pemerton said:
To me, this looks like a pretty clear case of "altering things" for dramatic reasons.
It was not for nothing that I wrote:
me said:
I reckon that how many people do this or that is likely to depend on just what you mean by "dramatic reasons".
pemerton said:
So the dice determine whether or not I succeeded at opening the safe, but not whether or not I succeeded at finding the incriminating documents that are my real concern.
That's a classic! The "quantum documents" soon raise all sorts of questions. For instance, why am I rolling to find the documents? Isn't that a task? Don't I have a 'real concern' beyond that?
If the documents are in the safe, then one can get the documents by opening the safe. The basic idea is that one might like to make a
role-playing game of finding out where the documents are, you see.
Dice are tools. That is all (but it's quite a bit, if one cares to know what odds one is actually producing).
pemerton said:
When you talk about it being the GM's adventure or nothing - or about the GM insisting, or manipulating - I'm not sure what you mean.
It's pretty simple. When my friend K. is DM, he's got an 'adventure' planned, and we can either go through it or play something other than D&D. If we say, "No, we're not going to go get this thing for that guy" -- or whatever the 'plot' may be -- and go off to try something else, then he's just going to close up shop. He's not prepared for that.
(We have not put him to the test, mind you! That's just the word, and sometimes we'll end a D&D session earlier than expected because he has run out of material.)
I think we might be able to retrain him to let us pick from open options at the end of one session, so he could prepare to run
our adventure in the next. The trouble is that he's one of those "epic story teller" types (for all that he's the only one who can keep the story straight).
That's cool. I would prefer more of a real game, but it's just an entertaining pastime, part of the social gathering. We'll do different things other times.
What does it mean not to insist? Let go, let the players jump through the hoops or not, and there's no place to which to build rails. It's just a game, you're the ref, the players can play.
What's manipulation? It's a whole host of techniques, with 'railroading' being an extreme. It's how you get players back on track.
There's no need if there are no tracks. There's no need for tracks without a destination.
Of course, some players want the destination, the tracks, the whole enchilada.
pemerton said:
You also talk about the players being able to keep on playing, and to move where and when and as they choose.
Yes. Who else but "the
players" (as you italicized it) should be playing? What I wrote was:
If turning away from the tomb means one can go on playing, choosing one's moves on the "game board" of the world, then it's not a railroad.
In the tournament, you've got no other option -- at least if you want to stay in the tournament. The Tomb is all there is. Leaving the scenario basically means leaving the game. (I suppose a DM might have been allowed to run something else had that actually happened with a whole table of players).
That's just SOP for tournaments. They're about presenting teams with the same battery of tests.
In an old-style campaign, you would not have been forced to quest for the tomb in the first place. If you nonetheless came, saw, and said, "Forget this!", then you could head off whichever way you pleased. That's what those hex-maps were for.
On the other hand, there might be "commuter express line" occasions in a campaign. Then again, what one guy might spring at will, another DM would instead attach to a specific location or item.
The idea, always, is to present a fun game. Different people have different ideas of what makes a fun game for them.