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Telling a story vs. railroading

This whole conversation reminds me of a news story I read yesterday on Wired.com. David Jaffe, the creator of the PS2 game "God of War" has given up on designing single player action games because he no longer finds "fun" in storytelling-based games.

Since God Of War, I have lost interest in the genre of single player action/adventure games. In fact, I’ve really lost interest in making any kind of game that does not fully and only embrace interactivity in the most purest sense.

I don’t want to tell stories with my games anymore.

As I player, while I am really loving the action-adventure genre, I also find myself spending more time playing pure games. Sports games, multiplayer games, racing games, hell...these days, a good 30% of my game playing time is spent on casual game sites like YAHOO and ADDICTING GAMES.COM.

http://davidjaffe.typepad.com/jaffes_game_design/2006/07/changes.html

Here's someone, an UBER-DM you could say, dealing with this same issue.

Where does "fun" lie on this spectrum between telling a story (DM-led) and creating an environment pregnant with possibilities (player-led)?
 

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rounser said:
It's an unspoken agreement to go along with the play style of the DM, or the published adventure path he's running, or what-have-you...because everyone knows that if you challenge it, there'll be no game.

It's still railroading, though.
rounser said:
All of the adventure paths, and countless homebrew campaigns fit this description [railroad].
So, rounser, you are saying that T1-4 (Temple of Elemental Evil), G1-3 (Against the Giants), D1-2 & Q1 (Descent – Demonweb Pits), A1-4 (Slavers), U1-3 (Saltmarsh), etc. are all railroad adventures?

Quasqueton
 

buzz said:
What if you're not an experienced DM? If I'm following the published advanture, and the adventure is railroading the players, it's not my fault. How am I supposed to know otherwise?

If it's an unexperienced DM using a published adventure then they are in the process of learning. And if he playing with a group that knows he/she is unexperienced they need to allow him/her to learn and adapt as well and not be jerks about being "railroaded".


buzz said:
I don't think that anyone here is saying that, Shin. There absolutely needs to be consensus. The main point (as James Wyatt points out in my .sig) is that the PCs are the protagonists. What they do should matter.

See I do think that there are people on this board at one time or another who have pretty much insinuated just that. Yes the PC's are the protagonists, but the majority of the actual work for the game is done by the DM. So there needs to be at least some form of return on that investment of work in the way of fun. Because if the game isnt fun for the Players and the DM, the player or the DM, then you have a game that SUCKS. I'm one of those people that dont believe that being a DM is a GIVING job. I think that the DM should be allowed to enjoy him/her self at LEAST as much as the players.

I'm running both a M&M campaign and a D&D (AGE OF WORMS) game right now and the moment that the fun quotent dips below a tolerable norm for me is the day I drop the game like a hot potato and move on to something else. I'll let my players know of my intentions and why I'm moving on. If it's not something that can be fixed then so beit. Time is to short to keep doing something for fun that's not actually fun. And that goes the same for my players, if the game isnt fun for them they should bounce as well. If it can be fixed, great, but if not...L8tr.
 

Quasqueton said:
So, rounser, you are saying that T1-4 (Temple of Elemental Evil), G1-3 (Against the Giants), D1-2 & Q1 (Descent – Demonweb Pits), A1-4 (Slavers), U1-3 (Saltmarsh), etc. are all railroad adventures?

Quasqueton

I guess he is. I dont know tho, I had fun playing the heck out of those adventures back in the 80's so if that's railroading, sign me up for more....
 

I think a lot of people try and re-invent or re-frame issues like railroading, and it think that's counterproductive. Railroading is a pretty common occurance in games, some people are fine with it, some people are not, and the key to managing that distinction is to be honest about what's going on the in game. That means GM's must try and be honest when speaking to players about the content of the game. All this 'X isn't railroading' stuff doesn't help that goal, it hinders it.

Most of what people are talking about here is railroading, wether they accept that or not. Denying it only makes it harder for their players (and potential players) to figure out what the game is going to be like, and wether that style is one they are likely to enjoy.

This is doubly true when we consider the kind of assumptions involved in railroading- many of them are not overtly aparent (see the 'script notepad' somebody metioned above for an extreme example), and so somebody could play in a game for some time before realising that the game is not what they're after.

For instance to paraphrase one post I read on (IIRC) a thread on another forum, this guy was playing a Paladin, who had a vendetta against a liche who had killed his family or something. He put a lot of effort over a lot of games into that feud and his character's attempts to vanquish that foe. Then to his suprise, the game moved onto the outer planes, and went in a completly different direction to the one the player was expecting (and, more to the point, the path the character was on). After a few tries at talking to the GM about this, the GM finally came clean and said "You were never meant to fight the liche, he was supposed to be like an unbeatable villain". All along the player had had the premise that the DM (as was suggested) was taking the PC's actions and agenda into account and working them into the story, when in reality the DM had just been plotting them based on their own interests. The player was quite demoralised from all of this, and I can understand why.

Now, people may claim they'd 'never do that', but as I said, these issues can be pretty subtle, and the kind of logic the GM uses can lead to this kind of outcome even if they don't intend it to.

For instance, some people think that if you drop a charm spell on the party, that's not railroading. Well, suprise, it is! And if you charm the PC's a few times, those guys in your group who don't like railroading are going to get pretty frustrated!

It doesn't matter if you "don't see that as railroading", because it still has the same results- you're taking choice away from the players, and players who like choice won't like that. Semantics won't matter to them, if anything it will only prevent them from expressing their preferences and the problems they're having with the game.

Gearjammer said:
Hmmm... but what if player choices resulted in the wizards and minotaurs forcing the players hand? Is that still a railroad?

