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Telling a story vs. railroading

happyelf said:
The difference is that my definintion disguises nothing. We are talking about subjective preference, as defiend by a greviance made by players specific to the power dynamic in the game. This, it is for the player to define the problem.

Yeah, but we're not. When it comes to the matter of players saying, "We don't like how you run the game, Mr. DM" then you're absolutely right: terms like 'railroading', 'videogamey', 'pet NPC', and the rest are semantics and useless. When the players say there's a problem and they don't like the game, there's a problem and you're going to have to either change the game or end it. That's pretty much cut and dried and I don't think anyone in this thread would disagree.
We aren't (or at least most of us aren't, or at least I don't think we are) talking about that. I've seen tons of threads on this board stating something along the lines of:
1)"I'm running X adventure and I feel like it's kind of railroading the PCs because of Y. They haven't complained yet, but what do you guys think?"
or
2)"I'm thinking about doing A in my next campaign/session/adventure but I'm concerned that my players might think it's railroading when it happens."
or (and I've not seen this as a thread, but I lived through it as a player in the group)
3)"Every time I say the word 'guard' some of my players reach for a d20. One of them said last session that he thought I was railroading the campaign because he keeps getting arrested for attacking guards... But he's 2nd level. Isn't that what should happen?"

When someone posts a thread like that, you can't just say "I dunno, man. Ask your players." Because:
case 1) The players haven't said there's a problem, so they apparently don't have a problem. If the board's general consesus is 'yeah, that's railroady' then he should probably bring it up in case they're not speaking out of a lack of confrontationalism or something but if everyone says it's in his head then why not just leave well enough alone?
case 2) Telling the players what he's planning could ruin an otherwise cool surprise
case 3) It's just a couple of the players who have a problem, not the whole group. And they have a problem because their playstyle doesn't jive with the rest of the group, not because of railroading.
 

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Hussar said:
I can see what you mean ThirdWizard, but, by and large, railroading has such negative connotations that trying to use it without dragging along that baggage is difficult. I would rather there was a separate term for positive railroading. I really do like the idea of shepherding.

Hmm... how about "plot driven game" versus "player driven game?" Maybe "predisposed?" "DM driven?" "Foreordained?" (got that last one from the thesaurus. :p)

I don't particularly like shepherding, because sheep are stupid. Persnickity? Maybe.
 

rounser said:
I think we're both right, from different points of view. Such an inflexible design is almost guaranteed to cause the kind of consent-seeking or coercion that your definition requires. Where we seem to disagree is whether or not the rails disappear when consent is granted, which is sort of a "when a tree falls in the forest when no-one is around, does it make a sound?" kind of issue (in scientific answer to which, of course it does).

Well, I think there is a big difference between the way the term "campaign" is used. For me, it means a "campaign world" in which many characters, parties, and stories may be found. That I do not use the word in its original war-game sense (a series of discrete and related encounters, battles, or encounter areas) does not mean that I don't accept that form as being equally valid.

If the term "railroad" didn't include negative connotations, I would be happy to agree with your definition on the macro level (with the micro-level being more localized versions of the same thing).

Two things: (1) Do you accept that I had no intention of misrepresenting your position or not? (2) If a tree falls in the forest, etc., the answer is determined by whether you define sound as a physicist or a biologist. A physicist defines sound by its waveform; a biologist defines sound by its reception. :D
 

happyelf said:
I've said this, it must be a dozen times on this thread. When are you going to accept it? You completly ignore it again and again, but ultimatly it cannot be ignored.

The last time I heard this sort of diatribe, it was coming from door-to-door salesmen pitching salvation.

Again I repeat, I am a believer in some level of objective standards about gaming. There are universal norms across all groups within the hobby. I think there are quite a few universal 'rules' that can be applied to positive ends.

OK. If that is true, what do you believe about objective standards so far as defining terms goes? Do you believe than anything objective can be said about railroading? If so, what?

The 'player test' stands because it is relevant, while the other criteria presented are not.

Why is the player test more valid than the DM test?

Raven Crowking said:
I have some serious problems with this.

No, your problem is that my definintion is different from yours and you don't like that. You've been going on and on for pages and pages but all this is really pretty obvious if you just take the blinkers off.

You actually feel that you can tell me what I do and do not object to?!? :confused:

No wonder your responses don't actually answer other people's objections!

