Carried over from the discussion over http://forums.dumpshock.com/index.php?showtopic=9798, add a new question:
Independent of terminology, is plot structure a desirable thing for playing Shadowrun? (Add also in here that if yes: what level of GM manipulation is acceptable to keep characters on-plot?)
Yes, and no level.
~J
Yes, and none.
Yes, and minimal GM manipulation within canon rules.
For example, if the plot calls for a gang to jump the team from ambush and capture them, but the GM knows that should the gang jump the team as written, the team is going to win instead. The GM could use the canon NPC rules to adjust the "level" of the gangers. While this rule really grates on my teeth, I can accept this level of GM manipulation.
Yes. GM manipulation? Shouldn't be required.
You'd have to define plot structure for me before I can really answer the question.
Okay, ???? Please, someone, explain to me how the two answers everyone who has posted thus far (except for Fox1, whose post I didn't see before) don't completely contradict each other.
Edit: As to what is plot structure: what do you see it as being? How much structure do you see as necessary before plot ceases to exist?
A plotline is desirable, but it does not mean that you must stick with it. You can have a plot, but that plot can change with the players' decisions and actions.
A plot that gets top marks doesn't require GM manipululation to follow -- it's keyed properly to the players and their characters such that the GM doesn't need to manipulate events -- the two courses are the same. Of course, that's scoring something like 95% or better...
GM Manipulation, to my mind, is the GM retweaking stuff so that the courses of action chosen by players all leads back to the original plot. It's something I permit (even encourage), but don't think should be necessairy if the plot is good enough to begin with.
As for structure? I think we've discussed this before Talia. Except I can't seem to remember how I described it other than "web-based". Blast. I think it was in one of your threads about plot oriented or environment oriented.
In my personal opinion, a plotline consists of two things.
Events and Places.
Now, having events and places are a great thing, because if you don't have them, you just have some very heavily armed and armored people sitting around in a blank white room.
Requiring events at places, or requiring that certain events happen, and certain places must be visited, well ... that's railroading.
The difference between 'good plot' and 'railroading' is that one little word: required. If your plot won't work unless this happens in exactly a certain way, it's probably not a good plot for an RPG.
The important thing about a major plot is that it should continue on its own even if the players choose not to follow it. When this is the case, the GM has many oppertunities to draw the players in without forcing any particular decision. Furthermore, the players should have the opportunity to do things that are not in the best interests of the metaplot.
If you are running Harlequin's Back and the players refuse to tak ethe job from Harly there is no reason why Darke can't offer them a job. If they refuse both offers it stands to reason that a few minor Horrors might appear in Seattle making the news and potentially inviting player curriosity. If they still refuse then let Harly hire some other runners to do his dirty work and have it all blow over without the ploayers knowing what is going on but make many of their job offers involve the minor Horrors that were able to break through because of their apathy for some time afterwards.
Or, the players could decided to side with the Horrors and destroy the world. There is no harm in that. The campaign would probably end righ tthere if they win but they should have the opportunity to do so.
Dawnshadow: "web-based" http://forums.dumpshock.com/index.php?showtopic=3554&st=25
For everyone, let's try it a slightly different way. What do people understand by "GM manipulation"?
Many thanks for the link Talia.
| QUOTE (Slump) |
| The difference between 'good plot' and 'railroading' is that one little word: required. If your plot won't work unless this happens in exactly a certain way, it's probably not a good plot for an RPG. |
The difference between a plot and railroading is that a plot sets the characters into a story, where their actions can affect how the story unfolds. There's nothing wrong with that. Railroading is when the characters are put into the story without having any real choices, or any real opportunities to change how the story unfolds.
If you have the bad guys set up an ambush for the PCs, that's a plot. Maybe the PCs will be smart and avoid the ambush, or maybe they will get lucky and take out their attackers with minimal fuss. Or maybe they will get unlucky and wind up seriously hurt because of overconfidence or poor dice rolls.
