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Why defend railroading?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8346322" data-attributes="member: 6790260"><p>Well then, I guess in the spirit of [USER=6879661]@TheSword[/USER] 's technically empty post...</p><p></p><p>When I hear you say "just frame a good scene" [USER=42582]@pemerton[/USER] , I get very confused. I don't know what that means. You've described it as...basically just saying a scene happens. Absolute fiat declaration, no holds barred. I don't like that idea. That idea sounds like literally just telling the players, "You're doing this now, capisce?" That's why I see it as railroading; you are doing whatever you like, and the players can put up or shut up.</p><p></p><p>When I pushed on that, you followed up with, more or less, "ask them what they want to do, then have that happen." This confuses me further, because I have explicitly and repeatedly said that I talk to my players <em>frequently</em> about what they want. Between sessions, I ask explicitly. During a session, I prefer not to ask explicitly, in part because I feel that interrupts the flow of play too much, and in part because Dungeon World explicitly tells me never to refer to the <em>player</em>, only the <em>character</em>. (Principle: "<a href="https://www.dungeonworldsrd.com/gamemastering/#Address_the_characters_not_the_players" target="_blank">Address the characters, not the players</a>") Instead, I go off what they've said before, patterns in the character's behavior, and how the player describes the character's current status/behavior/emotions, and if those things aren't obvious, I ask the player, "How is <X>? Are you scared, determined, unflappable? What are you looking for?" When necessary, I will resort to more out-of-character conversation, if hacking a new move or the like is required, but I try to keep that to a minimum so we stay focused on the fiction.</p><p></p><p>Further, you have asserted that it is not true that the DM can do whatever they like. I had thought this was well-understood to be a literally universal maxim for any game that has a GM-like role, known as Rule Zero. A lot of people use it (and I would argue, often badly, but that's just me). Every DM can always override any rule in any rulebook, any idea from a previous situation, even their own previous precedent if they wish to. I emphatically do not believe they <em>should</em>, but I do not see how it is possible for you to argue that a DM, even in 4e or BW or whatever system you wish to suggest, is <em>not</em> (at least in theory) free to say, "Nope, that's <em>not</em> how it works this time." If you have an argument that Rule Zero doesn't exist for 4e (or BW, or whatever else), I'm all ears.</p><p></p><p>As for the "metagame" thing, I mean a WHOLE different ballgame from "shape the fiction as you wish it to go," which I guess you can call "metagame" if you like, but I personally wouldn't. What I'm talking about is: "okay, we know we rolled badly on that, so whatever he said, he was <em>lying</em>, that means we should act as though whatever he said is false even though there's literally no justification for us to do so, other than that we, as players, <em>know</em> that the dice were bad instead of good." To the best of my knowledge, this is an explicitly Bad Thing in Dungeon World terms, because it means thinking <em>mechanics first</em> rather than <em>fiction first</em>. It means thinking <em>as a player</em>, rather than as a <em>character</em>. And I'm absolutely not alone in having this problem; this was a big discussion on the old Google+ site for Dungeon World, and it's come up repeatedly on the Dungeon World subreddit.</p><p></p><p>Sooo...yeah. I explicitly, repeatedly consult my players. I <em>constantly</em> seek feedback and advice. I don't understand what it is I'm <em>not</em> doing that I'm supposed to be. And I don't understand how "<x event> just happens, <em>deal with it</em>" is somehow magically NOT railroading, just because you did a temperature check with the players--nor how that <em>isn't</em> "GM-directed" play, which you seem to dislike to a very severe degree.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8346322, member: 6790260"] Well then, I guess in the spirit of [USER=6879661]@TheSword[/USER] 's technically empty post... When I hear you say "just frame a good scene" [USER=42582]@pemerton[/USER] , I get very confused. I don't know what that means. You've described it as...basically just saying a scene happens. Absolute fiat declaration, no holds barred. I don't like that idea. That idea sounds like literally just telling the players, "You're doing this now, capisce?" That's why I see it as railroading; you are doing whatever you like, and the players can put up or shut up. When I pushed on that, you followed up with, more or less, "ask them what they want to do, then have that happen." This confuses me further, because I have explicitly and repeatedly said that I talk to my players [I]frequently[/I] about what they want. Between sessions, I ask explicitly. During a session, I prefer not to ask explicitly, in part because I feel that interrupts the flow of play too much, and in part because Dungeon World explicitly tells me never to refer to the [I]player[/I], only the [I]character[/I]. (Principle: "[URL='https://www.dungeonworldsrd.com/gamemastering/#Address_the_characters_not_the_players']Address the characters, not the players[/URL]") Instead, I go off what they've said before, patterns in the character's behavior, and how the player describes the character's current status/behavior/emotions, and if those things aren't obvious, I ask the player, "How is <X>? Are you scared, determined, unflappable? What are you looking for?" When necessary, I will resort to more out-of-character conversation, if hacking a new move or the like is required, but I try to keep that to a minimum so we stay focused on the fiction. Further, you have asserted that it is not true that the DM can do whatever they like. I had thought this was well-understood to be a literally universal maxim for any game that has a GM-like role, known as Rule Zero. A lot of people use it (and I would argue, often badly, but that's just me). Every DM can always override any rule in any rulebook, any idea from a previous situation, even their own previous precedent if they wish to. I emphatically do not believe they [I]should[/I], but I do not see how it is possible for you to argue that a DM, even in 4e or BW or whatever system you wish to suggest, is [I]not[/I] (at least in theory) free to say, "Nope, that's [I]not[/I] how it works this time." If you have an argument that Rule Zero doesn't exist for 4e (or BW, or whatever else), I'm all ears. As for the "metagame" thing, I mean a WHOLE different ballgame from "shape the fiction as you wish it to go," which I guess you can call "metagame" if you like, but I personally wouldn't. What I'm talking about is: "okay, we know we rolled badly on that, so whatever he said, he was [I]lying[/I], that means we should act as though whatever he said is false even though there's literally no justification for us to do so, other than that we, as players, [I]know[/I] that the dice were bad instead of good." To the best of my knowledge, this is an explicitly Bad Thing in Dungeon World terms, because it means thinking [I]mechanics first[/I] rather than [I]fiction first[/I]. It means thinking [I]as a player[/I], rather than as a [I]character[/I]. And I'm absolutely not alone in having this problem; this was a big discussion on the old Google+ site for Dungeon World, and it's come up repeatedly on the Dungeon World subreddit. Sooo...yeah. I explicitly, repeatedly consult my players. I [I]constantly[/I] seek feedback and advice. I don't understand what it is I'm [I]not[/I] doing that I'm supposed to be. And I don't understand how "<x event> just happens, [I]deal with it[/I]" is somehow magically NOT railroading, just because you did a temperature check with the players--nor how that [I]isn't[/I] "GM-directed" play, which you seem to dislike to a very severe degree. [/QUOTE]
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