The difference is that my definintion disguises nothing. We are talking about subjective preference, as defiend by a greviance made by players specific to the power dynamic in the game. This, it is for the player to define the problem.

We seem to have a real disconnect about what is meant by a "useful" or "valid" definition. To my mind, a definition must communicate something specific in order to be of any value. The Lewis Carroll bit quoted earlier speaks to this; if a word communicates nothing in and of itself, where does the value of the word lie?

Using my definition, if a player says "I think you're railroading me" he is specifically telling me that he thinks I am taking power that is legitimately his (usurpation of power), and that as a result he has lost the capacity to make choices (resulting in linear play). This may be a valid criticism or not. It could be that we differ on whether or not the choice is legitimately his (I think any DM has the absolute right to say "no warforged ninja in this world", for example). It could be that we differ on whether or not the usurpation results in linear play (I might decide to run the campaign in Thunder Rift, for example, and the player wanted Greyhawk). These things at least give me some criteria to examine in order to determine whether or not the complaint is justified. Sometimes a complaint is justified, and requires action to rectify. Other times, not.

Now, for the sake of argument, let us say that I accepted your definition of "railroading" (although I do not). So, I'm running a game, and a player says I am railroading him. What does that communicate to me, other than that he is unhappy? I could ask why he feels that way, he could say "I dunno" and I am stuck with "because the player says it, it is true for him". How does that help me? How does that help him?

IMO, railroading is one of a plethora of bad behaviors a DM can engage in. Having seperate terms for them based on some form of shared criteria means that when a player says, for example, "This seems sort of Monty Haulish" we both have some sort of starting point for communication.

I believe that you mean what you say. I believe that you certainly are not alone in believing that this sort of definition is the way to go. But I also believe that your argument is built on false assumptions: false assumptions about the nature and value of logic, false assumptions about the motivations of others on this thread, and false assumptions about the nature of language itself.

I could be wrong. It wouldn't be the first time. It won't be the last. But if I am wrong, It's because of something that's either hidden deeply in your diatribe (so that I missed it) or that you haven't actually said, such as an assumption that you are making that you view as being so basic that it doesn't need to be stated. Actually answering questions that are put to you (and the sort of yes/no questions Quas proposed on the other thread ought not to be too taxing) without trying to insult the person asking you those questions might be a good place to start.

Assuming your purpose on this thread is to be understood.

Which may be a false assumption.

RC
 

happyelf said:
You're right, I can think of few more terifying notions than players with a sense of entitlement!
Depends what they think they're entitled to. To design and run their PC's as they see fit within the rules and premises of the game, yes. To change basic premises or rules of the game (e.g. "You designed in Greyhawk but we've decided we're playing in FR instead") unilaterally, no. To have a game where nothing bad ever happens to them, no. To have a game where they have a reasonable chance of having their PC's last past the first combat, yes. After those, it gets rather gray, and varies from group to group.

Yes, as shocking as it may sound, not every player wants the same things from a game. Different players liek different things. Some players simply cannot stand things that other players will happily endure, or evne look forward to. If you want to run a good game for your player, then your priority should be the things your players enjoy.
And fortunate indeed (and rare!) is the DM who has players whose preferences and enjoyments agree beyond the most basic "we wanna play D+D". Mine sure don't! :)

Nobody's suggesting that. I'm simply suggesting that the GM doens't get to let themself off the hook if they do something the player doesn't like. They have to accept responsibility for what they have done.
I do things my players don't like every bloody session! I see it as part of my job as DM to sometimes upset the comfort zone, to see if they can hit the curveball. Do I "accept responsibility" for it? Well, duh, yeah...I did it. Do I lose sleep over it? No.

Lanefan
 

Abe.ebA said:
When the players say there's a problem and they don't like the game, there's a problem and you're going to have to either change the game or end it. That's pretty much cut and dried and I don't think anyone in this thread would disagree.
WEther they disagree or not, the other kinds of definintions people are tossing around would onyl help the GM to ignore that problem.

We aren't (or at least most of us aren't, or at least I don't think we are) talking about that.
But we are. We're tlaking about a parricular subset of that issue.

When someone posts a thread like that, you can't just say "I dunno, man. Ask your players."
There's a lot more to it than that, but at some point, the GM has to comunicate wiht their players.