If you have the bad guys ambush the PCs, and adjust the NPC stats on the fly or have others show up, because your story requires that the PCs be captured and taken to the bad guy fortress, then that's railroading. No matter how the characters plan or what they do, they will wind up being captured. Railroading is bad because the players trust in the GM as a fair arbiter is eroded, and they become less interested in the game when they realize that things are going to happen a certain way no matter what they do.
Well said Glyph.
Voted "yes, with provisions". And another kudos to Glyph.
I think most people have to admit, though, that every GM railroads occasionally. There's a limit to the game-processing power that a GM can have, and sometimes the next logical step in the plot becomes the only step simply because we're all only human. Although this does remind me of the time when I was "literally" railroading the players because on this particular shadowrun, I put them on a monorail. They had no choice but to complete the run and wait until the monorail came to a full and complete stop.
Murder On the Downtown Express.
| QUOTE (hahnsoo) |
| I think most people have to admit, though, that every GM railroads occasionally. |
| QUOTE (Glyph @ Sep 15 2005, 11:37 PM) |
| The difference between a plot and railroading is that a plot sets the characters into a story, where their actions can affect how the story unfolds. There's nothing wrong with that. Railroading is when the characters are put into the story without having any real choices, or any real opportunities to change how the story unfolds. |
Part of this debate, I think, boils down to whether you as a GM have a strong bias towards the RP or the G. I see my job as a GM as mainly a story-teller. My opinion is biased toward that.
At the risk of being hopelessly cynical: PC freedom and the well-maintained illusion of PC freedom is perceived by the PC as the same thing. GM manipulation and railroading on any level, so long as it remains invisible, is peachy. If you do it right, the only one who's sleep it's going to trouble is yours; and if it does that, you really need to take a step back from the table.
As a matter of preferance, I prefer to give my players all the freedom in the world. I consider myself skilled in GMing by the seat of my pants and skilled at anticipating how my group is going to react. More times than not can work with anything they throw at me. However, I am certainly not above adjusting things on the fly if I feel the need is there. I won't deny myself the ability to hammer in some loose nails just because some GMs use the same tool to break their players' skulls.
I can certainly imagine that my opinion would be different if I came at SR from the opposite angle, running it mainly as a tactical wargame and crime simulator. Stories don't need to be strictly democratic, but games need to be fair.
I don't think that it is polarized between "tactical combat/crime wargame" and "storytelling from a GM's perspective". I think it's more of a clash between GM autonomy and player autonomy, especially if you are building off a roleplaying model of "GM as storyteller". A GM can do whatever he/she likes, but is subject to the enjoyment of the players (after all, players who don't enjoy a game aren't going to play the game). A player can do whatever he/she likes, but it subject to the whim and rules given by the GM (who is given both the responsibility and the authority of portraying the setting and environment). The median ground is the game system, the consensus of rules that both parties choose to follow in order to provide both parties with an equal ground to negotiate.
The objection to "railroading" is not the fact that people want to play a tactical wargame... this is a conclusion that may be based off of personal bias toward one's own definition of roleplaying ("I can't imagine that roleplaying is something other than what we are playing right now, and everyone else who doesn't follow what our group does must not be roleplaying"). The fact is, "railroading" simply means that the GM is asserting control over the player's autonomy. It is an expression of the GM's power, and as power often goes, it can degrade the players' collective trust in the GM and the players' enjoyment of the game overall. This doesn't necessarily happen, but if such railroading occurs without consent, then someone is probably going to be disappointed.
Personally, I think of the "GM as a storyteller" paradigm as an incomplete picture. Roleplaying CAN be storytelling with a single prime narrator and mover (and indeed, many games are like this, and some RPG books encourage this), but it also CAN be collaborative storytelling, a tapestry from different threads woven by all the participating and consenting members (again, some RPG books encourage this POV as well). After all, if the players wanted to be passively entertained, they could watch TV or movies or read a book... roleplaying is an active affair, and many people play roleplaying games because it gives them an active and fluid role in the game dynamic. In our games, we never Rule Zero (though we are rarely in a position where Rule Zero would matter), all dice rolls are exposed to all players (with no opportunities to fudge dicerolls, but leeway given to the GM to interpret the results of dice rolls), and GM duties are rotated between the players in the group. I think we take the "group consensus" paradigm of roleplaying to an extreme (possibly unhealthy), but every group has their own comfort zone for the individual's autonomy. Moreso, there is no "wrong" way to roleplay (socially unacceptable, perhaps, and sometimes rather creepy), and the different ways to roleplay exist beyond the simple axis of "wargame vs. roleplaying" or "rollplaying vs. roleplaying".
