gorice
Hero
There's a strong difference between hedging and choice. Choice implies rejection. Hedging is a refusal to commit. The DMG consistently (in my opinion; if you disagree, that's fine, but at this point I'm not going to be convinced by arguments that don't go to the text) sets up the DM as supreme 'architect of the adventure', and then hedges it by alluding to other approaches.So I'm going to address this because this seems like a common misconception. It reminds me that another poster in another thread made the comment that everyone agrees that the Dragonlance and the Hickman revolution were bad.
Look, on this forum, which has a fair number of OSR/FKR types, a fair number of modern D&D types, and a fair number of Fiction First/Documentary Now! types talking, you'll probably get a decent amount of agreement that "railroading" and "illusionism" and "fudging" are bad, m'kay?
And yet, I think people are doing an awful lot of projecting about their own personal playstyles. The last poll here, on enworld (which I think skews the results), showed that people were split 50/50 on fudging. "Illusionism" and "railroading" has been a component of D&D and RPGs ever since Simbalist was advocating for it in the late 70s (and certainly was before that). The rise of the so-called Hickman revolution (and, for that matter, VtM) was because groups were playing in that style.
If you look at how people actually play D&D, there are a fair number that employ AND enjoy elements of railroading and illusionism, regardless of your preferences. And it's for that reason that the DMG is written the way it is; it is not written to prescriptive, telling everyone how Gorice plays the game, and instructing them that this is the way.
Instead, it attempts to be descriptive, describing how people play, and giving the DM options as to how to run the game, and usually explaining why different approaches work (or don't work).
This is the whole point of multiple threads we have had; there isn't just one way to play, or to run the games. You might not like railroading and illusionism, and I might agree with you. And yet, there are tables that happily play using those techniques.
The reason you don't understand the "hedging" is because you fundamentally don't agree with the approach taken by the DMG, and by D&D overall. Which is totally fine! But as others repeatedly point out- the approach works. This is the most successful edition of D&D ever. It has onboarded more new players than any prior edition (I believe- I don't feel like digging up stats). For various interrelated reasons, it is accessible and successful. It is bizarre that people complain that it fails in bringing in new players in any manner. At a certain point, you have to ask ... who do we believe, the theory of what should be in the DMG, or our lying eyes?
There is real 'contact with reality' here in the form of WotC's published adventures (almost all railroads), and my own experiences with the play culture (players who have been trained not to take initiative, DM's who only know how to run linear adventures).
I also think it is possible to call some play 'bad'. The example I gave above (the DM outright refusing to incorporate my statement about what my character was doing) was objectively bad. Not bad according to my tastes; just terrible. I don't expect every DM to run the game the way I prefer, but I do expect them to let their players actually play.
Finally, I'm not sure why everyone keeps bringing up player numbers and commercial success. Frankly, popularity is often worthless as an indicator of quality. It can be caused by all sorts of things.
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