the ruleset chosen (4e D&D + "points of light" setting), and it's not as if I (as GM) have any independent conception of how dwarven military conscription practices might work.
Well, maybe that's where you and I differ (I'm not, nor have I been, trying to speak for other people, though I have been trying to expand upon what I've taken some to mean). When someone mentions being from a dwarven military, I have a concept in my mind of how that is. Now, I may not have thought in-depth about it, but as soon as it gets brought up, I can pretty much answer questions about it.
So, if someone brought a detailed backstory to me that included serving in the dwarven military service in Kalamane where their unit got into a skirmish with the elves of Nissalli, I'd tell them that it didn't happen. Because that never happened. That's writing something into a setting that isn't there. There was no skirmish between those two nations. There was no hard feelings between those two nations. Likewise, if the player told me his unit got into a skirmish with the trolls of Salik, I'd say "that makes sense" and inquire about details, if I was curious.
At least in my experience as a player and GM, the backgrounds of players are subject to the setting of the GM. If I said "my character was raised by dragons" I would not expect most people I play with to roll with it at face value. Now, maybe something could be worked out, but if I was told "no, it's not how the setting works, since dragons in this setting have an Intelligence of 4" or "because all dragons eat people compulsively" then I'd accept it and move on.
To that end, players do not often write the setting in my experience, though I've seen great leniency in GMs working with players to have a particular background come to fruition within the internal consistency of the game world.
Rather than player control over backstory, what my playstyle does require is that the GM, both in framing situations and in resovling them (including the derivation of ingame socio-political consequences) have regard to how such resolutions will shape the ongoing game in light of what the players are interested in. (The 100 year time travel is Exhibit A for a GM not doing this.)
Now, I think a GM should only play the type of game the players are interested in. My players like fights (one is meh about them, but enjoys them), they like intrigue, they love NPC interaction, they like exploring the setting, they like interaction with forces or learning about history. One loves politics, while the rest don't. Now, I have no plans to run a politically-based game, even though I like politics as well, because of this.
Where we differ, however, is the meta-reasoning behind setting or NPC decisions. I make decisions based on what I believe the NPC would do, while you actively seek to move the game towards interesting places and situations. I react more, and you guide more, it seems to me. I make no attempt to make the game particularly interesting, though the players often attempt to (which works wonders). My players think I have a very interesting setting and game, and their proactive interaction with it has driven many interesting events to happen.
This seems confused, to me. My point in the angels and elementals example wasn't that you can't say that all elementals are evil, and therefore they're not - it's that you don't say anything either way - you simply describe their conflict with the gods - and leave it up to the players to decide what, if any attitude, they (via their PCs) want to take towards the elementals.
I think you can accomplish this just as easily in a game like D&D by saying "all elementals are Evil" but then letting the players choose how they feel about them. I had an NPC monk who was Lawful Evil who mercilessly killed Evil creatures, but refused to believe when magic told him he was Evil. He was a cold-blooded murderer and torturer to Evil creatures, and pretty normal to most everyone else. Though, if you tried to stop him from carrying out his "justice" then he'd label you Evil, and you're fair game.
Was he Evil? Yep, he sure was. Did he believe it? Nope, not one bit. He thought he was a good person. The absolute statement of "all elementals are Evil" does not prevent players nor NPCs from disagreeing with that statement in the least, as they have no such meta knowledge. Does tradition state so? Yeah. Does magic? Yep. Do they believe it? It's up to them. People have many beliefs founded on faith, especially in a D&D universe.
Another actual play example: the WotC module Bastion of Broken Souls contains, as a central figure, an exiled god (can't remember the name - when I adapted the module to my RM Oriental Adventures game, the god's name became Desu). Desu owns an artefact - the Soul Totem - that the PCs need to resolve a major metahpysical crisis. In the module, the author states that Desu has gone mad from millenia of exile, and the only way for the PCs to recover the artefact is to beat him up and take it. The implicit justification for this act of robbery is that Desu, having been exiled by the gods, is fair game. (Necessity is lurking in the background as a secondary justification, but necessity is always a bit more tenuous.)
This is a setting detail. But in what way is it not a railroad? Of course, it is possible for a game to unfold in such a way that the PCs, if they are to achieve their goals, are forced to make the tragic choice to kill a worthy person. But there is nothing in Bastion of Broken Souls, as written, that supports this approach to Desu. Interestingly, there is another NPC in the module - an angel who is also a living gate, who must be killed if the gate to Desu's prison it to open - who can be approached in this way. But the module provides no support for this approach either - it presents the angel as inevitably and implacably opposed to the PCs.
This, to me, is the module commenting on the extreme natures of such beings. Angels are depicted as being pure, and an admittedly crazy individual might have snapped in such a way that he is not going to negotiate, under any circumstances (like the insanity many PCs suffer from). If the module was commenting the mentality of certain important NPCs, it's not railroading. Saying "the paladin in the module will never negotiate with demons, even for the greater Good, as he sees all such attempts to be trickery at best" is a comment on his personality. To that end, it's not a railroad.
Now, if the module forced a particular plot point, it's being railroady. If you can't steal the item from the crazy guy, or put him to sleep and take it, or otherwise take it without beating the crap out of him... yeah, that's railroady.