To be honest, I do have trouble seeing it as a player autonomy issue, because I have trouble thinking of player autonomy as something that truly exists, simply due to the nature of the medium.
What happens when GM autonomy and player autonomy clashes? Within the context of the session, it's not a contest. Since the GM is the one that is creating the environment, it's impossible to act outside the intent of the GM. However, a nice GM usually includes "modifing the chain of events to account for player actions" within his intent. Unless it's established within the group's structure, there is no constitution that gurantees that the GM will resolve any action the player wishes to accomplish, but it is a very common privilage for a GM to grant.
If there is a real clash between what the GM wants and the player wants (to use an exaggerated example: if the player wants to roleplay through a sex scene, but the GM considers that entirely outside the bounds of good taste), the only end I can see to that is one of them walks away from the game.
When I design a game, the overall plot generally looks something like 1) Who are the npcs (opposition, allies, and other affected parties), 2) What do they want to accomplish, and 3) What other independent events will alter this?
If there were no players, it'd be a short story and I could plot it exactly how I wanted to, right down to who lives and who dies. But the players, their actions, decisions and dice, are going to monkey wrench just about everything. If the opposition is moving towards its stated goal and half its number gets wiped out by the pcs, thats going to change what they do from then on.
I can't plot a game that is set up for the pcs to be hired to protect the MacGuffin, have it stolen from them and they have to hit the people that stole it to steal it back. If I design those three encounters and those three only, what happens when the pc's kill off all the people coming in to steal it? What if they throw the MacGuffin in the back of their car and take off driving cross-country? What if they decide instead of recovering the lost item they'll simply burn the building down to hide the evidence of the theft? Or if instead of recovering it from the thieves they'll make a counterfeit and try to pass that off as the original?
My point is only that once the pc's start doing things, you start off the map. If you force them to go through the planned encounters (say, the item gets stolen no matter how well they protect it, and the only way to not get killed is to steal it back), then you take away the free will. All a player has is his character. And if what he decides that character will do doesn't have any effect on the course of the plot, then all he's really there for is combat, because thats all he can affect (unless combats are pre-decided, and then you might as well be telling a story and let the group save on a couple hundred bucks worth of game books and dice.)
| QUOTE (Conskill @ Sep 16 2005, 06:06 AM) |
| To be honest, I do have trouble seeing it as a player autonomy issue, because I have trouble thinking of player autonomy as something that truly exists, simply due to the nature of the medium. What happens when GM autonomy and player autonomy clashes? Within the context of the session, it's not a contest. Since the GM is the one that is creating the environment, it's impossible to act outside the intent of the GM. However, a nice GM usually includes "modifing the chain of events to account for player actions" within his intent. Unless it's established within the group's structure, there is no constitution that gurantees that the GM will resolve any action the player wishes to accomplish, but it is a very common privilage for a GM to grant. If there is a real clash between what the GM wants and the player wants (to use an exaggerated example: if the player wants to roleplay through a sex scene, but the GM considers that entirely outside the bounds of good taste), the only end I can see to that is one of them walks away from the game. |
My style is to set the table, and let the characters eat at it. fill it with interesting and exciting NPCs, and let the characters interact as they will. They'll get job offers, but they don't have to take them. If they want to spend their time going to the cafe, and drinking soy-latte and filling out crossword puzzles in 2063, than I'll let them. My enjoyment comes from seeing what they do in the world i've presented them.
But then, i have players who are used to a free form style. so they provide alot of their own motivations.