Because:
case 1) The players haven't said there's a problem, so they apparently don't have a problem. If the board's general consesus is 'yeah, that's railroady' then he should probably bring it up in case they're not speaking out of a lack of confrontationalism or something but if everyone says it's in his head then why not just leave well enough alone?
Well for one thing, if railroding is a matter of preference, asking a forum about it gives the GM a sample of preference and gives them angles on the issue they may not have considered. For instance, to use my aexample above, some GM's don't realise how muhc some players utterly loathe the idea of their PC's minds being tampered with. If anything, asking for opinions from a forum is going to best serve a defininitions wich is subjective and varied based on prefereance.

Second, if the GM has a concern, they should avoid leaving well enough alone. There's nothing stopping them from asking the players if they're having fun and feel the adventure is going well- lots of players have a problem articulating their opinions, bringing up a particular issue can help with that. Even if the players give the 'all clear' or the GM chooses nto to press the issue, they can make a point of observing the playrs and how they respond to the factor in question- another thing such a thread is going to offer, potentially, is advice on what to watch for. Are the players, slumping back and becoming passive in theri decision-making at some point in the session? Or, are they doing disruptive things wiht their PC's, wich could signal a frustration wiht the game? There are a lot of sighns that things may be amiss, evem if nobody realises it straight away.

case 2) Telling the players what he's planning could ruin an otherwise cool surprise
AGain, it's not just a matter of 'ask your players', but 'watch your players'. I can think of a lot of 'gambles' and suprises that might clash with player preference- and I personally would not argue for an extreme state of GM disclosure wich would ruin such suprises. BUT, the GM can still A)consider what they know about the player's preferences, and the type of 'power pet peeves' they may have, and B)when they spring the suprise, look at how the player react, and (possibly) plan a contingency if the players really don't like the suprise.

case 3) It's just a couple of the players who have a problem, not the whole group. And they have a problem because their playstyle doesn't jive with the rest of the group, not because of railroading.
I define railroading as relating to play style, so that can't happen. Not every player suits every game. And some players do not suit any game.

That said, there may be any number of details to such a situation, for instance if the guards are ever-present, the players may be mighty sick of seeing them, especially if thye planned to play less-than-legal characters.

OTOH even if the player has a guard-killing fixation, that's still an issue, it relates to player power issues, and as a result, I feel the definintion is correct. However, there's nothing in the definitions to say the GM must alter the game to suit a player, as i've said before, somtimes ireconcilabe differences arise. In many such situations, the onus is on the players to change their expectations for the game. But the core issue is still the same.

Raven Crowking said:
The last time I heard this sort of diatribe, it was coming from door-to-door salesmen pitching salvation.
I'm not the zealot here. My definintion is inclusive and conciliatory.

OK. If that is true, what do you believe about objective standards so far as defining terms goes? Do you believe than anything objective can be said about railroading? If so, what?
As we've already discussed, my test for railroading is objective, even if you deny that it is. It's a very simple proposition.

Why is the player test more valid than the DM test?
Because the term 'railroading' has always been something the GM does to the player. Furthemore, because in the conventioal mode the balance of power is with the GM, dramtically so, and as a result issues of power relate to their actions in a particular way. Only the GM has fiat, only the GM has final ruling.

You actually feel that you can tell me what I do and do not object to?!? :confused:
If the Bridle fits. . v:)v

No wonder your responses don't actually answer other people's objections!
But they do. I've sunk huge amount sof words into these things, often repeating the same points, and you're still at square one, making the same basic arguments in different ways, unwilling to listen to what i'm saying.

We seem to have a real disconnect about what is meant by a "useful" or "valid" definition.To my mind, a definition must communicate something specific in order to be of any value.The Lewis Carroll bit quoted earlier speaks to this; if a word communicates nothing in and of itself, where does the value of the word lie?
Like all terminology in this hobby it's a starting point. It comunicates plenty of useful, specific information, and from there, the player can state details about thir prefernces, and, for instance, give examples. This is the process whereby truly specific and useful information is imparted, not some arbitary test wich renders the term meaningless.

Using my definition, if a player says "I think you're railroading me" he is specifically telling me that he thinks I am taking power that is legitimately his (usurpation of power), and that as a result he has lost the capacity to make choices (resulting in linear play). This may be a valid criticism or not.
And if it's not jusged valid, then what? Is his grevience simply ignored, or do we need to create, an additional, redundant definintions to handle those cases?

