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What is "railroading" to you (as a player)?
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<blockquote data-quote="hawkeyefan" data-source="post: 9870534" data-attributes="member: 6785785"><p>But I don't know what you mean by "creating more distance". </p><p></p><p></p><p></p><p>I think this is a choice. A perfectly fine one, mind you, but still a choice. </p><p></p><p></p><p></p><p>I'm not sure I follow this... maybe there's a word missing? Is it pointless to discuss, or do we learn how each other think when we discuss? </p><p></p><p></p><p></p><p>My understanding is that the virtues and vices require a roll in certain circumstances, with opposing virtues and vices adding up to 20, and a d20 roll tells you which way you go. </p><p></p><p>Like, if the character has a high "Lust" vice and goes into a brothel, he may have to roll to resist indulging. </p><p></p><p>I'm not sure how you think the player has no say in that. </p><p></p><p></p><p></p><p>Not exactly. I proposed it. Per the rules, the GM is responsible for inflicting Fallout. So, in the first case of the Squire's ghost appearing, I suggested it and players all loved it (the squire was an NPC they all enjoyed, so it was a chance for him to be around again, in a way). So we went with it. Then later, when the character was facing death, the player could choose between taking the final action OR resisting death and coming back changed. He chose resisting and coming back. Then I came up with the change. </p><p></p><p></p><p></p><p>Possibly! It could have just been that the Knight had gone batshit insane and believed he was the Squire. </p><p></p><p></p><p></p><p>Yes, the player is free to choose it. I never said that characters cannot grow or change... I said that it doesn't carry any risk. I think it's much more like the authorship that you tried to assign to my approach to play. No matter what, you will be the one to decide when and how a character reacts and behaves and changes. You're the author of that character. </p><p></p><p>If you were trying to "be" that character then, like anyone, there would be times when you would not be in control of how they felt or behaved. </p><p></p><p></p><p></p><p>I must have missed such posts. </p><p></p><p>But it's an accretion, no? Stress builds. It's not possible for one event to be the only contributor to the character accumulating enough Stress to get a Trauma. The thing that makes you tick the last box and take a Trauma need not be the actual thing that traumatizes you. It's more the last in a line of things that temporarily break the character. The straw that breaks the camel's back. </p><p></p><p>It's many things that lead to the trauma. Looking at it as an individual thing is probably not the best way to look at it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9870534, member: 6785785"] But I don't know what you mean by "creating more distance". I think this is a choice. A perfectly fine one, mind you, but still a choice. I'm not sure I follow this... maybe there's a word missing? Is it pointless to discuss, or do we learn how each other think when we discuss? My understanding is that the virtues and vices require a roll in certain circumstances, with opposing virtues and vices adding up to 20, and a d20 roll tells you which way you go. Like, if the character has a high "Lust" vice and goes into a brothel, he may have to roll to resist indulging. I'm not sure how you think the player has no say in that. Not exactly. I proposed it. Per the rules, the GM is responsible for inflicting Fallout. So, in the first case of the Squire's ghost appearing, I suggested it and players all loved it (the squire was an NPC they all enjoyed, so it was a chance for him to be around again, in a way). So we went with it. Then later, when the character was facing death, the player could choose between taking the final action OR resisting death and coming back changed. He chose resisting and coming back. Then I came up with the change. Possibly! It could have just been that the Knight had gone batshit insane and believed he was the Squire. [I][/I] Yes, the player is free to choose it. I never said that characters cannot grow or change... I said that it doesn't carry any risk. I think it's much more like the authorship that you tried to assign to my approach to play. No matter what, you will be the one to decide when and how a character reacts and behaves and changes. You're the author of that character. If you were trying to "be" that character then, like anyone, there would be times when you would not be in control of how they felt or behaved. I must have missed such posts. But it's an accretion, no? Stress builds. It's not possible for one event to be the only contributor to the character accumulating enough Stress to get a Trauma. The thing that makes you tick the last box and take a Trauma need not be the actual thing that traumatizes you. It's more the last in a line of things that temporarily break the character. The straw that breaks the camel's back. It's many things that lead to the trauma. Looking at it as an individual thing is probably not the best way to look at it. [/QUOTE]
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What is "railroading" to you (as a player)?
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