Sic reminded me of another point. If you have unmotivated or unimaginative players, its not so much about railroading them as dragging them along. Creative players, on the other hand, tend to provide their own steam, and as a gm the challenge there is to keep up. Like anything, its a two-way street. If a gm rewards player creativity (not so much by handing out goodies for it, but by making the decisions they make matter in the story) then it makes the players more interested in being creative, and so on.
| QUOTE (hahnsoo) |
| The objection to "railroading" is not the fact that people want to play a tactical wargame... this is a conclusion that may be based off of personal bias toward one's own definition of roleplaying ("I can't imagine that roleplaying is something other than what we are playing right now, and everyone else who doesn't follow what our group does must not be roleplaying"). The fact is, "railroading" simply means that the GM is asserting control over the player's autonomy. It is an expression of the GM's power, and as power often goes, it can degrade the players' collective trust in the GM and the players' enjoyment of the game overall. This doesn't necessarily happen, but if such railroading occurs without consent, then someone is probably going to be disappointed. |
As long as the GM is willing to throw (or more precisely, willing to let the players throw) the plot out the window, you can run a plot without railroading.
Kinda a bummer, I think if that 'provision' was stated in the original survey, we'd get much clearer results. 'Yes with provisions', 'No with provisions' and 'sometimes' probably have an awful lot of crossover.
Mercer has a really good explanation for what I think the overall plot would be like -- a little incomplete, to my mind, but a very good explanation.
Any plot I come up with is typically three parts.
1) This is what I think Mercer is missing in his. A bunch of events that PCs can do which have consequences that could alter the results. (If it were to be Shadowrun, these would be the runs). These are in no particular order and can be avoided or done.. although there IS a time element to some. If something is going to happen at x location, y time, and the players want to be there for it.. they have to set their schedules, because I won't force it. If they want to add to the list, they can and it will be factored in. Success or failure at any point will have appropriate (determined at time of completion) results in the other plotline. It doesn't even have to be used, although it can be. I find it a good exercise just because it gets the mind working and gives you a bunch of adventures, twists, or monkey wrenches to throw in events -- if they make sense. Having the bad guys show up while the PCs are trying to liberate a particular item.. because the other side wanted the item too? As long as it's not an overused trick, much more fun.
2) A bunch of NPCs, as rich as I can make them. Some good, some bad, some innocent, some not. All with their own motivations, all growing and developing over the course of the game.
3) A plotline that interacts with the plot the players are writing. It proceeds at it's own pace, independent except for any intersections with player actions. Never had an NPC plotline conclude when the PCs decided not to be there.. but that comes down to motivation. The seeds always include enough PC backstory to make the players really motivated. This particular plotline could be anything from one single massive plot to a three or four plots that are all interwoven and look like one single massive plot. Or more, although that starts making my head hurt if they're all long-running.
As for railroading: any time the players are expected to choose to do something that they have no motivation to, because that's the only way the plot can advance-- railroading. Any time the players are given a BIG chunk of motivation to do one thing, and no motivation (or motivation not) to do something, that is not railroading. That's something that just happens. Sometimes there is one really obviously good choice. "Do I take the boat that's sitting right there with no leaks and a paddle, swim across the river that's got a bunch of little fish, slightly reddish water, and thigh bones on the banks, turn around and fight the 50 spirit-demons?, or try and climb the trees that have no branches closer than 6 metres/20 feet"
| QUOTE (Dawnshadow) |
| As for railroading: any time the players are expected to choose to do something that they have no motivation to, because that's the only way the plot can advance-- railroading. Any time the players are given a BIG chunk of motivation to do one thing, and no motivation (or motivation not) to do something, that is not railroading. That's something that just happens. Sometimes there is one really obviously good choice. "Do I take the boat that's sitting right there with no leaks and a paddle, swim across the river that's got a bunch of little fish, slightly reddish water, and thigh bones on the banks, turn around and fight the 50 spirit-demons?, or try and climb the trees that have no branches closer than 6 metres/20 feet" |
Voted "Yes, with provisions."