When I adapted the module, I disregarded both bad pieces of advice. Given that the PCs (who included two monks as well as an exiled animal lord) had already decided that heaven's judgment was suspect, they ended up befriending Desu and gaining use of the Soul Totem through that means. And they opened the living gate by persuading the angel that making contact with Desu was a moral necessity, even if her instructions from the gods did not permit it - she therefore let herself be killed by the PCs.
That sounds cool. I like that take on it. I see this as just another take on NPC mentality, though. It's no more or less railroady to me.
The bottom line, in my view, is that the game won't stop working, or the GM lose control over backstory, just because the GM refrains from imposing evaluative judgments ahead of time, and creates situations which give the players the space to do this themselves. In fact, my experience is that it makes interesting and surprising play - like the players tugging on the heartstrings of a guardian angel to persuade her to let herself be killed - more likely.
I agree with this. In the game I developed and run, there's no such thing as alignment, and I think play is better for it in "grey" areas. However, in a game like D&D where Good and Evil are real things in the setting, then having "black" and "white" being more prominent makes sense to me.
Taking "PC" there to mean "player", and assuming that you're going to all play together, than yes.
Interestingly enough, if you subsitute "goblins and hobgoblins" for "orcs" then you get my current campaign. The wizard PC in that game thinks that all goblins and their ilk are evil, and deserving of death. Besides repeated statements to that effect, he has executed helpless hobgoblin prisoners when given the chance. He takes the same attitude towards devil worshippers. The sorcerer PC, in the same game, takes a different view. He has, on multiple occasions, released goblins and hobgoblins prisoner on their own recognisance after having extracted oaths of non-violence and repudiation of Bane. He has (tentatively) negotiated with devils. And he has been shocked by the wizard's behaviour (and vice versa - the wizard has from time to time mooted tracking down and killing the released prisoners, but has not yet had the opportunity.)
The friction between these two PCs is an ongoing, if too date reasonably low-level, element of the campaign. My job as GM, as I see it, is to provide opportunities to both players to keep playing their PCs in the way they have shown they want to (including allowing the friction to express itself from time to time) without forcing a situation that will make ongoing party play (a pretty core element of D&D) unviable. Will there be a reconciliation between the two? Will one or the other PC have a change of mind? Only play will answer those questions.
To this end, in my game, I find it important that the players make characters where inter-party conflict is at a minimum. I've played many games where players made characters independent of how they'd interact with the party, and it nearly always results in PCs being banished from the party. Player violence has luckily been rare, but when PCs are about ready to fight in-game, players become annoyed at the situation out-of-game (not at one another, luckily for me).
So, my advice for others is different than yours, but mine is ultimately very subjective. I'd just advise people to make characters that don't have mentalities that will divide the party. Differences, to be sure, as that's very interesting. But I've seen more than one PC disappear to NPCville because their mentality was poorly thought out.
I don't see this at all. How is deciding whether or not to kill the prisoners, when you know your fellow PCs (and playes) will be shocked, not a hard decision? How is deciding whether or not to embrace your former tormentors who now need your help not a hard decision? How is deciding whether or not to disobey the gods and make cause with an exile from the heavens not a hard decision?
In my mind, these things can happen regardless of absolutes like "all elementals are Evil."
If by "hard decision" you mean "decision that risks having me, as a player, have to disengage from the game because my PC has been pointlessly killed or otherwise invalidated as a vehicle for play" then yes, I'm not a big fan of those sorts of decisions. I like to run a game where the players' choices, and the way I respond to them, drive play onward - not shut it down.
Yeah, like I said, we differ here, but it's playstyle. Play what you like
What I actually said was "In my view this is not a problem about the adjudication of PC action - it is a metagame/social contract problem. It's solved by finding out whether or not the player is actually interested in playing the game." So it's not about judging PCs - it's about interaction with real people (ie game participants). And the judgments at issue are probably not moral judgments, but aesthetic ones.
I also said nothing about excluding a player. Nor does it say anything about a GM unilaterally deciding to do so. There are other ways of dealing with - and resolving - conflicts at the table. Like talking to people. And finding out what their conception of "the game" is.
Yeah, I agree. Sitting down and deciding as a group "we want to be treasure hunters" is a lot different from "we want to fight goblins for the town guard" and I think discussing even the very basic premise of a party is important. I'd advocate players picking an overall goal for their PCs that cannot be accomplished, such as "rid the world of Evil" or "protect the nation" or something along those lines.
Bilbo, Thorin etc are going on a treasure hunt. The contract is a contract between treasure hunters. So adopting a party contract right away establishes a certain point and tone for the game. The Fellowship in LotR didn't enter into such a contract, because they weren't treasure seekers.
As classic D&D bleeds into Dragonlance and post-Dragonlance D&D, a degree of confusion seems to emerge as to whether the PCs are primarily treasure hunters (and hence, in some sense at least, mercenary) or primarily heroes (and hence, in some sence at least, self-sacrificing) or both. The lattermost, which seems to be assumed in a lot of 3E and 4e rulebooks and adventures, is an unstable situation, given the tension between the two sorts of motivation. I don't think that the designers for D&D have done a very good job of giving players and GMs tools to resolve this issue (although 4e goes some of the way with the notion of "treasure parcels").
I do think there should be more core support for this sort of thing, but like I said, I think even just a bare-bones sketchy goal goes such a long way for party cohesion and player happiness.
As always, these are just my views, my preferences, etc. Take them with a grain of salt. Additionally, I'm not advocating you stop playing your way in the least. Play what you like
