There was a long thread a few months back about defining railroading. Definining a DMing technique isn't exactly easy and I don't think it was resolved in the end.
I called it "force", for lack of a better word, for when a DM manipulates events to an outcome they desire rather than one of consequence.[/quote]
That seems to be a good definition. We will come back to it in a bit.
I wouldn't be too hasty of calling railroading an indefinable term. The concept came about for a reason.
Yes, and yes. But I didn't say that it was an indefinable term. I could pick a definition and be happy with it. I said that its probably impossible to have a concensus definition that everyone would be happy with because people have come to use the term to mean so many different things.
And there is a perfect way to roleplay, it's called "let's prietend" and everyone can join in with their own ideas in the way they want.
HA! No. Good try, but no. The reason that RPGs exist is that 'let's pretend' proves in the general case to be unsatisfying. There are several basic problems, but the most obvious is one familiar to every kid. You start playing 'let's pretend we are cops & robbers/cowboys & indians/specops and terrorists/aliens and space marines and someone says, "I shot you." and the other one says, "No you didn't, you missed. I shot you." To resolve that you agree to take turns or play rock, paper, scissors, or roll a dice and suddenly 'let's pretend' has become a system in which people can't join in with thier own ideas in the way they want because the system constrains them. They may want to always hit and they may want their opponents to never miss, but so long as more than one person is playing the game they have to sacrifice thier full freedom for the sake of getting along.
Hey! You are absolutely right here. The fact that only one key can open my front door doesn't make my house a railroading adventure. Designing a game where the players must go through the front door and only with the key that opens it or you quit playing is railroading for me.
I love it when people state thier full agreement with me and then go on to disagree completely in practically the very next sentence. What you said is completely contridictory. Either you can't believe that I'm absolutely right, or you can't believe that 'one door with just one key and no other way in' is bad. But you can't believe both.
This is the traditional Referee stance. I have found it is better to alter NPC decisions than dice rolls when bending the world towards players' ideas. It's a form of "force" like I said above, but I prefer my players' plans have a good chance of succeeding.
I didn't say anything about how I was fudging, just that I was sometimes fudging.
The fact of the matter is, we don't all railroad. It sucks if all the DMs a person has met do railroad, but that still does not make it true.
Wait a minute, didn't you just say that you used 'force' too? Surely you don't think you are excluding yourself from those that railroad if you also admit that you are using 'force' to obtain the outcome you desire (namely that the PC's have a good chance of succeeding, that the story keeps moving despite the players getting 'stuck' etc.)?
Interesting things have no reason to happen to the PCs, so don't design events to do so. Living in a dangerous, fantastic, adventure-filled world means the PCs are going to bring events upon themselves.
Not it doesn't. You can have a dangerous, fantastic, adventure-filled world and the majority of people in it never find the adventure and never have the adventure come to them. Our own world is dangerous and fantastic, but if you gained super-strength and super-speed and instinctive martial arts prowess today, you couldn't go out tommorrow night and stop a mugging, prevent a burglery, and bring a murderer to justice because you'd find it a very hard thing to be in the right place at the right time. Dangerous and fantastic or not, oppurtunities to be heroic aren't happening on every corner like this was 'City of Heroes' or something. And the problem with conventions like 'City of Heroes' is that they don't stand up to scrutiny. As someone else said, they are like the plots of professional wrestling. They fall apart if you look too close, and that's means that you the world designer are STILL designing events to happen to the PCs. If you want to have a heroic game, its pretty much inescapable that you do so.
These aren't truths for those who choose not to railroad. Stop designing adventures according to "planned" encounters.
Show me a campaign setting without designed encounters and I'll show you the worlds largest wandering monster table. I had one that was 50 pages once. Believe me, I know about freeform.
Stop ensuring your PCs can never run into inappropriate ELs or CRs.
I didn't say that I did. I said that I ensured that there was something 'next door' that was appropriate. I didn't say that there wasn't also something next door that was above thier heads. But if they did run into the CR 15 creature at level 1, you can be fairly sure I'd design that encounter to be survivable in some fashion. Like it just so happens, the big bad evil monster isn't hungry just now and just wants to talk. Or whatever.
Stop having your NPC monsters kill red shirts first.
Who said that I did? What I said is that I made the decision that the PC's were not red shirts. I do things like have the evil overlord send his weaker minions to deal with the PC's when they first gain noterity for spoiling his plans, rather than coming himself and dealing with them right away before they become too dangerous to thwart so easily. That is railroading. It's a story convention that the evil overlord is always incompotant in this way, allowing things to get out of control before he actually takes the situation seriously despite his 23 INT.
And stop allowing the PCs to succeed or save the day when they haven't.
Who said that I did? What I said is that I always have a way for the PC's to succeed or save the day. The real world is under no such obligation to provide you with a way out.
Fudging is your call, but I wouldn't call it railroading necessarily by the way the term was used when I learned the game in the 80's.
Let us return to the definition you provided: "I called it "force", for lack of a better word, for when a DM manipulates events to an outcome they desire rather than one of consequence."
You claim that fudging isn't railroading, and I agree that it isn't generally recognized as railroading but I think that you'll find that any good definition of railroading encompasses fudging. Take your definition just provided. Wouldn't you agree that when you fudge the results, or the NPC's actions, or anything else, you are manipulating events to an outcome you desire rather than strictly one of consequence? You want to argue I think that this is different than having the NPC (whether a villain or not) critical to a latter point in the plot be effectively unkillable, but I don't think it is. They both can be achieved by fudging and they both are the DM manipulating events to some end other than one of consequence.
So you railroad too. We all do. Some of us just do it more gracefully than others.
Interesing and profitable things can lie in any direction in a freeform game. It isn't impossible.
Absolutely. I didn't say that it wasn't. What I said is that if interesting and profitable things are in every direction, then the world wasn't strictly one of consequence.
Give 'em a world of adventure and don't fudge the dice. Let 'em learn when to run, when to fight, and even how to overcome even seemingly impossible odds.
You know, I've been doing this for about 26 years now. I'm not a kid. I might not be God's gift to players, but I don't think I need basic lessons in DMing. And back when I was a player, the play group that I was in was among the better tactical groups in the nation with the tournament records to prove it. I don't think I need lessons on how to dungeoneer either. You want to disagree with me fine, there's probably good reasons for doing so although I get the impression that alot of your disagreement was based on a misreading of what I wrote (which is as much my fault for not being clear as anything), but if you start with the premise that I'm stupid then either I'm just going to start ignoring you or very quickly pirate cat is going to be asking me to leave another thread.