shilsen
Adventurer
The bastards! They killed the Shaman!The Shaman said:I think my head is about to explo*SPLORT! splattersplattersplattersplatter*
The bastards! They killed the Shaman!The Shaman said:I think my head is about to explo*SPLORT! splattersplattersplattersplatter*
Primitive Screwhead said:And I too have never properly run a game
Its all way to subjective of an issue anyway.
Perhaps I spoke too concisely...
My version of the above describes your normal gathering of gamers for a game that is not being run by a GM who has a richly detailed setting from which to work with. Instead the GM relies on published modules purchases with thier hard earned money....
In this sort of setup, the players should expect a level of railroading..after all why would the group go out to defeat the Temple of Elemental Evil at 1st level? Heck.. a 'properly played' in character 1st level should run away from that temple in the hopes that they will survive... but the GM spent some good money on that module so the player chooses to follow.
Exactly in my view as well. That's why I take a narrow view of the specific term "railroad" where a DM gives you no choice and will bend in-game rules to force you to do something they want, which doesn't arise from anything the PCs do. It includes a DM not playing fair, which is where I see the killer DM aspect of "railroading" come in or the surprise piece of information about situation X that every creature above the age of 5 in the setting would know but the DM doesn't tell you.In an ideal world the GM would have a rich detailed setting with plot-hooks galore and total player freedom. Personally I have only seen one game that reached even close to this stage....and the campaign is now in its 15th year... each character is invested in the game world with thier own motivations, goals, and and nemisisessses.{spelling?}
And the characters background restricted player freedom more than anything else....
But.. I think its all really a matter of perspective. Players cannot manupipulate events/circumstances that don't exist. Its up to the GM to provide the events/circumstances and present them in such a fashion that the players enjoy the game instead of dwelling on meta-game things like 'railroads' or 'balance'.. it should be a fun game.
Part and parcel of playing in a world described to you in the words of a person is the intrinsic manipulation by that one person based on what they describe and how they describe it.
Fer instance, I once went into deep detail on a dagger the PC's found in a closet. Had a card written up and a cute drawing of the wicked black dagger... The players assumed it was a plot device or special item because I had spent time on it. Manipulation? yup. But they carried that normal dagger around for 4 more sessions waiting for something 'kewl' to happen with it.
Never done it. If someone is talking about a BBEG or such it is probably because it is local news people would naturally be talking about. Especially in an age before TV, gossiping and talking is what you did. Again this sort of thing, need to convey info to players, can be helped by asking players what they are interested in, old tales, relics, political infighting in the kingdom, then telling them what their characters would know about such things.And I cannot imagine a game where DM manipulation doesn't exist. Its just that the better DM's do a better job of hiding the manipulation behind an illusion of player free choice.
What exactly is manipulating? Providing a drunkard in the bar to impart knowledge to the group regarding the BBEG that they would not otherwise discover?
Never on treasure and yeah on the items. I do design encounters with a consistency to setting first, but sometimes with erring on the side of a fun game. For example, the party encounters the remains of a victim to a "trap" lets say in a secret passage. He is loaded for undead fighting. It happens he was an unlucky thief of a party of tomb robbers. This signals to the party that undead may be nearby but it makes sense such remains might be there. The theif didn't know what kind of undead he'd face, so he has got a bit of everything including plain wood crossbow bolts (wooden stakes). Now eveyone is conviced vampires are ahead. Not really, but the poor thief didn't know that.Ensuring that thier treasure allotment is equal to the wealth guidelines and stacked with items to assist in the next big encounter?
It happens randomly but not as a plot device.Having brigands attack a caravan just as the group approaches?
I've used it too much, but luckily only to get something going and we all agree to it. I've always had the characters agree to the little backstories I create as to how they all know each other and might potentially be predisposed to trusting each other. Often not much more than growing up in the same small town.Having the group meet in a bar?
Flashing PC signs?
Adventures designed with a entry portion that's not going to easily slaughter them? Sure, but I've worked that into setting. All CR balanced throughout, never, but I've been big on an ecology for decades and I think I end up doing by a "food-chian" approach what WotC has quantified. The areas where you get slaughtered at low level, you got to work to find yourself in, but you can and the only warning sign may be the bones.CR equivilent encounters? .....
Well it's never a railroad if we all agree to it IMHO. I count agreeing to it as accepting to play in a DMs setting. Once you agree to that you shouldn't complain about the setting as long as the DM is consistent within that setting. Setting have limits, hence distinguihing one from the other, some of which may be metagame as in I have 5 kids and a 6 day a week job so I can only prep so much.Where do you draw the line between running the game and railroading?
As mentioned before, YMMV.