In any event your definintion is bunk- how do you define legitimate power? Does the player have the power to define when the city watch is going to be patrolling a street? No. But if the GM just happens to have the city watch turn up in force on a 'routine patrol' whenever the PC's do anything illegal, is that not railroading? I'd say a lot of people would find such an outcome frustrating and problematic, and with good cause.

It could be that we differ on whether or not the choice is legitimately his (I think any DM has the absolute right to say "no warforged ninja in this world", for example).
Nonetheless, a player still has the right to say "well i want to play a ninja so i'm not playing in your game, because I find it too restrictive in this way". And that essentially is the dialogue inherent in all clahses of this sort. You might argue that railroading is specific to plot, but that's an abstraction and not nearly as concrete a line as people might think. For instance, if the GM says 'everybody has to play a cleric', that might not seem to have a constant effect on plot, but it does if the GM uses the 'voice of god' and the ethos rules to constantly step on their choices.

It could be that we differ on whether or not the usurpation results in linear play (I might decide to run the campaign in Thunder Rift, for example, and the player wanted Greyhawk).
Again, it's still and issue of power, and inherent in various campaign choices is an impact on player choice. For isntance, the WLD is going to take power away from the player in a pretty obvious way. The GM has to accept that this is what they are doing, and accept that players may object to such a premise, or grow frustrated or bored with it over time.

These things at least give me some criteria to examine in order to determine whether or not the complaint is justified.
There are any number of critiera as to wether a complaint might, for istance, prompt a GM to amke chages. But setting up an arbitary test for that is only going to further confuse the issue.

Sometimes a complaint is justified, and requires action to rectify. Other times, not.
I agree that someties the GM should take steps, and other times less so (such as the guard-killing example noted above). But this false critiera for justification is only going to cause problems for groups who's play style or assumptions do not match your own. At worst, it coudl mislead a GM into thinking that he can safely dismiss a greviance, despite it potentially being quite valid.

Now, for the sake of argument, let us say that I accepted your definition of "railroading" (although I do not). So, I'm running a game, and a player says I am railroading him. What does that communicate to me, other than that he is unhappy?
It comunicates that he is unhapy because of control and power issues, and tells you you need to discuss the issue in more depth, and generally determine the specifics of the situation.

I could ask why he feels that way, he could say "I dunno" and I am stuck with "because the player says it, it is true for him". How does that help me? How does that help him?
It helps you because at least you have determined that there is a problem. And it's nto as if your defiintion fares any better in such a situation- wether his greviance tests as railroading or not, you're stil left with a player who hgas a problem they can't articulate. At least my definintion recogises that such issues can be caused by many factors, even ones the GM may find perfectly legitimate.

IMO, railroading is one of a plethora of bad behaviors a DM can engage in. Having seperate terms for them based on some form of shared criteria means that when a player says, for example, "This seems sort of Monty Haulish" we both have some sort of starting point for communication.
Yes, i agree. But the blanket term for control issues is still railroading. To get more specific than that, you need to talk details, examples, and so on. Terminology will not get you far in such a diverse hobby.

I believe that you mean what you say. I believe that you certainly are not alone in believing that this sort of definition is the way to go. But I also believe that your argument is built on false assumptions: false assumptions about the nature and value of logic, false assumptions about the motivations of others on this thread, and false assumptions about the nature of language itself.
I disagree. The false assumptiosn are yours, my definition is about avoiding assumptions as muhc as possible.

But if I am wrong, It's because of something that's either hidden deeply in your diatribe (so that I missed it) or that you haven't actually said, such as an assumption that you are making that you view as being so basic that it doesn't need to be stated.
No, you're wrong because you're stuck on the idea that your preferences and criteria are more commonly aplicable than they are, in ways wich they are not.

Actually answering questions that are put to you (and the sort of yes/no questions Quas proposed on the other thread ought not to be too taxing) without trying to insult the person asking you those questions might be a good place to start.
I'm not going to answer questions set up to be a trap, especially with a yes/no answer.

Lanefan said:
Depends what they think they're entitled to. To design and run their PC's as they see fit within the rules and premises of the game, yes.
See, right there a lot of people would disagree. For instance I run mainly with the core rules. It varies group by group. A lot.

