I guess I should have /s'dNo it's not. It's far from okay to make my play experience meaningless through illusionism. I will generally catch on eventually and then I get really angry, because the DM wasted a huge amount of my time.
I guess I should have /s'dNo it's not. It's far from okay to make my play experience meaningless through illusionism. I will generally catch on eventually and then I get really angry, because the DM wasted a huge amount of my time.
Legitimate question: what is the difference between doing this beforehand vs in the moment?Nope. Not what I said. How about just designing the most common ones you think your group will use or have fun with.
I guess what is the point of defining what "railroading" is? Is it about setting a standard for when players setting boundaries is socially acceptable? If it's not railroading are players allowed to object anyway? What are the stakes here? Is there genuine concern over if players have enough agency in the scenario? Whether or not it's "railroading" cannot tell you that.
Overall, trying to argue over these universal standards is silly.
That used to be railroading. The DM instantly narrowing or increasing chances based on how they feel. Is the pizza late and they're hungry? Did they have a bad day at work? Are they enjoying watching their players squirm and become exasperated? I think they call these DMs grognards, to note that they are old (or play old school) and are the gods of the world. And they will decide (with no forethought) as to whether the players have appeased the DM god.
No. It is a film. It fails utterly to be an RPG because you are passive observers and the game element is entirely absent.George Lucas wrote Star Wars. The characters have no choice but to go along the rails he already laid. Is Star Wars a railroad?
To me the railroad can bite in the first story/module if it is heavy handed, but it normally bites in the second story/module.I don’t think so. I don’t think many do. Star Wars is a story and stories are not railroads. Most games try to tell stories about specific characters, places and events. They typically give players some limited choices and have them play through the story to progress. In that sense I don’t think you can view games trying to tell stories as railroads.
This brings me back to my original contention - the railroading is about inappropriate use of GM force to prevent players from moving away from or circumventing the GMs prep (published or not). It's not about the puzzle, it's about saying no and preventing and/or vetoing alternative options.It's only railroading if the puzzle becomes absolutely required to solve. In other words, if the door to the puzzle is surrounded by obdurium walls, and there is a planar lock on the area beyond, and nothing can dispel the magic, and the puzzle has to be solved right now because the PCs can't go anything else, or go research riddles and come back, or whatever.
Of course, the GM is probably well within his rights to make bypassing the riddle door very very difficult - afterall, whoever made the riddle door obviously wanted people not to bypass it (though this brings up why you'd protect a door with a relatively easy to solve riddle). But, if the GM just says "no" to a reasonable plan to bypass the door without solving the riddle because he's so invested in that, then that is "railroading" - justified or not.
Player expectations and play style. My players know I do a lot in the moment - the world is collaboratively built and they have been known when I asked about religion in their home region because the PCs were visiting there to drop an actually present God on me and have me roll with it. This would be utter heresy in certain play styles aimed at exploration but is great for emotional engagementLegitimate question: what is the difference between doing this beforehand vs in the moment?
I was talking about games and decision points. A story can be linear without the game being a railroad (mass effect). Meanwhile a game like last of us is a railroad because the story plays out the same.George Lucas wrote Star Wars. The characters have no choice but to go along the rails he already laid. Is Star Wars a railroad? I don’t think so. I don’t think many do.
I disagree that degrees of GM influence are all that pertinent when the topic of discussion is railroading. Of course GMs can railroad just like any other participant, but what makes any particular behavior, by the GM or anyone else, railroading has more to do with how the behavior (i.e. control of a PC's choices or opportunities for choice by someone other than the player, not just the GM) interacts with the expectations of the table and whether it's perceived by the player as breaking those expectations. To have a discussion about whether railroading has occurred in any particular instance of play, you have to talk about the expectations of that particular group, and I don't see much of that happening in this thread.You might be able to ignore those many degrees if:
1) You just want to pontificate on your own preferences, and not engage with anyone else's ideas, or
2) Everyone agreed at the point it was to be called railroading. But, since that is unlikely, we wind up having to actually discuss those degrees, rather than dismiss and ignore them.
Force (control of a PC's decisions by anyone other than the player, not just the GM) rises to the point of railroading when it disrupts the expectations, interactions, and relationships of the table in question. There are many other means of influencing a game that GMs generally have at their disposal which may or may not be gernaine to a discussion of railroading. It really depends on the table.Quite the opposite. I'm pushing back on others seeming to refer to most (or any and all) GM influence as "force" and possibly all "force" as "railroading".
I am rarely an absolutist, myself.
I don’t know which position is yours since your 2 back to back posts explicitly contradicted themselves.Yeah sorry. Sematic arguments are well loved online but they can jog on for me. My position is just that, mine. It informs how I try to run games and what frustrates me when I am a player in someone else's. It's that simple.