I like to have events that will occur, NPCs that will be used, and goals lined up in my head, but how the characters get from A to Z is their own business. My job is to provide them with the clues and information that lead them to the events and people I need to drive the plot. If they go another direction entirely, it is my job to make that part of the story as well.
| QUOTE (PlainWhiteSocks) |
| For me it’s like contrasting a short story and a novel. I find plenty of truly great examples of superior stories in both mediums, although the structure and base assumptions are sometimes radically different in scope. |
| QUOTE (Fox1) |
| Railroading is not necessary a bad thing in and of itself. |
| QUOTE (Fox1 @ Sep 16 2005, 11:12 AM) |
| Railroading is not necessary a bad thing in and of itself. |
| QUOTE (Kagetenshi @ Sep 16 2005, 11:33 AM) | ||
Yes, yes it is. It may be a bad thing that can result in an overall good situation on occasions, but never lose sight of the fact that it is a bad thing. ~J |
You're wrong on that one Kage. Railroading is bad only when the devices used are objectionable to the players. Different people have different tolerances for this. Some players want an incredibly freeform game, where they can interact with interesting NPCs, lay down their own schemes and plot their own runs. They don't want the least little bit of GM interference. Others might be more interested in just going along and resolving any little puzzles and fights that come in their way - maybe especially if everybody's pretty tired and not up to a lot of investigation and decision making. Ultimately, I think most players are a bit in between. They want the freedom to make choices, but they don't want to have to make *every* choice and they don't want a game world that will let them get away with taking over Ares if that's what somebody wants that night.
Three types of railroading.....
1) Capturing the characters or setting up an event they are present for but have no power to prevent. The worst example I can think of is in the Arcology adventure
| QUOTE (Dawnshadow @ Sep 16 2005, 02:22 PM) |
| 1) This is what I think Mercer is missing in his. A bunch of events that PCs can do which have consequences that could alter the results. (If it were to be Shadowrun, these would be the runs). |
It is usually how i run an adventure when I GM. I set up a place and a serries of events and drop the players in it. It is NOT set in stone but if the player's do not affect it, then at time A, so and so will happen. at time B such and such will happen etc. If the players stall for getting ideas it keeps things moving. Of course if they will try to sit back and let things move along then they lose the initiative and the opposition WILL get heavier. Wait too long and you miss the target, or if your are protecting something, you may lose that!
I agree with what Mercer said earlier about unimaginative players, and I'll throw in unexperienced as well. Sometimes they need to be shown the game world a little.
My opinion is that a well-prepared plot is very useful for the purposes of creating a good story, which (I hope) will mean more fun for the players. However, a GM must anticipate a lot of choices and prepare for them. So if you want your characters to feel that they matter, you will actually have several "plots" branching from key events.
Further to that, a good GM has to be ready to discard his plot ideas in a second if a player does something completely unanticipated. Sucks, yeah, but toss those pages into the "maybe I'll use them another time" pile. One should avoid that pesky GM pride that makes us say "I wrote a good story and by damn you're not going to screw it up!"
So you need preperation and improvisation, I guess. I don't think you can realistically 'choose' one or the other. If a GM lacks one, he or she is a GM that's lacking.
These days, my group tends to convene after games to discuss as a group: a) what the characters are likely to do next game, so the GM can prepare; and b) what the players think of the story and speculation about what's going on that the characters might not know.
No scenario, no matter how well planned, and despite all possibilities considered, has ever survived the initial collision with a group of well-intentioned, over-clever, thoughtful players.
Or morons. They can straight screw up a scenario as fast as anybody. Generally its either end of the intelligence extreme thats impossible for a gm to plan for.
The planning of players or the lack of iut is what helps keep it moving.
I use a plot stucture of how I exspect a run to go. I include a few other things and information I am giving certain players about whatever there particular interests are. Of course things dont often run to the plot and thats all well and good. I also think some GM manipulation is ok to get the players back onto the plot.
Is this railroading ?