In my new FR campaign the PC's found a dead body in a goblin lair surrounded by dozens of dead goblins. With the body they found a letter addressed to a prominent NPC in the nearest town and a Harper pin. They showed the Harper pin to the NPC (who is a Senior Harper operative) and since the party can now tie a known Harper to him the NPC has forced the PC's to work with him, or be imprisoned in a Harper stronghold until his mission is over.

Is that railroading? I didn't force the PC's to take the Harper pin, nor did I force them to take it to the NPC. In my view they've caught themselves up in events beyond their control by their own choices. The players willingly decided to work with the Harpers anyway so the agent didn't even have to threaten, but what if they didn't want to?

Not only is this railroading, but I think it's pretty dodgy that you'd describe this as a result of 'player choice' when the players had no idea what consequences would result from their actions. They didn't choose the situation, the situation chose them, or rather, you did. Saying it was 'by their own choices' is as valid as saying that if a PC stops at at a roadside shrine to pray to their god, it's 'by their own choices' if they're killed when it suddenly explodes. You didn't force the PC to stop and kneel at the shrine, but that's hardly a relevant choice.

Quasqueton said:
Escort the caravan from City A to City B.
Take this letter to Mr. X.
Etc. Linear adventures, not [necessarily] railroads.
Quasqueton
They are if the only alternative is not playing, or not having anything happen in the game. If plot X is is the 'only game in town', X is a railroad plot.
 
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buzz said:
What if you're not an experienced DM? If I'm following the published advanture, and the adventure is railroading the players, it's not my fault. How am I supposed to know otherwise?

Sure it is. Is it my fault if I'm driving 90 mph in a 45 mph zone if I missed the sign? Sure. In both cases, however, there might be mitigating circumstances.
 

happyelf said:
Most of what people are talking about here is railroading, wether they accept that or not. Denying it only makes it harder for their players (and potential players) to figure out what the game is going to be like, and wether that style is one they are likely to enjoy.
Then define something that isn't railroading, in your eyes; also, assume the players aren't necessarily the sort who will pick the game up by its ears and drag it along if not given clear direction...and even if they were, they'd try to drag it in 5 different directions at once.

This is doubly true when we consider the kind of assumptions involved in railroading- many of them are not overtly aparent (see the 'script notepad' somebody metioned above for an extreme example), and so somebody could play in a game for some time before realising that the game is not what they're after.
And if they enjoyed the game in the meantime, where's the harm?

For instance, some people think that if you drop a charm spell on the party, that's not railroading. Well, suprise, it is! And if you charm the PC's a few times, those guys in your group who don't like railroading are going to get pretty frustrated!

It doens't matter if you "Don't see that as railroading", because it still has the same results- you're taking choice away from the players, and players who like choice won't like that. Semantics won't matter to them, if anything it will only prevent them from expressing their preferences and the problems they're having with the game.
Realistically speaking, if you intend to tell any story or run any predesigned adventures at all, there's only so much real choice the players can have. The trick is to maintain the *illusion* of choice, and work your story into the choices they make.

If plot X is is the 'only game in town', X is a railroad plot.
It's the DM's game; if you think you can do better, run your own game. Simple, really. :)

Lanefan
 

ShinHakkaider said:
If it's an unexperienced DM using a published adventure then they are in the process of learning. And if he playing with a group that knows he/she is unexperienced they need to allow him/her to learn and adapt as well and not be jerks about being "railroaded".
Oh, of course. I'm more trying to point out that the published product can be at fault. That's why quality product is so important, as not every DM out there is experienced or proficient enough to "correct" bad products. Ideally, stuff should be fun out of the box.

ShinHakkaider said:
Yes the PC's are the protagonists, but the majority of the actual work for the game is done by the DM. So there needs to be at least some form of return on that investment of work in the way of fun. Because if the game isnt fun for the Players and the DM, the player or the DM, then you have a game that SUCKS. I'm one of those people that dont believe that being a DM is a GIVING job. I think that the DM should be allowed to enjoy him/her self at LEAST as much as the players.
Oh, I agree. The DM is, at the core, another player. He's got as much of a vested interest in having fun as everyone else.

I suppose that whereas you see "DM-as-slave" commentary, I feel I see a lot of "DM is God" commentary that implies that players need to just stop complaining and do what they're told. The middle path, obviously, is where the most fun lay. The players buy in to the situation the DM has set up, while the DM buys in to letting the players direct where they go from there.

The whole problem with railroading, IMO, is that it upsets this balance.
 

buzz said:
I suppose that whereas you see "DM-as-slave" commentary, I feel I see a lot of "DM is God" commentary that implies that players need to just stop complaining and do what they're told. The middle path, obviously, is where the most fun lay. The players buy in to the situation the DM has set up, while the DM buys in to letting the players direct where they go from there.

The whole problem with railroading, IMO, is that it upsets this balance.


Quoted For Truth.

Glad to see we can agree on something, buzz! :lol:
 

me said:
The best way not to railroad is to create characters and situations that your players care about. That's really all you need.

If you start with a pre-made plot (such as an adventure path) tell your group about it and let them make characters who will care about it. If they don't like the idea, don't run the adventure path. Of course, this works better before you buy one, but still...

haakon1 said:
Agreed. This is much more likely to work than expecting the DM to have dozens of different plots ready for the PC's to choose from at any moment.
I've always found it easier to get the players to buy into your plans for a game rather than to try and force the matter. Some games just aren't interesting for some people, either to play in or run. Why waste time doing something that isn't going to be fun? Especially when you can have a short discussion with all concerned and make something they will like.

--Steve
 

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