Funny thing is, despite my outlook on this topic, I would be quite content playing in RC's game, or in Quasqueton's for that matter. The whole point of the game is to have fun... or so I have been told.
Because we are already debating this on another thread, and because frankly I don't really think it's constructive to argue with you guys.Raven Crowking said:However, if Quas judged you harshly, why didn't you answer his questions?
Raven Crowking said:Please identify these examples as either a railroad or not a railroad:
I got better!shilsen said:The bastards! They killed the Shaman!
I'm sure someone could make usage of the word 'manipulate' in this context sufficiently expansive to include any information presented by the game master, but for my purposes I'm going to reply in terms of your earlier statement:Primitive Screwhead said:Are you suggesting that a GM can run a game without manipulating the players in any way shape or form?
My answer is yes, a game master can run an exciting, immersive game without manipulating the players to follow a storyline.Primitive Screwhead said:A properly run game is one in which the GM manipulates events, NPC's, and circumstances in order to follow a story line, usually prepared in advance, in the attempt to reach a climax that is entertaining for all involved.
Ah, what was it I was saying about expansive definitions?Primitive Screwhead said:No focusing of the players attention to an area due to description provided {or notable lack thereof}?
"Better" for whom? The adventurers, or the game master's precious plot points?Primitive Screwhead said:No leading of the players with NPC interation that provides 'clues' as to the 'better' way to go?
Now everything a game master says, and every possible way it's said, is manipulation?Primitive Screwhead said:Given the media of the game we play it is impossible to run a game where a turn of a phrase does not change how the players react to the described encounter.
So as long as the players don't figure out that their choices have no real meaning or effect, that's okay? Am I understanding that correctly?Primitive Screwhead said:Blunt and obtuse manipulation for the purpose of fitting into the GM's idea of how the game should go leads to complaints about rail-roading.
Skillful and artful manipulation for the purpose of challanging and entertaining leads to memorable games that are fondly recalled years after the fact.
Now everything a game master says, and every possible way it's said, is manipulation?
And lo, the definition expands to infinity.
Yes there is.Hussar said:And this is the issue I have with HappyElf's definition of railroading. If EVERY action that a DM takes can be railroading, then there is no cut off.
Yes there is.THere's no way to tell if it's good or bad.
No, it doesn't.It simply, as TheShaman says, expands to infinity.
Glad to have you back!The Shaman said:I got better!![]()
And in truth, with the media in question...tonal inflection, pacing, even body language can lead a player into thinking a particular way about the information presented.The Shaman said:I'm sure someone could make usage of the word 'manipulate' in this context sufficiently expansive to include any information presented by the game master...
Only if said players are motivated and involved in the setting enough to pursue said story line....The Shaman said:My answer is yes, a game master can run an exciting, immersive game without manipulating the players to follow a storyline.Ah, what was it I was saying about expansive definitions?
And in describing, intentionally or not, you shade these descriptions with what you want them to hear. Watch any 'news' channel. Your perspective will color the information and how you present it, which colors how it is received and acted upon.The Shaman said:I don't attempt to focus or divert the players' (or their characters') attention. I describe what they see, hear, smell, touch, and taste, and allow them to draw their own inferences.
Agreed on the first half.. but IMHO there are two extremes and neither of them result in as good a game as does taking the middle road...The Shaman said:An adventure that tightly structured may crash and burn without the game master's thumb on the scales, so I tend to create fluid, character-driven situations and play off the adventurers rather than attempting to steer them along a path toward THE CLIMACTIC ENCOUNTER!
Hmm.. I see a trend here. You have assumed that my stance is based on the extreme of the GM maintaining a selfish story line...The Shaman said:"Better" for whom? The adventurers, or the game master's precious plot points?
The Shaman said:Now everything a game master says, and every possible way it's said, is manipulation?
Nay my friend.. you definition seems to have shrunk beyond comprehension...The Shaman said:And lo, the definition expands to infinity. :\
The best CP2020 game I ever ran resulted in a player approaching me the next day after he realized that the CIA had manipulated his character through a series of events in order to cut down some of the Corporate power in Night City. The players choices had very real meaning and very real effect.. the only difference is that I knew what those choices were going to be before they made them. By presenting the information in certain manners I led him to make the choices I expected.The Shaman said:So as long as the players don't figure out that their choices have no real meaning or effect, that's okay? Am I understanding that correctly?
happyelf said:It depends on player preference and the style of play the group has agreed to. Different groups want different kinds of choices to make in the game. Some players always want a chance to fight, some players never enjoy being captured, some players are ok with anything it as long as it's by the rules, or by the setting. Others are not. It varies.
The fact that you're still ignoring this component of my definintion after i've said over and over again tells me that there is no point replying to you further.