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Sep 14 2005, 03:45 AM
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#76
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
To my mind there's two types of railroading (or at least two): conscious and unconscious.
The first, conscious railroading, sucks. This is when the gm decides ahead of time how an encounter, scenario, plot or combat should turn out. I should point out that however the gm wants anything to turn out, it won't. The pc's never go that way, refusing to either surrender, take prisoners, turn over the MacGuffin or anything else. Players are contrary bastards, but then this is the joy of being a player (for me anyway). If I want strictly defined areas of play, I have video games (or I did until my dog ate my PS2). The beauty of table-top rp'ing is that there's no invisible wall keeping you out of some place. We are limited only by our imaginations (which is more of a limitation some days than others). The second, unconscious railroading, sucks worse. It usually comes up when a gm is improv'ing an off the map encounter, but it can worm its way in to prepared things. This is when the gm doesn't realize that he thinks the situation has to turn out a certain way, but its the only ping pong ball bouncing around his options box. It usually occurs to him as something that seems perfectly obvious, and the game stalls until the players either read his mind or start grenading orphans in frustration. Everything the players do that the gm doesn't agree with he skews against them, usually without realizing it. A third type of railroading occurs to me, and its the one I'm most guilty of. Its where I design an encounter or scenario with no clear way to succeed or survive and then put the pcs into and see what happens. I'll call this the Railroad-Track-to-Nowhere approach. (I don't advocate it, but some of the best gaming stories are the ones where the whole group meets a horrible end, like the dwarf who caught two 10-round bursts from twin HMG's and then was rammed by a crashing, out of control helicopter. Players don't like for their characters to die, but if its really, really interesting they can take a lot of pride in it.) |
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Sep 14 2005, 05:31 AM
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#77
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
Yes. I know that you didn't write that to be agreed with, but yes. For the philosophical reasons I've already outlined, and because forcing people to be creative is generally an exercise in futility. If you don't believe me, well, scroll up.
Dawnshadow: Perhaps it's time for a new group? |
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Sep 14 2005, 08:48 AM
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#78
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
At least that still sounds better than having one out of every ten rats be Munchkill Death Rats of Sudden and Inescapable* Doom. *void when ingested by dragons |
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Sep 14 2005, 08:56 AM
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#79
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
weredigo? where did he go anyways?
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Sep 14 2005, 01:22 PM
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#80
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
Talia: I'd never call that railroading. Taran: Being strongly encouraged by possibility of death by high velocity metal poisoning to think outside the box isn't railroading. It's a challenge. Otherwise, the only type of challenge is the D&D style "who hits the other more times with the axe +2". Shadowrun is more than that -- so more should be expected, and should include thinking, plotting and planning. Hence -- challenging the player to come up with alternatives beyond just shoot everything. Who calls a silent extraction run railroading? You CAN'T shoot everything up. You have to think outside the box (especially gunbunnies). |
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Sep 14 2005, 01:47 PM
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#81
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
Any time any GM inflicts an event on a PC with an eye towards changing their play style or forcing a decision, it is railroading. The example given was a oblivious attempt to alter out of game behavior (i.e. how a player approaches and what he enjoys in a game) with in-game events. Not only is such an attempt normally self-defeating in the end, it's one of the worst offenses a GM can make IME. Which is not to say btw that I approve of the player in question... |
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Sep 14 2005, 02:31 PM
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#82
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Moving Target ![]() ![]() Group: Members Posts: 293 Joined: 27-January 03 From: Kentucky, USA Member No.: 3,958 |
Emphasis mine. Are you seriously saying the players/characters should never be forced to make a hard decision? That dilemmas (save the hostage or save the money? Stick to the job or betray your employer? Risk dying to save the target or take the safe way out? etc.) should never even occur in-game? |
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Sep 14 2005, 02:49 PM
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#83
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
Players make decisions all the time. However in this case the GM had specific goals as to what the exact decision was to be, i.e.: 1. Surrender. 2. Deal with a situation in a rpg they player did not wish to deal with (whatever that was, it wasn't defined) 3. Work/depend more with/on the group, Points 2 & 3 should never be forced in-game, those are meta-game concepts and need to be dealt with on a player to player level. Using point one to force points 2 & 3 is railroading. If however the GM has presented a possible job offer that would have required points 2 & 3, and not taken negative action against the player if he turned down that job- then it would not have been railroading. As it is, the GM ambushed the PC with the intent of forcing the issue. There is no other word for it. |
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Sep 14 2005, 02:51 PM
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#84
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The problem comes when the GM is forcing the player to make a specific decision. To quote Mercer's mother "Let me give you your option." More specificly, the "surrender, or lose your character no matter how well you fight" scenario. |
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Sep 14 2005, 03:24 PM
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#85
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
I can create scenarios where characters die because of player personality. No big art. That does not constitute railroading if said player has the choice of doing different.
