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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7403316" data-attributes="member: 42582"><p>Three intial things.</p><p></p><p>First, it's neither my job nor my place to draw inferences from general propositions to individual posters' games. Even if I could (and few posters in this thread have posted many actual play examples), that's really up to them.</p><p></p><p>Second, <em>railroading</em> is a relational property - of a game to its participants. If I was to play in [MENTION=23751]Maxperson[/MENTION]'s game, I suspect I would find it railroad-y. But I don't. Presumably his players emjoy it, and don't find it railroad-y.</p><p></p><p>I even posted a definition to this effect upthread of your post. Did you read it, do you disagree with it, or are you just "dishonestly" ignoring it?!</p><p></p><p>Third, there is the use of <em>guilty</em>. Running games I wouldn't emjoy is not a crime.</p><p></p><p>Now to pull back a bit - Lanefan and Maxperson clearly think I run a game that is degenerate in some sense. That's fine - it's their prerogative to dislimke someone else's creative endeavour. My response is to respond to their posts and further explain whatever techniques I thinik they are misunderstanding or misdescribing.</p><p></p><p>It's clear that those two posters, and probably some others, think that a game in which a player is free to declare "I search for a secret door" is not a railroad, <em>even if the GM has already decided there is no secret door to be found</em>, because the player got to choose what action to declare. My view is that it is a railroad, because the outcome of the choice has already been determined by the GM, and - assuming (as I am) that there is something actually at stake in the situation (such as avoiding capture by pursuers) - the range of options available to the players in responding to the situatoin has been narrowed by an <em>unrvealed</em> element of the GM's framing.</p><p></p><p>(If the game was a puzzle-solving game, where the whole idea is to guess the GM's unrevealed secrets, then things would be different. Railroading doesn't really have application in that context, I don't think. As best I can tell, this puzzle-solving element is a bigger thing in [MENTION=29398]Lanefan[/MENTION]'s game than [MENTION=23751]Maxperson[/MENTION]s's.)</p><p></p><p>This is not a disagreement over the definition of railroad. It's a disagreement over what should be the meaningful dimensions of player choice in RPGing. But "should" here is obviously not a universal moral judgement. We're discussing hobby gaming, not the fate of humanity. It's a type of aesthetic <em>should</em>. but also connected to the enjoyment of RPGing. I take that to be sufficient to show that it is relational in the way I described above.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7403316, member: 42582"] Three intial things. First, it's neither my job nor my place to draw inferences from general propositions to individual posters' games. Even if I could (and few posters in this thread have posted many actual play examples), that's really up to them. Second, [i]railroading[/i] is a relational property - of a game to its participants. If I was to play in [MENTION=23751]Maxperson[/MENTION]'s game, I suspect I would find it railroad-y. But I don't. Presumably his players emjoy it, and don't find it railroad-y. I even posted a definition to this effect upthread of your post. Did you read it, do you disagree with it, or are you just "dishonestly" ignoring it?! Third, there is the use of [i]guilty[/i]. Running games I wouldn't emjoy is not a crime. Now to pull back a bit - Lanefan and Maxperson clearly think I run a game that is degenerate in some sense. That's fine - it's their prerogative to dislimke someone else's creative endeavour. My response is to respond to their posts and further explain whatever techniques I thinik they are misunderstanding or misdescribing. It's clear that those two posters, and probably some others, think that a game in which a player is free to declare "I search for a secret door" is not a railroad, [i]even if the GM has already decided there is no secret door to be found[/i], because the player got to choose what action to declare. My view is that it is a railroad, because the outcome of the choice has already been determined by the GM, and - assuming (as I am) that there is something actually at stake in the situation (such as avoiding capture by pursuers) - the range of options available to the players in responding to the situatoin has been narrowed by an [i]unrvealed[/i] element of the GM's framing. (If the game was a puzzle-solving game, where the whole idea is to guess the GM's unrevealed secrets, then things would be different. Railroading doesn't really have application in that context, I don't think. As best I can tell, this puzzle-solving element is a bigger thing in [MENTION=29398]Lanefan[/MENTION]'s game than [MENTION=23751]Maxperson[/MENTION]s's.) This is not a disagreement over the definition of railroad. It's a disagreement over what should be the meaningful dimensions of player choice in RPGing. But "should" here is obviously not a universal moral judgement. We're discussing hobby gaming, not the fate of humanity. It's a type of aesthetic [i]should[/i]. but also connected to the enjoyment of RPGing. I take that to be sufficient to show that it is relational in the way I described above. [/QUOTE]
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