To change basic premises or rules of the game (e.g. "You designed in Greyhawk but we've decided we're playing in FR instead") unilaterally, no.
Ok so what does the GM do in such a situation? If the players are sick of ravenloft, the players are sick of ravenloft! If the players come to the table execting the Forgotten Realms(relativly generic and inclusive adventure fantasy), and instead find the GM is running the 'Forgotten Realms' (staggering around waterdeep being abused and bullied but uber-powerful signiature character like Elminster), then again,there is a greviance.

To have a game where nothing bad ever happens to them, no.
Nobody si arguing for that.

To have a game where they have a reasonable chance of having their PC's last past the first combat, yes. After those, it gets rather gray, and varies from group to group.
It's grey way bebfore then, esecially when we consider that problems players and GM's are rarely effective in their comunication.

And fortunate indeed (and rare!) is the DM who has players whose preferences and enjoyments agree beyond the most basic "we wanna play D+D". Mine sure don't! :)
Yeah but if people aren't up front with what they want, or argue about it, then that's only more reason to have preferences in mind as much as possible.

I do things my players don't like every bloody session! I see it as part of my job as DM to sometimes upset the comfort zone, to see if they can hit the curveball.
There's a difference betwen a curve-ball and a brawl on the pitch. I'm not talking about a boring game, i'm talking about a game wich gives the players what they want, the kind of challenges they enjoy.
 

happyelf said:
Raven Crowking said:
You actually feel that you can tell me what I do and do not object to?!? :confused:

If the Bridle fits. . v:)v


As a representative of your general attitude, it explains why you're having so many problems communicating.


But they do. I've sunk huge amount sof words into these things, often repeating the same points, and you're still at square one, making the same basic arguments in different ways, unwilling to listen to what i'm saying.


Listen and agree are not the same thing. It's ironic that you would suggest that I am "at square one, making the same basic arguments in different ways" as some form of insult while claiming that you are "often repeating the same points" as though it were some kind of virtue.

You have not answered these questions:

What do you believe about objective standards so far as defining terms goes?

Do you believe than anything objective can be said about railroading? If so, what?​

I was about to wash my hands of the whole thing, but at least you did provide some insight to the reasons behind your thinking:

happyelf said:
Raven Crowking said:
Why is the player test more valid than the DM test?
Because the term 'railroading' has always been something the GM does to the player. Furthemore, because in the conventioal mode the balance of power is with the GM, dramtically so, and as a result issues of power relate to their actions in a particular way. Only the GM has fiat, only the GM has final ruling.

OK, I certainly do not disagree with your statements that railroading is something that the DM does to the player, or that the GM has final ruling and the balance of power. However, your explaination doesn't include the reason why you therefore conclude that the player test is more valid.

If I said:

All trout are fish
All fish live in the water
Therefore all trout live in the water​

I would create a chain of logic built on premises that could be explained. If I instead said

All trout are fish
Therefore all trout live in the water​

I might still be correct, but I have left out an important piece of information upon which my argument relies. Likewise, your argument may be correct, but there is no chain of logic in

All railroading is done by DMs to players
All DMs have more power than players
Therefore if the player says it's railroading it is​

This is not to say that you are necessarily wrong. However, there is at least one premise that is missing from this equation. The missing premise(s), if true, might lead toward your conclusion. If false, the missing premises might falsify your position. It seems to me that one of the premises you build your assertation on is

All players know when the DM is being unfair​

or something similar. In fact, the only way I can see to complete that logic chain requires a statement of this sort. Maybe there is another chain of logic that I haven't seen yet, but if so you have yet to provide it. Please do so.

Raven Crowking said:
We seem to have a real disconnect about what is meant by a "useful" or "valid" definition.To my mind, a definition must communicate something specific in order to be of any value.The Lewis Carroll bit quoted earlier speaks to this; if a word communicates nothing in and of itself, where does the value of the word lie?

Like all terminology in this hobby it's a starting point. It comunicates plenty of useful, specific information, and from there, the player can state details about thir prefernces, and, for instance, give examples. This is the process whereby truly specific and useful information is imparted, not some arbitary test wich renders the term meaningless.

Again, what "useful, specific information" does the term "railroading" communicate?

Raven Crowking said:
Using my definition, if a player says "I think you're railroading me" he is specifically telling me that he thinks I am taking power that is legitimately his (usurpation of power), and that as a result he has lost the capacity to make choices (resulting in linear play). This may be a valid criticism or not.

And if it's not jusged valid, then what? Is his grevience simply ignored, or do we need to create, an additional, redundant definintions to handle those cases?

