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Why defend railroading?
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<blockquote data-quote="Ovinomancer" data-source="post: 8347096" data-attributes="member: 16814"><p>No, the GM cannot do these things, or they are breaking with the intent and rules of the game. The GM can frame a scene where a goal of the players is at stake, and, perhaps, present as part of the framing a clue, but the veracity of that clue cannot be set by the GM, and the clue, as a goal of the players, must be in peril of some kind that the players then have to react to. This is basic DW scene framing.</p><p></p><p>If the GM just introduces a red herring, they've broken with the principles of play very strongly -- they've authored secret fiction, authored an unwanted outcome to a player goal without a failure allowing it, and basically made the game run like a normal D&D game and not DW.</p><p></p><p>Which means not establishing a red herring or a false clue (or even a true clue) as part of scene framing. You've contradicted yourself.</p><p></p><p>The only way the information could turn out to be inaccurate would be due to a future failure. At the time it's revealed, it's true information until a failure changes it. It also can't be a red herring on any success (or even a failure) because this establishes secret fiction that the GM knows but isn't in the game. The only way a clue can turn into a red herring is through further play, and, even there, it would be have to be a pretty hard move.</p><p></p><p>DW GMs are very tightly constrained, and cannot establish things as you're suggesting except as a soft or hard move on a failure or complication. They are not free to just do it. They also aren't free to just have the PCs find a clue -- this isn't filling lives with adventure. If it's important to the PCs, it's a focal point of the game.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8347096, member: 16814"] No, the GM cannot do these things, or they are breaking with the intent and rules of the game. The GM can frame a scene where a goal of the players is at stake, and, perhaps, present as part of the framing a clue, but the veracity of that clue cannot be set by the GM, and the clue, as a goal of the players, must be in peril of some kind that the players then have to react to. This is basic DW scene framing. If the GM just introduces a red herring, they've broken with the principles of play very strongly -- they've authored secret fiction, authored an unwanted outcome to a player goal without a failure allowing it, and basically made the game run like a normal D&D game and not DW. Which means not establishing a red herring or a false clue (or even a true clue) as part of scene framing. You've contradicted yourself. The only way the information could turn out to be inaccurate would be due to a future failure. At the time it's revealed, it's true information until a failure changes it. It also can't be a red herring on any success (or even a failure) because this establishes secret fiction that the GM knows but isn't in the game. The only way a clue can turn into a red herring is through further play, and, even there, it would be have to be a pretty hard move. DW GMs are very tightly constrained, and cannot establish things as you're suggesting except as a soft or hard move on a failure or complication. They are not free to just do it. They also aren't free to just have the PCs find a clue -- this isn't filling lives with adventure. If it's important to the PCs, it's a focal point of the game. [/QUOTE]
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