Janx said:
I disagree with half your statement. Here's my version:
Raileroading is when player choice is removed in a manner that defies logic, chance or PC action.
My problem with the 'logic' arugment is that it's arbitary. Many, many bad GM's defend their bad GMing as utterly logical and consistant. But that doesn't make it fair, or make it fair to control the players. You tell me: are endless charm spells fair? Are they not railroading? They're logical, from a certain point of view.
There are lots of instances where a PC can lose control, have loss of choices. And they are fair and RIGHT instances.
But they're still instances of a loss of power, and that is an issue each GM must confront. GM's can't brush that off because it's 'by the book'.
If a PC falls down a pit trap, he has lost many choices on how to continue. He is restricted to a few choices of escape (what gear and spells he has, and abilities). He may not do anything else until he gets out of the hole. The player will object to being in the hole. But it is not a railroad, so obviously, railroading and objecting to a situation are seperate things.
Is it a railroad if the GM arbitarily puts them in there. And who's to say he has not?
Furthermore, a test of "is this a railroad" is in order. Take situation X that your PC is in. If a fellow PC could have arranged the same situation against you, it's probably not railroading, it's just a situation you don't like.
Would you agree that many of the more abusive or fun-damaging cases of PC-to-PC agression have at their core, power issues? When one PC bullies another PC, in a way wich is bad for the game, I find it's often got to do with the player doing the bullying having issues and liking the idea of exerting power over others at the table. I think that's a mindset that has a lot in common with that of many railroading GM's- not all of them of course, railroading is caused by a lot of different motives. But Again, we're talking about power issues.
I don't like the " in a manner wich the player finds inapropriate or otherwise objectionable." because it leads to Player Fiat, which is just as bad as GM Fiat. It implies that "If I don't like it, it must be railroading." I believe there are clear examples where you won't like it and it ain't railroading. Therefore HappyElf's statement is imprecise.
I think that what a player wants is a vital issue in the game, and if a definintion touches on that, it's a good thing. Furthemore, when we talk about choice issues, power issues, we're talking about issues central to the game.
And again, the hobby is imprecise. The enjoyment of the game is ambiguous and subjective. It would be imprecise to try and user terminology that does not take that into account.
I do not dismiss his point about player unhappiness. As a GM, if your game leads to player unhappiness, you will lose players and your game will end.
I think that power and choices have a lot to do with player happyness. The player of a constantly charmed or trapdoored PC is unhappy in much the same way as a PC stuck in whatever other predictament qualifies as railroading. Likewise, for a GM or group trying to solve that problem, much of the same broad advice applies. And because of this I feel the same, or similar, terms should apply when describing the problem.
Henry said:
There are some VERY OPEN definitions of "Railroading" out there. I must say that I've never encountered this before, and it's definitely an eye opener.
For my group, there's one style of DM'ing that we all, unitedly, cannot stand: The totally "open DM." If a DM goes totally LARP-style freeform, it bugs the living daylights out of us, because to us it lacks focus, drive, and a reason to play. The one time our group tried one of the Storyteller games (Vampire the Masquerade), it was under a totally "open DM" who helped us with the rules, watched us make our characters, and when the game started, he gathered us around the table, and basically said, "now, roleplay." No plot, no hooks, no nothing except however our characters decided to interact with one another. So, when we began doing what we expected vampires to do (go hunting, etc.) it bugged him to no end because we basically went and did our own thing, directionlessly, and just basically became petty criminals. One day, I think I'll re-try VtM, but this one bad experience pretty much turned off the entire group to it.
The totally "open DMing" style may be good for some gamers, but for me it really (pun intended) bites. I'd rather have a DM say, "OK, these are the rumors you hear" and follow up on them, or the DM says, "a man comes bursting in, screaming for help!" and follow the big, glowing hook to whatever destination it leads. I don't consider either of these railroading. To me, railroading is when helping said screaming man REQUIRES our capture, or requires us to act in a way which must lead down one path, no matter our choice.
Yeah I totally agree that the 'empty game' or 'wasteland' is as bad as the railroad. I used to think the railroad was more widespread, but I think they're both very well-known.
As an aside, what I find interesting is that despite the fact that they're on opposite ends of the spectrum, they sometimes have some odd things in common.
For instance- ambiguity and miscomunication. In both a railroad, and a wasteland, the players often aren't sure what the GM wants from them. In a railroad, they get faced with a wall, and they're not sure wether the GM wants them to try and climb over, or turn around and go the other way. In a 'wasteland', they get faced with a setting, and they're not sure wether they're really supposed to just do what they want, or if the GM wants them to track down a particular plotline.
In both cases I find that GM's leaning into such errors do better if they spend more time speaking to their players about what everybody actually wants out of the game. Sometimes this can be a problem because it results in ireconcilable problems with conflicting play styles, but I generally think such discussions are for the best.
buzz said:
Still, given what I said about player expectations upthread, I felt that HappyElf had a point about bringing player comfort and acceptability into the equation. And notice that he specifically focused on these w/r/t
the way in which player choice was removed. That's what I thought was important. Basically, have the players "bought in" to the current removal of choice or not?
I mean, I could imagine a functional game where, up front, the DM made it clear that the players would have almost no impact on the direction of the plot,
and the players were okay with that. Maybe they're playing in Middle Earth, and the PCs are Rohirrim in the battle at Helm's Deep. Nothing they do will alter what happens in the books, but maybe that isn't their concern; maybe they just want to "be there." Maybe that's just "railroading with consent," but since impacting the plot isn't important to them, perhaps it's not "railroading" in the strictest sense.
Not quite my idea of fun, and pretty hypothetical, I know.
Yeah, this is my point. Different play-styles result in different kinds of game. In some games things are quite linear, and everyone is fine with that. In others, players won't abide by a lack of choice in an area they consider important (for instance some players are ok with their PC's being beaten up or captured, but they can't stand coersion-like effects like charm spells of 'social-fu', because they feel the mind of their character should be their turf alone.)
All this varies, but the primary, the paramount factor is preference.
Sure, preference isn't perfect- some players might have preferences or expectations wich are not realistic, or unfair on the GM. OTOH, there are variant 'freeform' modes that some people enjoy simply because they like makig choices in a way that the conventional player-GM model does not allow for.
But in any event, preferences are still at the core of why players have a problem with this kind of stuff.
They have this problem, because they're not getting to make the kind of choices they enjoy making.
Lanefan said:
I'm trying hard - and dismally failing - to connect Happyelf's definitions of railroading with anything resembling a playable game. If any loss of player choice equals railroading, then how do you handle players who cannot for the life of them make a choice and expect the DM to do so?
Not any loss,
potentially any
given instance of loss, as defined by the player's preferences.
And franky I don't think some people are trying at all to undrstand what I mean. When I see people posting things like "Oh so you mean I can never use charm spells or vampires!", that tells me they're trying to
misunderstand. I think i've been pretty clear, despite the typos.