To use an example from upthread, I was accused of railroading once when I supplied an obvious hook. The player in question thought that if he did not follow the hook he had no options to play in that session. I pointed out over 10 other options he was aware of (including the option they had planned to follow up at the end of the last session). This is an easy example of what happens when both parties can see that a grievance is not valid.

However, let us imagine a less clear-cut example. A PC attacks Bobby the Aardvark, rolls a 16, and hits. The next round, the same PC rolls a 17 and misses. The player cries foul.

Let us assume further that there is a very good reason for this, one which the player would agree was legitimate if he were aware of it, but which for game purposes the DM doesn't want to reveal.

The DM says "Yes, it looks wonky, but there's a good reason for it" and the player decides to accept that or not. Generally speaking, what happens next depends upon that player's experience with that DM and/or with DMs in general. It also depends upon that player's temperament and play preferences. IME, that is the end of it, and when it is no longer an immediate game issue, I might tell the players why the change occurred. That's a good thing, because it helps to build player trust. But I do not feel it is a mandatory thing.

Of course, my players generally trust me, and this sort of thing is part of the explicit (written) social contract at my table.

If the player does not accept it, and it is a large enough point to interupt the game over, clearly the player and DM are going to clash. This is going to happen, IME and IMHO, for only one of two reasons: (1) They have irreconcilable play styles, and/or (2) one or both of them is an ass. In either case, the clearest and easiest solution is that the player does not continue to play under that DM. YMMV, of course.

In any event your definintion is bunk- how do you define legitimate power? Does the player have the power to define when the city watch is going to be patrolling a street? No. But if the GM just happens to have the city watch turn up in force on a 'routine patrol' whenever the PC's do anything illegal, is that not railroading? I'd say a lot of people would find such an outcome frustrating and problematic, and with good cause.

I define legitimate power by the social contract, implied or explicit, in force at any given table. To some degree, legitimate power is incorporated in the RAW (house rules, WotC material, and/or third party sourcebooks as appropriate). If the rules suddenly and inexplicably change without warning or discussion, then that is never legitimate. IMHO. YMMV.

I would further suggest that there are some things that are automatically legitimate for the DM to assume: Choice of the campaign setting in which his game is set, opening set-up, selection of opponents, selection of treasure, planning & mapping locations, and so on. Some of these things can admittedly cause problems in and of themselves. If the DM sets up encounters, for example, that the PCs cannot avoid or survive something far worse than mere railroading is going on. If the DM is your opponent (as opposed to creating and running your opponents to offer you challenges that you might succeed or fail at), you simply cannot win. Not only is there no way to win, but also no way that you should continue playing under that DM.

Although it is certainly subjective, I would agree that ultimately the definition of "legitimate" is determined by the players. In this way, our definitions are similar. A bad DM is a bad DM, railroading or not. There are other ways to be a bad DM. Players have a very simple solution to this problem: walk.

Raven Crowking said:
t could be that we differ on whether or not the choice is legitimately his (I think any DM has the absolute right to say "no warforged ninja in this world", for example).
Nonetheless, a player still has the right to say "well i want to play a ninja so i'm not playing in your game, because I find it too restrictive in this way". And that essentially is the dialogue inherent in all clahses of this sort.

Sure. I absolutely agree that any DM has the right to deny any player, and any player has the right to deny any DM. That is an absolute right.

You might argue that railroading is specific to plot, but that's an abstraction and not nearly as concrete a line as people might think. For instance, if the GM says 'everybody has to play a cleric', that might not seem to have a constant effect on plot, but it does if the GM uses the 'voice of god' and the ethos rules to constantly step on their choices.

I do not argue that railroading is specific to plot (although that is the classic definition from Lo These Many Years Back) but only that there has to be some linear (removal of choice to force players along a direction determined by the DM).

Raven Crowking said:
Sometimes a complaint is justified, and requires action to rectify. Other times, not.
I agree that someties the GM should take steps, and other times less so (such as the guard-killing example noted above). But this false critiera for justification is only going to cause problems for groups who's play style or assumptions do not match your own. At worst, it coudl mislead a GM into thinking that he can safely dismiss a greviance, despite it potentially being quite valid.

