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What is "railroading" to you (as a player)?
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<blockquote data-quote="pemerton" data-source="post: 9874330" data-attributes="member: 42582"><p>I think that here, and in subsequent posts, you have misunderstood [USER=6785785]@hawkeyefan[/USER].</p><p></p><p>Hawkeyefan, in the post you quoted, was pointing out what he takes to be a tension between:</p><p></p><p style="margin-left: 20px">(i) the notion that social/emotional mechanics are bad, because they dictate that the PC does something other than what they "would" do (as conceived and authored by the player);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(ii) the notion that players will sometimes author PC responses other than what the PC themself would prefer (eg the player will sometimes have the PC make irrational decisions);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(iii) the player should have the same decision-making process and motivation as the PC, in order to preserve "alignment" between player and character.</p><p></p><p>This tension is only a problem if <em>the same person</em> is advocating all 3 of these things: but it seems that some posters in this thread are doing just that!</p><p></p><p>[USER=6785785]@hawkeyefan[/USER] has then suggested that - contrary to the assertions of those posters - the use of mechanics to help shape PC emotional/social responses is no more of a problem for (iii) than is (ii). And the sanity mechanic in CoC has been offered as a simple illustration of the point.</p><p></p><p>I will add something that I don't think [USER=6785785]@hawkeyefan[/USER] has, but that I suspect he may agree with (at least in a broad/general sense): If we use mechanics to sometimes establish or shape or constrain the PC's social/emotional response, then we actually do a <em>better</em> job in relation to (iii) than if we rely on (ii) - because in the case that mechanics are used, the PC's social/emotional response is experienced <em>by the player</em> as well as <em>by the PC</em> as something that is not under the PC's control.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9874330, member: 42582"] I think that here, and in subsequent posts, you have misunderstood [USER=6785785]@hawkeyefan[/USER]. Hawkeyefan, in the post you quoted, was pointing out what he takes to be a tension between: [indent](i) the notion that social/emotional mechanics are bad, because they dictate that the PC does something other than what they "would" do (as conceived and authored by the player); (ii) the notion that players will sometimes author PC responses other than what the PC themself would prefer (eg the player will sometimes have the PC make irrational decisions); (iii) the player should have the same decision-making process and motivation as the PC, in order to preserve "alignment" between player and character.[/indent] This tension is only a problem if [I]the same person[/I] is advocating all 3 of these things: but it seems that some posters in this thread are doing just that! [USER=6785785]@hawkeyefan[/USER] has then suggested that - contrary to the assertions of those posters - the use of mechanics to help shape PC emotional/social responses is no more of a problem for (iii) than is (ii). And the sanity mechanic in CoC has been offered as a simple illustration of the point. I will add something that I don't think [USER=6785785]@hawkeyefan[/USER] has, but that I suspect he may agree with (at least in a broad/general sense): If we use mechanics to sometimes establish or shape or constrain the PC's social/emotional response, then we actually do a [I]better[/I] job in relation to (iii) than if we rely on (ii) - because in the case that mechanics are used, the PC's social/emotional response is experienced [I]by the player[/I] as well as [I]by the PC[/I] as something that is not under the PC's control. [/QUOTE]
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What is "railroading" to you (as a player)?
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