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

Because people are routinely angered, intimidated, or persuaded by others? Like, it happens all the time.

But again… looking at this through the lens of D&D… is very limiting. There are better ways that other RPGs handle this stuff than the imagined way people are proposing it must work with D&D as a starting point.

Yeah that's a big challenge with this thread, it keeps blurring the lines between how specific RPGs work (or are supposed to work) versus what some people prefer (in general, at least some of the time), and those two keep crossing the line into "how RPGs should work."

Although I can't say I've been swayed from my stance at all, this thread is helping me to understand what some people like. It's stil as inexplicable to me as, say, a preference for reality TV or peppermint tea, but at least it's becoming more clear what they do like.
 

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Because one of the two people involved seems to think it’s a possibility. I’d say the same if a player had an idea that the GM didn’t immediately agree was relevant.

If I ran into such an instance in play, my first step would be to try and get everyone on the same page.

I am usually more fine with fear, as it is easier for me to "force" to feel, but I actually (vaguely) remember one instance from some old game (I think it was some sort of White Wolf hack) where this caused serious disruption of immersion to me. I remember my character was this weird shunned goth kid who might have had some special powers, and then the GM described some sort of supernatural apparition (I have forgotten the details.) And for that moment my internal model of the character said very clearly that this character actually is not afraid of this, they are thrilled, exited and interested, and would approach the weird thing (with which they felt sudden kinship.) But there was some mechanics that said my character would be afraid instead and should hide or something. It ruined the cool moment and ruined my immersion for the rest of the session at least and permanently damaged my connection to the character.

Sure, I can understand that. I’ve had similar responses in the past to similar events in play.

I’m not denying this kind of thing can happen. What I disagree with is your insistence that, because of a couple of examples, this kind of play experience must always be so. That someone cannot be inhabiting their character if the dice become involved.

But you don't choose the full outcome. You choose your character's stance. You don't choose what the king does once you betray him, you don't choose how the other knights feel about it, you don't choose how the queen will feel in the long run etc.

I don’t think I said you did. The actions of NPCs haven’t been mentioned on this point. We’ve been talking about player control of their PC’s actions, and also their mental state. That’s the control I’m talking about.

But it is not. They choose the tactics, they choose what powers to use, how to move, all sort of things. If the outcome was just determined by a dice roll, there indeed would be no agency and it would be very hard to get invested in that.

Combat actions are largely determined by dice rolls. Yes… that’s not all. The players declare actions and may have resources at their disposal. How they go about things and what they do specifically can matter quite a bit.

But this is all true of social scenarios as well… but when we talk about them, you ignore all that in favor of saying it’s all a dice roll.

And again, I think it’s because in D&D many social interactions are determined by a single die roll. It’s a poor system to use as the basis for a discussion about such mechanics.

I want the players be making choices, hard ones preferably, and I want them to be immersed in their characters and feel the weight of those choices. I don't them to passively observe what the dice say the character feels or does.

And I don’t know how you would view a Knight with a weakness of giving into his baser, lustful urges choosing to go into a brothel (for information vital to his quest, let’s say) isn’t a player being immersed and won’t feel the weight of his decisions.

Like I don't know, I really have never found gambling appealing, especially if it is just random, but a lot of people are literally addicted to it. So this might be just some sort of psychological quirk. Some people probably can get highly invested in randomised fates, whereas for me to get invested requires me to be deciding things, to be actually making hard choices.



Then we do not disagree on how this sort of thing should be handled, so stop arguing with me about it!

Well, stop taking your particular quirk and applying it as if it must be so. Like, you keep saying that I don’t understand your view… but I think I do. It’s you who seems incapable of understanding anyone else’s view.

I’m not the one saying if you do X you can’t immerse or inhabit character or understand a mental model.

And in the process to ruin what is most important to me in the game. I mean I could, like I could throw the dice out of the window or intentionally pour my drink on the GM, but why would I?

Well I already provided a reason… the most common one in my experience… to go along with the group. Not sure why you edited that out.

To not have my character cause unnecessary complications for “the party”. Now, maybe you’d never do this. But I know I have, even when I wanted to do otherwise. And I know many other people who have. And you’ll see plenty of evidence on these boards that make it clear this is a widespread situation.

And again I think this is one of the reasons that D&D is a bad example to lean on, or that it muddies the waters. The roots of D&D are about risk mitigation. To maximize use of resources to reduce or eliminate risks as much as possible. And so that mindset became ingrained in the culture and has persisted, to one extent or another in both design and also in the expectations of participants, despite other changes in design and culture.

