Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8343040" data-attributes="member: 6790260"><p>The setting fluff is both (a) <strong>absolutely essential<em>,</em></strong> as in without it I would NEVER do this no matter how bored the players might seem, and (b) not something I can just change on a dime whenever I want to whatever degree I want. I have actual <em>constraints</em> on what I'm allowed to do. Yes, I can <em>invent</em> new things and proceed to <em>demonstrate</em> them in the fiction. But that's not the same as "the haunted house is EXACTLY wherever the players go, because I've decided that's where the players are going." It takes effort on my part, sometimes a lot of effort, to make these additions (or changes) happen--even in a world following the Dungeon World DM principle, "Draw Maps, Leave Blanks."</p><p></p><p>Asking for a random encounter roll when the party is choosing to sojourn through non-patrolled land, or saying "you got jumped by nasty monsters" when it is a <em>well-established</em> possibility that nasty monsters are A Thing that <em>really does</em> just randomly attack.</p><p></p><p>As an example: if the party is looking bored while, say, on a sailing ship in the middle of the ocean? Nope, not gonna spring a random encounter on them, <em>no matter how convenient that would be for me as DM</em>, because there's literally nothing I've done that would establish that as a possibility. I would have to do real, serious work to establish it, and leave some breadcrumbs for the PCs to learn about it, <em>and</em> very specifically give them time to choose to follow up on that if it isn't just stated out in the open. E.g., openly stating it could be the captain of the ship they're on inviting them to a private dinner, regaling the party with tall tales...and then getting more serious and explaining how there are Things that come from the deep, such that the best sailors always carry a cutlass even on routine voyages...and a holy symbol just in case. Leaving breadcrumbs could be mentioning that there's been a sharp increase in demand for mercenaries on trading vessels, or that Waziri mages (who normally avoid the docks) have been spotted dockside, collecting reports from sailors about unusual phenomena. Stuff that's noticeable, and that the party could spend a little time investigating as long as they aren't on a super-tight time budget. That would give me a foundation to build on.</p><p></p><p>I absolutely still think it is <em>deceptive</em> to use illusionism--which is not the same as "<em>dishonest</em>." "To deceive" is "to mislead by a false appearance or statement," which is <em>exactly</em> what happens when you present a choice as mattering, giving it the <em>false appearance</em> of impact, when it actually has no impact. "Dishonesty" is about lying, cheating, or theft, which doesn't apply to this situation (or at least I can't see how it would). I mean, the top three definitions of "illusion" literally all reference deception or false appearances in some way. I don't see how it's <em>possible</em> to argue that illusionism is <em>not</em> built on giving choices a false appearance of significance where there is none.</p><p> </p><p></p><p>It is <em>precisely</em> the "GM-fiat-ish" that is the problem.</p><p></p><p>And yes, I <em>run</em> DW, I don't just play it. (Well, I don't play it at all right now, I just run it. But I did play it for several years before, and have played some Masks and IIRC one other PbtA game, though I can't remember what it's called.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8343040, member: 6790260"] The setting fluff is both (a) [B]absolutely essential[I],[/I][/B] as in without it I would NEVER do this no matter how bored the players might seem, and (b) not something I can just change on a dime whenever I want to whatever degree I want. I have actual [I]constraints[/I] on what I'm allowed to do. Yes, I can [I]invent[/I] new things and proceed to [I]demonstrate[/I] them in the fiction. But that's not the same as "the haunted house is EXACTLY wherever the players go, because I've decided that's where the players are going." It takes effort on my part, sometimes a lot of effort, to make these additions (or changes) happen--even in a world following the Dungeon World DM principle, "Draw Maps, Leave Blanks." Asking for a random encounter roll when the party is choosing to sojourn through non-patrolled land, or saying "you got jumped by nasty monsters" when it is a [I]well-established[/I] possibility that nasty monsters are A Thing that [I]really does[/I] just randomly attack. As an example: if the party is looking bored while, say, on a sailing ship in the middle of the ocean? Nope, not gonna spring a random encounter on them, [I]no matter how convenient that would be for me as DM[/I], because there's literally nothing I've done that would establish that as a possibility. I would have to do real, serious work to establish it, and leave some breadcrumbs for the PCs to learn about it, [I]and[/I] very specifically give them time to choose to follow up on that if it isn't just stated out in the open. E.g., openly stating it could be the captain of the ship they're on inviting them to a private dinner, regaling the party with tall tales...and then getting more serious and explaining how there are Things that come from the deep, such that the best sailors always carry a cutlass even on routine voyages...and a holy symbol just in case. Leaving breadcrumbs could be mentioning that there's been a sharp increase in demand for mercenaries on trading vessels, or that Waziri mages (who normally avoid the docks) have been spotted dockside, collecting reports from sailors about unusual phenomena. Stuff that's noticeable, and that the party could spend a little time investigating as long as they aren't on a super-tight time budget. That would give me a foundation to build on. I absolutely still think it is [I]deceptive[/I] to use illusionism--which is not the same as "[I]dishonest[/I]." "To deceive" is "to mislead by a false appearance or statement," which is [I]exactly[/I] what happens when you present a choice as mattering, giving it the [I]false appearance[/I] of impact, when it actually has no impact. "Dishonesty" is about lying, cheating, or theft, which doesn't apply to this situation (or at least I can't see how it would). I mean, the top three definitions of "illusion" literally all reference deception or false appearances in some way. I don't see how it's [I]possible[/I] to argue that illusionism is [I]not[/I] built on giving choices a false appearance of significance where there is none. It is [I]precisely[/I] the "GM-fiat-ish" that is the problem. And yes, I [I]run[/I] DW, I don't just play it. (Well, I don't play it at all right now, I just run it. But I did play it for several years before, and have played some Masks and IIRC one other PbtA game, though I can't remember what it's called.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
Top