If he/she does not have that choice because he/she can´t percieve the obvious solution... and I know that beforehand... and do not warn them... that´s bad. If in a given situation the railroading is constituted by character restrictions (see "never surrenders"), and there would have been an acceptable solution for other characters, the player has to deal with it. I would stil not overdo that if the player does not appreciate the challenge of defining the characters way to cope. |
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Sep 14 2005, 03:33 PM
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#86
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
What possible reason could a GM have for creating adventures that he knows will kill the PCs due to the player's style? "Sorry buddy, but tonight's adventure requires your character to rape and kill the innocent teenage girl found at in apt C. If you don't do it, you're going to be waxed by the mob." What type of GMing is that? What type of player would put up with it? How is "player does X or he loses his character" not railroading? Offering someone irrational options (from the PC PoV) does *not* remove the intent of adventure railroading. If you don't want players of specific styles playing in your game, just don't invite them to the game. Arranging adventures specifically to kill them (without there consent) is for many people unacceptable. |
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Sep 14 2005, 03:36 PM
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#87
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,453 Joined: 17-September 04 From: St. Paul Member No.: 6,675 |
"Never surrender" does not mean "never retreat," does it? There are usually other options. Just because the player did not choose the "live to fight another day" option doesn't make it railroading. |
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Sep 14 2005, 03:42 PM
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#88
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
The GM in this case stated up front his goals for the encounter, and the aftermath punished the player for avoiding those goals. That's railroading. |
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Sep 14 2005, 03:59 PM
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#89
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Fox: Feel free to read the whole post, not only part of it. In the part you quoted, do notice that creating scenarios does not involve putting them to use. In the part you did not read I differentiate between player and character railroading and suggest caution even in the later case.
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Sep 14 2005, 04:10 PM
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#90
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
I read the whole post. I just read it again. I still I take exception to your claim that such actions aren't railroading. They are indeed so, and of a worst kind than the simple "You must bribe NPC X to get clue Y to solve mystery B" example. |
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Sep 14 2005, 04:31 PM
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#91
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,453 Joined: 17-September 04 From: St. Paul Member No.: 6,675 |
Blah, blah, blah railroading blah, blah, blah....Can't we all just agree to disagree?
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Sep 14 2005, 04:44 PM
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#92
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
Sure. What's interesting from a practical point of view however is that this is actually a no lose exchange. Those who think it is railroading will still think it, and will simply avoid GM's who disagree. Meanwhile GMs who think adventures like this are acceptable get to keep players who don't mind such a heavy hand steering them and will only lose those who would be unhappy in any case. The only possible losers are those people unwilling to leave what they see as a bad game. IMO, no one should ever pick that choice. But I've dealt with those who have. |
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Sep 14 2005, 04:52 PM
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#93
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
That assumes an infinite number of GMs and no outside relationships between GM and players.
~J |
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Sep 14 2005, 04:57 PM
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#94
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
I'm of the "bad gaming" is not better than "no gaming" school, so I don't have a requirement for infinite GMs. Nor do I think personal relationships should result in people becoming in effect rpg indentured servants. But I understand there are those who hold a different view on the subject. I wish them luck. |
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Sep 14 2005, 05:10 PM
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#95
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 |
It's not easy to tell your mates you're quitting their games. Or to get out of yours.
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Sep 14 2005, 05:18 PM
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#96
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
I can understand that. And I do honestly wish those who can't break with their mates the best of luck. For my part I learned long ago that mates who specifically work to make me unhappy are mates I can do without*. *This statement of course should not be used to justify walking out of a long term relationship over the passing rough spots life tosses into everyone’s path. |
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Sep 14 2005, 05:57 PM
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#97
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 |
Please forgive me if I'm repeating things everybody else has already said; I'm a lazy sob who didn't bother to read the whole thread.
Taken from the RPG Cliche List:
T-Rex On The Plains. A particularly irritating form of Railroading where the gamemaster uses huge, nasty monsters (or high-level adversaries) to scare players back onto the path. (So named for a peculiar incident in an AD&D game where the players went off task and took a shortcut through a field they had heard about. It was a featureless landscape, but a T-Rex appeared literally out of nowhere and chased the players back onto the main road. Needless to say, the game ended soon after.)
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Sep 14 2005, 06:37 PM
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#98
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
I'm not Fox1, but I am, I think, arguing the same point, so...
Thos situations, when they occur, should be the result of decisions by the NPCs, not the GM. "But the GM controls the NPCs!" Yes, and that's why railroading is, to me, a crime of intent. If the situation arises because of the NPCs' goals and desires (as determined by the GM), it's clean. If it arises because the GM wants to force the choice on his players, it's not. Is that any clearer? |
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Sep 14 2005, 07:26 PM
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#99
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 |
I agree with Taran, in theory. But ultimately, I'd suggest it doesn't matter. If the enjoyment is ruined for the player because it feels like railroading (even if it's not), then it's a problem. |
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Sep 14 2005, 07:28 PM
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#100
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 31-August 05 Member No.: 7,660 |
One may say that the objective guilt is determined by the GM's intent, while the practical outcome is determined by player perception. |
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