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> Player Actions and Consequences, ...or, when characters do stupid things
Mercer
post Sep 14 2005, 03:45 AM
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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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Taran
post Sep 14 2005, 05:31 AM
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QUOTE (Talia Invierno)
Apparently being (strongly) encouraged (by the fear of imminent death) to think outside the box is now to be generally discouraged, as GM railroading.
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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Herald of Verjig...
post Sep 14 2005, 08:48 AM
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QUOTE (Dawnshadow @ Sep 13 2005, 10:10 PM)
Sorry if this is coming across as  bitter.. I'm playing in a game (other than the quite enjoyable ultra-high powered shadowrun game) where we just spent a third the session arguing over whether or not we would do what the GM is saying we should. It's a sore spot.

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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fistandantilus4....
post Sep 14 2005, 08:56 AM
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weredigo? where did he go anyways?
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Dawnshadow
post Sep 14 2005, 01:22 PM
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QUOTE (Taran)
QUOTE (Talia Invierno)
Apparently being (strongly) encouraged (by the fear of imminent death) to think outside the box is now to be generally discouraged, as GM railroading.
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?

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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Fox1
post Sep 14 2005, 01:47 PM
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QUOTE (Dawnshadow)
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.


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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Kesh
post Sep 14 2005, 02:31 PM
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QUOTE (Fox1)
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.

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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Fox1
post Sep 14 2005, 02:49 PM
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QUOTE (Kesh @ Sep 14 2005, 09:31 AM)
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?


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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hyzmarca
post Sep 14 2005, 02:51 PM
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QUOTE (Kesh @ Sep 14 2005, 09:31 AM)
QUOTE (Fox1 @ Sep 14 2005, 09:47 AM)
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.

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?

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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Ryu
post Sep 14 2005, 03:24 PM
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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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Fox1
post Sep 14 2005, 03:33 PM
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QUOTE (Ryu)
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.


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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Jrayjoker
post Sep 14 2005, 03:36 PM
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QUOTE (Ryu)
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.

"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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Fox1
post Sep 14 2005, 03:42 PM
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QUOTE (Jrayjoker)
"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.


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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Ryu
post Sep 14 2005, 03:59 PM
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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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Fox1
post Sep 14 2005, 04:10 PM
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QUOTE (Ryu)
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.


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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Jrayjoker
post Sep 14 2005, 04:31 PM
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Blah, blah, blah railroading blah, blah, blah....Can't we all just agree to disagree?
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Fox1
post Sep 14 2005, 04:44 PM
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QUOTE (Jrayjoker)
Blah, blah, blah railroading blah, blah, blah....Can't we all just agree to disagree?


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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Kagetenshi
post Sep 14 2005, 04:52 PM
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That assumes an infinite number of GMs and no outside relationships between GM and players.

~J
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Fox1
post Sep 14 2005, 04:57 PM
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QUOTE (Kagetenshi)
That assumes an infinite number of GMs and no outside relationships between GM and players.

~J


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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ShadowDragon8685
post Sep 14 2005, 05:10 PM
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It's not easy to tell your mates you're quitting their games. Or to get out of yours.
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Fox1
post Sep 14 2005, 05:18 PM
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QUOTE (ShadowDragon8685)
It's not easy to tell your mates you're quitting their games. Or to get out of yours.


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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Apathy
post Sep 14 2005, 05:57 PM
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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:
    Railroading. Any time the gamemaster will not allow players to deviate from the adventure's one set path or even make their own decisions. Campaigns with heavy railroading offer few draws over CRPGs or (for that matter) the multitudes of solo game books that proliferated during the 80's. See also T-Rex On The Plains.
    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.)
Being [at best] a so-so GM myself, it's not my place to judge whether what Faenor did was railroading or not - it depends on intangibles like
  • Was the GM's intent to force the player along a certain path?
  • Did the player have alternatives that didn't require him to compromise his ideals?
  • Were the players aware before-hand that in this GM's world recovery by Doc Wagon was equivalent to a prison sentence, or did they get blind-sided?
  • If the player had thought of an inventive way get away without doing what the GM had hoped for, would the GM have gone along, or penalized him/forced him back into the original plot scenario?
  • Did the player and the GM discuss the expected tone of the game before-hand, and did the player realize what the consequences of having so absolute a moral code?
[edit]I guess the bottom line is: If the players and the GM enjoy the gaming style and the world that the GM's created for them, then it's a good game. If people aren't having a good time, then somebody needs to think about changing the way they do things - regardless of whether it's railroading or not.
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Taran
post Sep 14 2005, 06:37 PM
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QUOTE (Kesh)
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?
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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Apathy
post Sep 14 2005, 07:26 PM
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QUOTE (Taran)
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.

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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Fox1
post Sep 14 2005, 07:28 PM
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QUOTE (Apathy @ Sep 14 2005, 02:26 PM)
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.


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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