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The Great Railroad Thread
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<blockquote data-quote="Celebrim" data-source="post: 9755381" data-attributes="member: 4937"><p>The definition that I'm using was adopted precisely because I got tired of the "I know it when I see it" definitions that rely on subjective statements. </p><p></p><p></p><p></p><p>Agreed. Railroading to some extent is a part of all games. It's not possible to railroad 0% of the time. This is something I discuss, and is an important part of the discussion. Fundamentally it comes down to that no RPG runs without some GM fiat. </p><p></p><p></p><p></p><p>That's not obvious at all, and in fact that's obviously wrong in the general case. I discuss this as well. Your argument here would be correct if and only if the players had full knowledge of everything that might happen during the time they agree to skip. And this is obviously not the case. You can and I have on occasion use a time skip to jump the players into a trap that they agreed to jump into, but where they didn't fully understand the consequences of their action and where they would not have jumped if they had known what they were jumping into. This is the question, "Is there anything anyone wants to do before the morning?" or "Is there anything anyone wants to do before nightfall?" type question, where I know as a GM that there might be all sorts of things that they might want to do but because I can see they are running out of ideas or because I think the play will be dull if we don't time skip or for whatever reason, I'm luring the players into consenting to loss of agency so that I can get what I want to happen (something I think will be more fun than just having the players sit around and argue or speculate without taking meaningful action).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9755381, member: 4937"] The definition that I'm using was adopted precisely because I got tired of the "I know it when I see it" definitions that rely on subjective statements. Agreed. Railroading to some extent is a part of all games. It's not possible to railroad 0% of the time. This is something I discuss, and is an important part of the discussion. Fundamentally it comes down to that no RPG runs without some GM fiat. That's not obvious at all, and in fact that's obviously wrong in the general case. I discuss this as well. Your argument here would be correct if and only if the players had full knowledge of everything that might happen during the time they agree to skip. And this is obviously not the case. You can and I have on occasion use a time skip to jump the players into a trap that they agreed to jump into, but where they didn't fully understand the consequences of their action and where they would not have jumped if they had known what they were jumping into. This is the question, "Is there anything anyone wants to do before the morning?" or "Is there anything anyone wants to do before nightfall?" type question, where I know as a GM that there might be all sorts of things that they might want to do but because I can see they are running out of ideas or because I think the play will be dull if we don't time skip or for whatever reason, I'm luring the players into consenting to loss of agency so that I can get what I want to happen (something I think will be more fun than just having the players sit around and argue or speculate without taking meaningful action). [/QUOTE]
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