I admit that I do make an assumption that the DM in question knows whether or not he is behaving in a fair manner. I realize that this assumption isn't always valid, but where it is not valid there is very little point in continuing to play under that DM. I grant that sometimes a DM might do something unfair unintentionally, but if the purpose of the DM is to create a fun game & play fairly, then upon reflection the DM should be able to accept that whatever unfair behavior occurred was unfair.

Again, any DM who cannot do this isn't worth showing up for.

Therfore, when a grievance is made, I do make the assumption that the DM does (or should) know whether or not it is justified, either now or in very short order.

What the DM does not know, and must subjectively judge, is the player's reason for making the grievance. If he believes that the player is making the grievance "just because" or to attempt to control the game, then the DM should either dump that player or remain firm. If the DM believes that the player thinks the grievance is justified, he can point out why it is not or ask the player to trust him. If he is not abusive of his power, and the DM/player play styles are not irreconcilable, then this should be enough.

Obviously, making this determination requires either (1) a long-term relationship with the player or (2) listening to the specifics of the grievance.

IME, very few problems should cause more than a few minutes to adjudicate, even if the DM is fairly green, assuming that both the DM and players come to the game with a cooperative agenda. And anyone who comes to the table to cause problems -- DM or player -- should be sent home.

YMMV and JMHO, of course.

RC
 

happyelf said:
Raven Crowking said:
Actually answering questions that are put to you (and the sort of yes/no questions Quas proposed on the other thread ought not to be too taxing) without trying to insult the person asking you those questions might be a good place to start.
I'm not going to answer questions set up to be a trap, especially with a yes/no answer.

Quas's questions are only a "trap" if you are concerned that they will demonstrate a problem with your position. Which is, of course, exactly what they are intended to do. On the other hand, if your answers are different than expected, that would be a definite clue that there is an additional component to your definition that you have yet to expand on.

You should certainly feel free to expand.
 
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Another Disconnect

Another disconnect I think we are having is that I believe that any statement that you want to convince someone else as to the truth of requires justification.

OTOH, I do subscribe to the general rule of law that claims that the accused is innocent until proven guilty. It is far more rational, IMHO, to require proof for a charge of murder than to require the accused to prove his innocence. While railroading isn't murder, I would say that the same principle (although to a lesser degree) applies.

This does not mean, however, that you shouldn't leave a game you aren't enjoying merely because you cannot prove your case. What it does mean is that, if everyone else is enjoying the game, they might not view your complaints as justified.
 

Abe.ebA said:
For anyone who can accept the definition posited by myself, RC, et al for a moment for purpose of discussion: when a situation arises where you, as a DM, feel it necessary to railroad, do you think it's preferable to do it in-game or to simply tell the players? I'll give an example:

The session is moving along with the PCs exploring the Crypt of Impending Doom when they come upon a chasm which a recent earthquake cut into the bedrock through which the crypt's network of passages winds. A couple of hundred feet below and a couple hundred feet away, on the far side of the chasm, they see a light flicker out as someone moves into a passageway on another level of the complex. Could it be Baddie McEvil, the necromancer they chased into the crypts in the first place? You, the DM, expect the sight to spur the PCs onward into finding a way down through the crypts to the lower levels and across the chasm to catch up with Baddie. Instead, one of them says, "I whip out that flying carpet we picked up from the evil djinn three months ago. Good thing I kept forgetting to sell it, huh?"
You don't have the lower level plotted out yet. You have a couple of badguys statted up for the end of the dungeon but they're way too tough for the PCs to handle right now and you haven't gotten around to statting out Baddie McEvil at all yet. You forgot that they still had that carpet; heck, you forgot you gave them a carpet. It was just part of a randomly rolled treasure horde.

Well, first off I wouldn't be caught in that position. I never give out randomly rolled treasure, and I'd certainly never imagine that a barrier of any sort would prevent the PCs from finding a way across. I guess I've been doing this for too long..... :p

But, given your hypothetical situation, I would pull out my stat binder, my notes for the design of that level, and pick c) "Okay, off you go!" and ad-lib furiously. It helps that my notes are all devised first from a skeleton outline, fleshed with stats I intend to use, then described (in that order). As a result, I'd have several encounters already bullet-pointed ahead of time. If they can reach it in a game session, I've got a pretty fair idea what they might find, and can ad lib from there.

Also, like some others on this thread (rounser, I believe), I stat out lairs with unspecified locations that can be placed into underdeveloped areas if sudden need arises.

YMMV, of course.

RC
 

Into the Woods

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