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*TTRPGs General
What is "railroading" to you (as a player)?
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<blockquote data-quote="Bill Zebub" data-source="post: 9861865" data-attributes="member: 7031982"><p>I think you are combining two very different things. I believe there are two different categories of "come up with a solution" to a problem:</p><p></p><p>1. It's simply a plan that may or may not succeed. "I know! Let's build a giant wooden horse..." Similar to the Wisdom examples discussed above, I don't know how it's possible to describe a plan as "smart" or not. Whether or not it <em>works</em> is going to be up to how the GM adjudicates it, and whether or not it does or does not work doesn't necessarily mean it was or was not a good plan. </p><p></p><p>And, yes, that becomes subject to all the risks you describe: maybe the GM is more likely to adjudicate it positively because it's his best friend's idea? Maybe the player thinks it's a stupid idea, and they are proposing it because they are roleplaying? How on earth do you judge things like this? I don't think you can. </p><p></p><p>Similarly, maybe the player of the low-Cha character believes their grandiloquent speech is exactly what an overconfident schlub, blind to their own toxic personality, would do?</p><p></p><p>I just don't know how you determine any of this, or decide what is good roleplaying and what isn't. If the GM is too easily persuaded by player personalities that's not a problem with the game.</p><p></p><p>2. The challenge HAS a specific solution, such as the "code" to a puzzle, or where to look for the McGuffin, and the player of the low Int character figures it out. There isn't a <em>probability</em> of success: it was correct. </p><p></p><p>That second category is where I was saying that I don't think there's an analogue with the other stats.</p><p></p><p>Except that I just thought of one: lie detection and Wisdom. About which I feel just a strongly. (That is: using Wisdom/Insight to "detect lies" is not at all how I want to play RPGs.)</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9861865, member: 7031982"] I think you are combining two very different things. I believe there are two different categories of "come up with a solution" to a problem: 1. It's simply a plan that may or may not succeed. "I know! Let's build a giant wooden horse..." Similar to the Wisdom examples discussed above, I don't know how it's possible to describe a plan as "smart" or not. Whether or not it [I]works[/I] is going to be up to how the GM adjudicates it, and whether or not it does or does not work doesn't necessarily mean it was or was not a good plan. And, yes, that becomes subject to all the risks you describe: maybe the GM is more likely to adjudicate it positively because it's his best friend's idea? Maybe the player thinks it's a stupid idea, and they are proposing it because they are roleplaying? How on earth do you judge things like this? I don't think you can. Similarly, maybe the player of the low-Cha character believes their grandiloquent speech is exactly what an overconfident schlub, blind to their own toxic personality, would do? I just don't know how you determine any of this, or decide what is good roleplaying and what isn't. If the GM is too easily persuaded by player personalities that's not a problem with the game. 2. The challenge HAS a specific solution, such as the "code" to a puzzle, or where to look for the McGuffin, and the player of the low Int character figures it out. There isn't a [I]probability[/I] of success: it was correct. That second category is where I was saying that I don't think there's an analogue with the other stats. Except that I just thought of one: lie detection and Wisdom. About which I feel just a strongly. (That is: using Wisdom/Insight to "detect lies" is not at all how I want to play RPGs.) [/QUOTE]
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What is "railroading" to you (as a player)?
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