I exspected the characters to run against corp Y for some information and they decided not to. All clues point to this corp but the players just dont want to risk it. Now after trying for a while to get the information another way and failing. The players pretty much give up and sit there going over there own self defeating plans. So after waiting and waiting I have a NPC contact of one of the PCs give part of the information that Corporation Y has, enuff to move the players on with the plot. Of course the Karma award is adjusted slightly.
| QUOTE (Earthwalker) |
| Is this railroading ? I exspected the characters to run against corp Y for some information and they decided not to. All clues point to this corp but the players just dont want to risk it. Now after trying for a while to get the information another way and failing. The players pretty much give up and sit there going over there own self defeating plans. So after waiting and waiting I have a NPC contact of one of the PCs give part of the information that Corporation Y has, enuff to move the players on with the plot. Of course the Karma award is adjusted slightly. |
By self defeating its the open forum of the planning session where one player comes up with a plan. And in turn the others say why it wont work. Then the next player states a plan and again the other players state why it wont work. This isnt always the case but it has happened with me and so I have about 2 hours of the players just defeating themselves. Until they get to a point where they think they cant succeed, no action by the GM. Which of course could be a problem in itself.
Then why didn't say that the contact that gave them the information was unreliable? Or why if they followed the information given they won't succeed?
I guess it all depends. If the players got that stymied then I would call it a night and see if they do better the next week. After speaking to them ooc, if they are happy with what is going on. Of course it usually doesn’t get that bad.
If they don’t take the information and try something else then we play whatever else they try. Of course if the information they need is only in a few places and they can’t come up with an idea of how to get it then, there isn’t much a GM can do.
| QUOTE |
| Work was hard, so we quit. - Bart Simpson |
Part of the problem is that when a runs goes bad, there can be a high chance of a total party kill. Needing five things to happen win your favor, all having only a 90% chance of success gives you a roughly 40% chance of failure. What if your hacker fails at a critical moment, or your fake IDs don’t scan properly, or your B&E guy can't crack the lock, or whatever.
Most players only have 'heist' type movies to go by, and things basically always happen right in those... But when it's your character on the sharp end, you see how unlikely the heist move actually is. The other problem is that some plans can place you in an essentially unrecoverable situation if something goes wrong. GMs might complain about the PCs packing enough ordinance to kill a tank, but how else are 4 people going to get out of a heavily secured compound, when the alarm goes off?
So the 'assault' plan may start off as the backup to the 'finesse' plan, but if the 'finesse' plans fails too often, it will simply be junked and planning will start with the 'assault' plan (after all its never failed before, if it had failed, we wouldn't be here to talk about it
)
This is part of why I got into the Infiltration Challenge, I'd gotten into the rut of going 'assault first' when doing the planning. Of course, it didn't help that the group I ran with was a bunch of combat mages and cybered up killers.
Heh, http://emptymirror.blogspot.com/2004/03/todays-entry-comes-courtesy-of-rhui.html.
I do understand the pattern, Crusher Bob. I've seen it play out, again and again and again -- and indeed my own first group ever, the one through which I finally discovered from within the world of roleplaying (via DnD, of course!) was of the same nature.
Yet when the roleplaying game has effectively turned into a tactical first-person shooter, what's the point of having an absolutely beautiful and multilayered world construct to play within? It's not like you're ever going to be able to slow down enough again even to see it, let alone appreciate it.
I know I'm getting into this late, and no I haven't read everything in here but heres what plots are to me.
Plots are fluid entities. Plots are not places and events. Plots cause events at places.
Plots are ideas, and ideas alone. And they shouldn't be specific idea's. In shadowrun something like the idea of the runners being betrayed by someone close to them getting them in trouble with a corp. That even may be too specific. A better idea would be The runners get betrayed by someone close to them.
Plots evolve. Players, I've found through experiance, do everything you don't expect them to do. Players through sometimes their own stupidity or dumb luck stumble onto something or occasionaly completely miss something critical with your plot. Who knows they may find out before hand that their fixer sold them out. But by who? The plot has evolved. Or they may completely miss the fact they're being sold out, some players are afterall rather dense, but that shouldn't kill your plot. So the fixer got away with it but they survived. Wait what happened to their fixer? He suddently isn't around? What happened? Why? The plot has evolved again.
Plots should never be set in stone. They are meerly the idea's that bind the events together. Players will miss clues. Players will figure things out that you didn't expect them to. Don't force them into things. Theres no need for that, unless thats what your players want.