There are plenty of D&D players who would get mad at another player who unnecessarily brought complications onto the party in that way. Now… I’m not saying they’re right… it’s a clash in expectations of play. But this is why D&D is a poor way to examine such character based elements of play.

In other games, you’d gain XP for portraying your character’s beliefs or drives. And, ideally, your fellow players would enjoy it.

So it really matters what game you’re talking about, and why it does what it does. And ignoring the player input to all of that to classify it as “it’s all just a die roll” is inaccurate at best.
 

Yeah that's a big challenge with this thread, it keeps blurring the lines between how specific RPGs work (or are supposed to work) versus what some people prefer (in general, at least some of the time), and those two keep crossing the line into "how RPGs should work."

Although I can't say I've been swayed from my stance at all, this thread is helping me to understand what some people like. It's stil as inexplicable to me as, say, a preference for reality TV or peppermint tea, but at least it's becoming more clear what they do like.

That’s why I’ve tried to use actual examples from play. The Knight and Squire situation from Spire, my character Clara from The Between, and then an example similar to one offered by @zakael19 from Stonetop.

None of those examples have been a case of a single dice roll dictating how a character behaves going forward. In each of them, it is the interaction of player input, GM input, and game procedure that’s produced the results.

This single dice roll fear is a boogeyman.
 

This varies by game of course (as does everything else in this thread) but I think I can be specific about what I object to: when the game has rules that force characters to react in certain ways (fear, charm, lie detection, etc.) but then the GM also thinks that in other situations the characters "should" act in similar ways. That's the line that I don't like to see crossed.

Take sleep. I have fallen asleep during movies, at concerts (the symphony sort, not the rock sort), in lecture halls, while I'm supposed to be keeping an eye on the baby, etc. Clearly dull content can put me to sleep, with no magic required. And while roleplaying I might respond to a GM description of a scene by having my character fall asleep, especially if there were something about that character that would suggest they would be especially bored by the context. But I would object to the GM requiring me to roll to stay awake in response to an NPC trying to bore me to sleep, simply because "in real life really boring things sometimes put people to sleep."
Just to check where I believe you to be on this, what is okay is the NPC being "Boring As Hell +5", and the GM asking you to roll to stay engaged or resist being bored or whatever if failing at staying interested comes with some game penalty (later knowledge check is at a penalty, or you're easily ambushed, or whatever), right? Not narrating what your character does, but the mechanical impact is there and you decide if your character falls asleep or yells "I can't handle this anymore!" and leaves, or whatever?
 

Because one of the two people involved seems to think it’s a possibility. I’d say the same if a player had an idea that the GM didn’t immediately agree was relevant.

If I ran into such an instance in play, my first step would be to try and get everyone on the same page.



Sure, I can understand that. I’ve had similar responses in the past to similar events in play.

I’m not denying this kind of thing can happen. What I disagree with is your insistence that, because of a couple of examples, this kind of play experience must always be so. That someone cannot be inhabiting their character if the dice become involved.



I don’t think I said you did. The actions of NPCs haven’t been mentioned on this point. We’ve been talking about player control of their PC’s actions, and also their mental state. That’s the control I’m talking about.



Combat actions are largely determined by dice rolls. Yes… that’s not all. The players declare actions and may have resources at their disposal. How they go about things and what they do specifically can matter quite a bit.

But this is all true of social scenarios as well… but when we talk about them, you ignore all that in favor of saying it’s all a dice roll.

And again, I think it’s because in D&D many social interactions are determined by a single die roll. It’s a poor system to use as the basis for a discussion about such mechanics.



And I don’t know how you would view a Knight with a weakness of giving into his baser, lustful urges choosing to go into a brothel (for information vital to his quest, let’s say) isn’t a player being immersed and won’t feel the weight of his decisions.



Well, stop taking your particular quirk and applying it as if it must be so. Like, you keep saying that I don’t understand your view… but I think I do. It’s you who seems incapable of understanding anyone else’s view.

I’m not the one saying if you do X you can’t immerse or inhabit character or understand a mental model.



Well I already provided a reason… the most common one in my experience… to go along with the group. Not sure why you edited that out.

To not have my character cause unnecessary complications for “the party”. Now, maybe you’d never do this. But I know I have, even when I wanted to do otherwise. And I know many other people who have. And you’ll see plenty of evidence on these boards that make it clear this is a widespread situation.

