What is "railroading" to you (as a player)?

This is the way I look at it.

5e has a skill that can be used to read someone, and ideally identify if they're telling the truth. If the GM calls for that skill to be used to make that determination, then I obey the result of that check, and whatever stakes are assigned for success or failure. My mandate as a player is always to play the system as it is presented to me. My personal opinions on its design are not relevant when I agree to sit down and play.

Let's start with a basic premise: the player says, "Can I tell if the NPC is lying?" and the GM says, "Let me have a Wisdom(Insight) check...". Some people feel that the player should have to abide by the result.

But let's run a thought experiment: suppose the player says, "Eh, never mind." Do they still have to roll?

Or, what if the player never asks? What if the player just listens to the GM and nods. The GM might say, "Do you believe him?" And the player says, "Not sure." Should the player be forced to roll, anyway, because the GM wants to know what the player (and the character) are thinking? That doesn't make any sense to me.

This is why I think rolls should only be called for in response to an action declaration that has consequences.

So I could see the player saying, "I'm going to keep asking questions and see if I can get the NPC to contradict themselves, so that I know if they are lying." And the GM might say, "Um, ok, but I'll need a roll, and if you fail you are going to piss them off..."


That being said, I think having skills on the skill list that are inherently passive and perceptive is a bad idea. I don't like both Insight and Perception being skills, and I'm not a fan of gating providing actionable information for the players behind checks.

Totally agree, for the above reasons.
 

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Let's start with a basic premise: the player says, "Can I tell if the NPC is lying?" and the GM says, "Let me have a Wisdom(Insight) check...". Some people feel that the player should have to abide by the result.

But let's run a thought experiment: suppose the player says, "Eh, never mind." Do they still have to roll?

Or, what if the player never asks? What if the player just listens to the GM and nods. The GM might say, "Do you believe him?" And the player says, "Not sure." Should the player be forced to roll, anyway, because the GM wants to know what the player (and the character) are thinking? That doesn't make any sense to me.
I would not call for a roll there, since the player is not asking to determine anything of consequence.
 

And my response is that there are some situations you might like to present in a movie or book that just don't work in RPGs. One of those is gating an important plot point behind the requirement that the players either believe or disbelieve an NPC. If I have an NPC lie to the players and they know I'm lying because I'm a bad liar....that's ok. Or if I'm having the NPC tell the truth and the players think I'm lying...that's ok, too.

And I don't think its okay that its completely disconnected by the abilities of the characters and instead based entirely around the abilities of the player and GM. So here we are.
 

And I don't think its okay that its completely disconnected by the abilities of the characters and instead based entirely around the abilities of the player and GM. So here we are.

I mean, it's the same issue as solving in-game puzzles, right? You either let the players actually solve them, or you roll dice and pretend that the puzzle has been solved. Potato, potato.

(I would never misspell the second 'potato' because that would suggest that one pronunciation is correct and the other is wrong...)
 

Let's start with a basic premise: the player says, "Can I tell if the NPC is lying?" and the GM says, "Let me have a Wisdom(Insight) check...". Some people feel that the player should have to abide by the result.

But let's run a thought experiment: suppose the player says, "Eh, never mind." Do they still have to roll?

Or, what if the player never asks? What if the player just listens to the GM and nods. The GM might say, "Do you believe him?" And the player says, "Not sure." Should the player be forced to roll, anyway, because the GM wants to know what the player (and the character) are thinking? That doesn't make any sense to me.

This is why I think rolls should only be called for in response to an action declaration that has consequences.

So I could see the player saying, "I'm going to keep asking questions and see if I can get the NPC to contradict themselves, so that I know if they are lying." And the GM might say, "Um, ok, but I'll need a roll, and if you fail you are going to piss them off..."
I don't follow the context of what these hypotheticals mean for your argument. Can you explain your thought experiment better?

Base premise, I would say there is an expectation that if the result of the game play results in something affecting the character, the player is at least expected to have the character acknowledge that result. If that expectation isn't in place, then everything falls over. So I think it is at least that "my character (does|doesn't) tell that the NPC is lying or not" is default stakes in your first example. Not that the player has to abide. The player can know that I am hamming this NPC up as the shadiest guy in town despite their character's failed Insight roll and act accordingly, but acting accordingly is still through the lens of the character. Maybe the player decides to roll with it and play their character as the fool because that's interesting, or maybe the player starts scheming for another way to get better information, because the player still has overall agency on their character's actions and they still want more information. That's fine, as long as we're agreeing that an in-game thing happened (even if it's abstract), and we should proceed play under the agreement that it changes something about the character (in this case, their confidence in what they see or hear).

