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

I think magic typically gets a pass in these situations because it’s not the game telling a player how a character feels so much as how they’ve been compelled to feel.

“Because magic…” is an answer that for some reason makes it okay. I expect because it doesn’t perturb the player’s conception of the character.

In my next post (or one of them) I wrote:
Also, I won't speak for @Crimson Longinus but I have also explicitly said I'm ok with non-supernatural effects, as long as it's defined as an ability/effect in the game, with specific mechanics describing how it works, and not just a GM arbitrarily applying social "skill" and thinking I should play along with their idea of what my character "would do".

So it's not "because magic" it's "because game mechanics". But defined game mechanics, not "what other people at the table would do if your character were their's."
 

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In my next post (or one of them) I wrote:


So it's not "because magic" it's "because game mechanics". But defined game mechanics, not "what other people at the table would do if your character were their's."

Sure, but my original comment wasn’t about you in particular. For some people, “because magic” is a perfectly acceptable answer. Probably even for the characters. “Yes, I did those things… but it was because of magic, so it’s not a big deal”.

For some, a spell is just one example of a game element that can compel a player to portray their character in a specific way. They might accept a broader range of game rules that do this sort of thing. Perhaps you’re one such player… @Crimson Longinus clearly is not.

I don’t recall anyone here advocating for anything like your last statement, "what other people at the table would do if your character were their's”… so I’m not sure what that has to do with anything.
 

Sure, but my original comment wasn’t about you in particular. For some people, “because magic” is a perfectly acceptable answer. Probably even for the characters. “Yes, I did those things… but it was because of magic, so it’s not a big deal”.

For some, a spell is just one example of a game element that can compel a player to portray their character in a specific way. They might accept a broader range of game rules that do this sort of thing. Perhaps you’re one such player… @Crimson Longinus clearly is not.

I don’t recall anyone here advocating for anything like your last statement, "what other people at the table would do if your character were their's”… so I’m not sure what that has to do with anything.

Fair.

Although I wonder if what's underlying the "because magic" belief is the same thing: it's specifically defined abilities with specific, mechanical effects. So although you "lose control" of your character, it's to something that feels neutral.

My stance on this hasn't changed, but I've only recently begun to elucidate it this way, so I wouldn't be surprised if others who have the same gut feel ascribe to the same thing.
 

About mind control magic. I am actually not fan of that either, though it is more tolerable, and as a GM I use it very sparingly. But the thing is that to me mechanics telling you how your character reacts feel like mind control. And if the thing being represented by the mechanics literally is mind control, that is less of an issue.
 

I think losing control of your character is not to be taken lightly in any context. Even within those contexts, it should be very clearly bound. Here's some relevant 13th Age 2E text for classic "mind control" conditions, as an example:

Charmed: You can’t attack. This condition ends if you are attacked by an enemy. You can use your actions to do anything other than attack or delay, since for the moment it feels to you like there’s some sort of terrible misunderstanding between friends. You know who your true allies are and can take actions to help them. But you also suspect that everyone else might be friends, though not to the point that you need to heal them or count them as allies.

Confused: You take no actions when it isn’t your turn. On your turn, you make a half-damage, no-trigger attack against a random nearby ally. If you don’t have a nearby ally, you don’t do anything on your turn. (See the Clarifying Three Conditions section below for the full explanation.) Important note, GMs: Confused shouldn’t be a “save-ends” condition when applied to player characters; it should always end at the end of the target’s turn or perhaps at the end of the turn of the monster that created the condition. (It can be a “save- ends” condition against monsters, but it rarely is.)

Charmed isn't even a risk of losing control per se, more just a constraint. Confused is, but it's very heavily constrained --- no burning good attacks, no dealing tons of damage, should only last a turn against PCs, and not deployed often (three times that I can see in the core book, more in older books, but the 2E rules explicitly recommend toning it down if you see it in a 1E book).

Point is, I agree, I think defined abilities with mechanical effects should be mostly completely agreeable, and they don't have to be "magic". At least one creature I ran into with a confuse attack produces hallucinogenic spores, that doesn't seem at all out of line to me. The more tightly defined those mechanics are, the better the chances of avoiding conflict or debate about overreach or railroading or whatever.

Also worth distinguishing, I think, is that losing control of the situation is maybe a bit more open-ended but allowable, as long as it's open-ended in both directions, action and reaction. Diplomacy failed because of roleplaying and/or mechanics, the PC's vices are triggered because of roleplaying and/or mechanics, whatever. A system that accounts for those kinds of failures and encodes them in the rules of the game ought to present that as "the situation has changed: deal with it how you will", even if not everyone needs to use the mechanics all the time to lose control of the situation. It's this belief that draws out some of my ideas like "okay, you failed that, some later diplomacy is going to be at a penalty" (again, with mechanics or not).

EDIT: I forgot to point it out, but those two effects from 13A are clearly only relevant in combat. There are no specific "diplomacy x loss of control" or "vice x loss of control" or so on rules in it.
 

I did riff off of @soviet 's concept of mechanical effects by suggesting a list of possible consequences and influence based on how the social situation could affect the PC.

What I think would be a good mid-point design, is that there are these consequences, but it is the player who gets to choose which one applies in this instance. This way it is less likely that the effect would be something that they player would feel is inauthentic to their character.
 

What I think would be a good mid-point design, is that there are these consequences, but it is the player who gets to choose which one applies in this instance. This way it is less likely that the effect would be something that they player would feel is inauthentic to their character.
And do you think most people other than you would choose the more disadvantageous option in that scenario, or just the one that caused them the least trouble?
 

About mind control magic. I am actually not fan of that either, though it is more tolerable, and as a GM I use it very sparingly. But the thing is that to me mechanics telling you how your character reacts feel like mind control. And if the thing being represented by the mechanics literally is mind control, that is less of an issue.

Yeah, I'm not ok with, "Your character thinks..." "Your character feels..." "Your character believes..." That immediately feels like it's not actually my character. It's about immersion, not power.

I'm ok with the mechanics telling me what I have to do.
 

Yeah, I'm not ok with, "Your character thinks..." "Your character feels..." "Your character believes..." That immediately feels like it's not actually my character. It's about immersion, not power.

I'm ok with the mechanics telling me what I have to do.
So it's just a matter of how the rule is described, not what the rule does?
 

And do you think most people other than you would choose the more disadvantageous option in that scenario, or just the one that caused them the least trouble?

It is rather poor list of consequences if it is so easy to choose the one which is the least trouble.

And if the point is to choose a consequence that matters, then if the situation would somehow render some of them inconsequential, then those cannot be chosen.
 

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