I've found its best if you think of it this way. The players are the colabrative writers of the story. They dictate how the story goes, not the GM. The GM is meerly the guide, the editor if you will. Giving the players bounds to write in giving them ideas to expound on (plots) shaping what the players write into a story.
| QUOTE (Crusher Bob) |
| Part of the problem is that when a runs goes bad, there can be a high chance of a total party kill. Needing five things to happen win your favor, all having only a 90% chance of success gives you a roughly 40% chance of failure. What if your hacker fails at a critical moment, or your fake IDs don’t scan properly, or your B&E guy can't crack the lock, or whatever. Most players only have 'heist' type movies to go by, and things basically always happen right in those... But when it's your character on the sharp end, you see how unlikely the heist move actually is. The other problem is that some plans can place you in an essentially unrecoverable situation if something goes wrong. GMs might complain about the PCs packing enough ordinance to kill a tank, but how else are 4 people going to get out of a heavily secured compound, when the alarm goes off? So the 'assault' plan may start off as the backup to the 'finesse' plan, but if the 'finesse' plans fails too often, it will simply be junked and planning will start with the 'assault' plan (after all its never failed before, if it had failed, we wouldn't be here to talk about it This is part of why I got into the Infiltration Challenge, I'd gotten into the rut of going 'assault first' when doing the planning. Of course, it didn't help that the group I ran with was a bunch of combat mages and cybered up killers. |
Well, I used to think that railroading = bad, and free reign = good.
I have to reluctantly admit that I've had some GMs railroad things, but I still had a good time. Like, they would railroad things, but they would railroad them to create funny, interesting, or challenging situations.
I guess it's sort of like hiring a dominatrix. A good dominatrix can do something to you that is normally bad (like railroading) but still make it good.
Like, I could see how railroading would work well with a tactically minded GM. I.e. everyone gets captured, so for the next fight against the prison guards you have to use krotty, or something. But only one team member is good at krotty, so you have to manueuver so that the person who is good at krotty engages first, and the others join in later when they're pumped up by increasing Friends in Melee bonuses, or something like that.
Yeah, it would kind of suck to railroad the team getting captured. But, if it's used to set up a unique and challenging situation, or something like that, it could still "work" at the end of the day.
| QUOTE (Kyoto Kid) |
| If anything I err on the Finesse side as a GM for I love a good intrigue story. Finding players who also like this type of run is, admittedly, difficult though. |
| QUOTE (coolgrafix) |
| Sometimes "railroading" is the only way to setup a plot point. |
| QUOTE (coolgrafix) |
| Witness the PC's capture in the original Harlequin adventure. Their capture is not only a forgone conclusion, but a plot necessity IIRC. |
| QUOTE (coolgrafix) |
| When I played it way back when I remember being depressed and furious while various party members were being given the Marathon Man torture treatment. |
| QUOTE (coolgrafix) |
| But the plot provided a hook to get out of the fix (the orc kid at the safehouse) and all worked out well. |
| QUOTE (Talia Invierno) |
| Yet when the roleplaying game has effectively turned into a tactical first-person shooter, what's the point of having an absolutely beautiful and multilayered world construct to play within? It's not like you're ever going to be able to slow down enough again even to see it, let alone appreciate it. |
| QUOTE (Wounded Ronin) |
| I would argue that with the complex statistical calculations that go into a pen-and-paper RPG, you could get *more* tactical realism from one than you could get from a FPS game. |
Ed's comments have piqued my interest, because he brings up an issue of playing style. Some players are in it entirely for their characters. To them, I think, railroading would be a real pisser. Maybe this is just another expression of the autonomy thing. To them, if the character does well, the player does well. I'm guessing that Ed is one of these folks.
Another player style is playing the character with the intent of contributing overall to the story. These folks would be more likely to accept railroading, and would be more likely to sacrifice something of their character (or the character itself) if it made good drama.
I'm not saying one's good and one's bad, (although my players and I are probably in the latter camp.) I suggest though that a GM would have to know which style his players like. In fact, looking back through some other posts, like the one about fudging dice rolls, it seems that acknowledging this difference in players would explain a lot of the polarization that occurs over RP issues.
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