Before the "didn't roll, didn't ask" situations (because this is where I don't understand the thought experiment), let's also admit that the game rules solve a situation where maybe the player can't read me, or I'm a really good liar or actor. The player has the right to try to have their character have some in-game knowledge that isn't/can't be conveyed by the people at the table, it's right there in this game's rules. And, again the implicit contract is everyone follows the cause and effect of the game rules in-game. Or further still, maybe I'm just a terrible actor (which I, personally, am) or there's no direct information for the player to make a decision about, because I just narrated the gist of a conversation rather than starting an in-game volley of conversation. Valid situations, right? Thus, it's valid that the character should be allowed to have information the player does not. So, Insight (for example) has a game purpose. It'd be wrong to deny players that chance, if they're playing a game that has made those accommodations (or concessions, or however you want to think about it).

If the player asks the original question and chooses not to roll for some reason, that's outside of the scope of the game rules. Same with just nodding along and never testing the situation. The player can think whatever they want, same as before, and again, act accordingly through the lens of the character --- a character who does not have any particular insight (heh) into this situation. So, back to the thought experiment, I agree with you that the GM asking the player to roll, to understand what the player is thinking, makes no sense --- the game rules test the character, not the player, and the character has opted out, basically. I also agree that rolls should only be called for* in response to an action declaration that has consequences, but I don't see where these situations have bearing on the validity of these skills as a means of conveying information to the character.

(*): I am fine with passive skills, myself, like if a master investigator is trying to figure out if a guileless child is lying, it would be obvious to them. But that's just a kind of test where we believe we can skip the roll, because failure here should be impossible.

I guess you could hypothesize a system where a character's beliefs and thus consequent actions must be defined by the results of rolls, removing the player, but I don't think anyone here is advocating for such a game. Now I'm wondering if you are hypothesizing that. Is that a real perception of how people use Sense Motive/Insight/etc.?
 

I guess you could hypothesize a system where a character's beliefs and thus consequent actions must be defined by the results of rolls, removing the player, but I don't think anyone here is advocating for such a game. Now I'm wondering if you are hypothesizing that. Is that a real perception of how people use Sense Motive/Insight/etc.?

Actually, yes, there are people advocating for that, in this thread and in other threads.
 

By the way, back on the subject of railroading, I was just at my local bookstore looking at the Vecna adventure path by WotC. In the adventure outline at the beginning of the book, the various chapters of the adventure were summarized by describing what the players would do. E.g., "After freeing the prisoner, the players kill the evil priest and return the McGuffin to the authorities." I'm making that one up because I can't remember the specifics, but it was like that.

The actual railroading doesn't happen until the GM decides to keep players on that path, but certainly the structure of the book seems to assume it will be a railroad.
 

Actually, yes, there are people advocating for that, in this thread and in other threads.
I can't recall seeing that opinion and I don't have the gumption to go back through 100 pages to find it, but to the degree that I can speak against it anyway, I agree with your posts on this point, that treating Insight, etc., as compelling further, specific action makes no sense in a game that implicitly or explicitly promotes player agency of their character's actions. It's alien to me such that I didn't even consider it in the same ecosystem of discussion. To whatever extent this matters, sorry for missing your point.

I still believe that the since altered "lens" ought to inform the character's further actions, but frankly that lens is so weak, Insight/etc. so broadly indefinite, and the universe of roleplaying options so vast, that failing the check is essentially just proceeding with an agreement like "please try to justify what your character is doing, regardless of them being piloted by a genre-savvy human, yeah?"
 

I mean, it's the same issue as solving in-game puzzles, right? You either let the players actually solve them, or you roll dice and pretend that the puzzle has been solved. Potato, potato.

(I would never misspell the second 'potato' because that would suggest that one pronunciation is correct and the other is wrong...)

You're apparently under the impression I think completely disconnecting them from character abilities is okay either. I don't.

(And if you're going to go to the all-or-nothing "I guess we don't need to even play then", save it. Character abilities matter in combat in most games, but I don't expect those to be all one thing either, so I don't see a reason it needs to be so here, either).
 

I can't recall seeing that opinion and I don't have the gumption to go back through 100 pages to find it, but to the degree that I can speak against it anyway, I agree with your posts on this point, that treating Insight, etc., as compelling further, specific action makes no sense in a game that implicitly or explicitly promotes player agency of their character's actions. It's alien to me such that I didn't even consider it in the same ecosystem of discussion. To whatever extent this matters, sorry for missing your point.

My view is just that PCs shouldn't be a privledged set in regard to how social skills interact with them; but that doesn't mean it needs to be all or nothing in that direction either. I don't have much patience for people who think its okay for Persuade to be, effectively mind control when directed at NPCs and do nothing when directed at PCs, but there are ways to put your thumb on the scale without mandating specific actions.
 

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