And again I think this is one of the reasons that D&D is a bad example to lean on, or that it muddies the waters. The roots of D&D are about risk mitigation. To maximize use of resources to reduce or eliminate risks as much as possible. And so that mindset became ingrained in the culture and has persisted, to one extent or another in both design and also in the expectations of participants, despite other changes in design and culture.

There are plenty of D&D players who would get mad at another player who unnecessarily brought complications onto the party in that way. Now… I’m not saying they’re right… it’s a clash in expectations of play. But this is why D&D is a poor way to examine such character based elements of play.

In other games, you’d gain XP for portraying your character’s beliefs or drives. And, ideally, your fellow players would enjoy it.

So it really matters what game you’re talking about, and why it does what it does. And ignoring the player input to all of that to classify it as “it’s all just a die roll” is inaccurate at best.
It's actually because D&D is so much about risk mitigation (and because I play a D&D-based game) that I'm so gung-ho about applying these kinds and f rules to social stuff. I honestly feel it works better for the simulation and reflects the setting more strongly.
 

I keep thinking about this.

Does this mean that if I am playing, say D&D, and I want to retain my agency I should just refuse to assign scores to mental stats? Or by agreeing to play the game am I by definition giving up my agency?

I'm not going to speak of D&D specifically, but I'll say there are games and subsets of games that signing onto them absolutely surrender some agency, depending on how absolutist you are in how you view them. Pendragon has been mentioned, but any game where you take psychological disasdvantages potentially takes some decisions out of your hands.
 

Sure, I can understand that. I’ve had similar responses in the past to similar events in play.

Ok! Genuinely great! Then please understand that I really, really hate when this sort of a thing happens, so I am very cautious about mechanics that make such thing even potentially possible.

I’m not denying this kind of thing can happen. What I disagree with is your insistence that, because of a couple of examples, this kind of play experience must always be so. That someone cannot be inhabiting their character if the dice become involved.

So, I feel that I can maintain inhabitation if the dice at least sorta agree with what my internal model of the character was saying. But in such instance the input from the dice is rather pointless. I was going that way anyway. And when they disagree, then I have an issue. So from my perspective there is nothing to be gained from such a system, but it can potentially end up being very detrimental.

And again, I think it’s because in D&D many social interactions are determined by a single die roll. It’s a poor system to use as the basis for a discussion about such mechanics.

So I have played with more complex social mechanic, such as Exalted 2. It is just terrible. It interrupts the natural flow of social situations and it will all become detached and gamey. And with enough effort, you can just brainwash people to think basically anything. I hate it.

Now I'm sure there can be better complex systems than that (this is a very low bar,) but again I see no benefits, only negatives. I don't need system for this, it doesn't add anything that of value to me and it can add quite a lot of negatives.

And I don’t know how you would view a Knight with a weakness of giving into his baser, lustful urges choosing to go into a brothel (for information vital to his quest, let’s say) isn’t a player being immersed and won’t feel the weight of his decisions.

Because the actions of his character are randomised. I can't explain this better. There was no real choice so there is no ownerships thus there is no weight.

Well, stop taking your particular quirk and applying it as if it must be so. Like, you keep saying that I don’t understand your view… but I think I do. It’s you who seems incapable of understanding anyone else’s view.

Perhaps. If we are looking this from more from perspective of creating a surprising and interesting story with the aid of mechanics, it makes sense for me. I just do not care for this perspective as a player.

Now perhaps some people can integrate this better with being immersed int the PoV of the character. Perfectly possible. It still doesn't change how it feels for me.


Well I already provided a reason… the most common one in my experience… to go along with the group. Not sure why you edited that out.

Yeah, I'm sure people do that. But it is unfortunate that they have to. It is sorta a fail state if they need to sacrifice being true to their character for the game to keep working. So why would I want to introduce mechanics that potentially require further such sacrifices?

And as for team games, I think people should endeavour to create characters that will get along at least begrudgingly, to lessen the likelihood of a party splitting conflict. But in a situation where such a conflict arises, I would rather have my character to leave the party and being written out of the campaign than to mutilate what I believe them to be in order to fit in. I can always make an another character who is a better fit.
 

Because the actions of his character are randomised. I can't explain this better. There was no real choice so there is no ownerships thus there is no weight.
This statement sticks out to me. All that we have heard of this situation is that the character has a conflict --- get information vital to his quest vs. avoid triggering his lust, and that he decided (however he decided) to go into the brothel. That sounds like "a choice, a hard one" to me. There is no randomized action or lack of choice to speak of here that I can see. I believe that is why your point seems unclear to some and the claim of no choice/ownership/weight seems stray.
 

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