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Wounded Ronin
QUOTE (Cain)
While I don't agree with the way Critias is approaching things, I have to say that everything he's saying is 100% consistant with the information as presented. Also note that I'm not the one suggesting that you're acting childishly-- you came up with that all on your own. If your behavior seems childish to you, then how do you think we will percieve it?

As far as your obvious inexperience, it shows, and nothing you can do can change that. That's not meant as an insult, merely a statement. Some of us have been gaming since the 70's, and have extensive experience in breaking multiple systems. Many people here-- such as myself-- have been playing Shadowrun since 1989, the first year it came out.

Now, if you *had* any long-term experience with Shadowrun, you'd know that armor used to provide automatic successes, which led to characters becoming essentially invincible against certain forms of attack. That was bad enough, but the original karma mechanic was even worse: there was no karma pool, there was only good karma, which you could spend for automatic successes.

That, of course, let to situations like this:

Munchkin: "I'm going to summon a Force 200 spirit."
GM: "Okay, roll for it."
Munchkin: <rolls> "Nope. But wait! I spend a point of karma!"
GM: "^&%!!@!"

If you had any experience with Shadowrun in its earlier incarnations, you'd have been well aware of the issues surrounding automatic successes. Heck, if you've seen any game systems get broken, the flaws should be quite obvious. But you haven't, which in turn means your gaming experience is quite limited, and your Shadowrun experience is lacking.

Of the 3 incarnations, I feel that the current karma pool mechanic is probably the best. And while I agree with some of what Edge is trying to accomplish-- putting a harder cap on karma pool-- there's enough difference that I have to question rather or not they're discarding what works and leaving what doesn't.

He's caught t3h correct.
Cain
QUOTE
If they're adding a mechanic that makes certain tasks impossible, and increasing the likelyhood of a glitch, even on a successful action, it seens plausible to me that they would be allowing certain situations to be rote tasks requiring no roll.

That already exists. There's no skill for tying your shoes, after all.
QUOTE
Also, the idea of making something genuinely impossible is starting to grow on me. You'll actually be able to plan on certain things just not happening.

Sounds like glass tunnel gaming to me. As a rule, it's more fun for players to have a chance-- even an astronomical one!-- than to have no chance at all. If there's simply no chance, there's no fun in risking it.

Do what you like in your games, of course; but I like to game for fun. Railroading might be fun for the GM, but it's never fun for the players.
Nerbert
I submit that "railroading" is fun for all in two circumstances, when the players are willing participants, or have no idea at all.
Cain
Point the first: The players are never "willing" to be railroaded. Essentially, that means nothing they do matters. They can only affect what is set out for them to do; the bulk of the plot is handled by uber-GMPC's. Players like to feel that they are in charge of their character's actions, and that said actions will affect the game world. Nobody like to play a game where the GM tells them everything that they're going to do-- the PC's just become GM puppets. This is one of the signs of very bad or inexperienced GMing.

Point the second: If the players have "no idea" of the options availiable to their characters, this is the fault of the GM. Part of the job of a good GM is to make the world immersive for the players, and to make sure they understand the consequences of their actions. If they don't know they have more options, then the GM isn't telling them enough about the world. Frequently, this is seen in tandem with "grudge monsters" and other GM abuses.

All this is basic knowledge to any experienced GM. While you may try to nudge the players in a certain direction, all experienced GM's know that if the players really want to go a different way, the best thing to do is to let them. Sometimes, that even means saying: "Sorry, guys, but you walked away from my plot hook, and I don't have anything else prepared. We're going to have to end the game here." It's only the bad and inexperienced GMs who get so attached to their precious stories, that they feel the need to ramrod the players through it. Veteran GM's know when to let it lie.
Critias
If my players are ever in danger of derailing my precious, precious, storylines (or if they're thinking too much and I get bored), I just maul them with a team of black-clad commandos from the shadows around them. I find suppressed submachinegun fire to be a fantastic motivating force to get them hurrying wildly again along whatever railroad I choose to send them !!
Cain
I'll also add that while I'm not an "experienced Vampire storyteller", I was mildly obsessed with Mage: The Ascencion for a while there. IIRC, all oWoD books came with a huge chapter on GMing, and my Mage book emphasizes the importance of collaborative storytelling and GM flexibility. "Player creativity is part of the fun of storytelling"-- I think that was the exact quote.

Now, I seem to recall that this chapter was pretty much the same across the various oWoD games. I have to wonder how any "experience vampire storyteller" could have missed reading that chapter.
Nerbert
None of you have ever played in any of my games. Don't tell me when my players have fun and when they don't.
Eldritch
QUOTE
Sounds like glass tunnel gaming to me. As a rule, it's more fun for players to have a chance-- even an astronomical one!-- than to have no chance at all. If there's simply no chance, there's no fun in risking it.


I can't agree with this more. I guess if ou want that type of gaming expierence, just dig out the console/pc and play one of the FPS games. There's tons of impossible tasks in those smile.gif As a gm and a player in rpgs for over 25 years, I prefer that everything is possible. Even killing the Main Bad Guy That Was Supposed To Survive. Oh well, the player got lucky, good for him. It's happened to me playing and gming and its great no matter what side of the screen you are sitting on. So the player just killed your favorite/main bad guy? Make another - his Brother smile.gif The players will hate it, and love it at the same time.


The glitch rule has me worried. Even their new rule of 6.
BitBasher
QUOTE (Nerbert)
None of you have ever played in any of my games. Don't tell me when my players have fun and when they don't.

Dude, you're on DUMPSHOCK. You need to have more realistic expectations of what happens here. biggrin.gif
Ol' Scratch
QUOTE (Nerbert)
None of you have ever played in any of my games. Don't tell me when my players have fun and when they don't.

Generally when people say things like "your players" they're actually talking about players in general. It's all about the context of the discussion, not necessarily the exact words being used.
Nerbert
Ha ha ha, I've had the context of nearly every argument I've stated, completely ignored in favor of a pointless semantical debate. Consider the debacle about my statement of "NO resemblance" between SR4 and nWoD instead of saying "fleeting resemblance".

In any case, the original statement was that NO players would enjoy being railroaded for any reason. I have personal experience that greatly contradicts that.

If they players don't know or don't care that they're being railroaded, they won't mind 't all.
Kagetenshi
If you really want to get into semantics, while being railroaded the people with you aren't players, they're an audience.

~J
Nerbert
Unless they don't know.
Kagetenshi
Then it's not railroading. Railroading is removing choice. I've arranged things such that players will choose a given path before, sure, but as soon as they can't step off that path it's railroading.

Ok, I'm wrong. It can be railroading if they don't know, but I've yet to meet anyone good enough to predict their players that well who still railroads.

~J
Cain
QUOTE
None of you have ever played in any of my games.

Thank heavens for small favors.

QUOTE
If they players don't know or don't care that they're being railroaded, they won't mind 't all.

If they don't know, it's not a role playing game anymore, it's GM puppetry. If the players aren't aware of the full range of actions availiable to them, it's *your* fault as a GM.

And never mistake your amusement for player fun. That's another common mistake among new GMs. I can already tell you that if your players aren't able to do anything but what you want them to, they're not having fun. Besides which, what makes you think your players don't know? You've complained multiple times about how your players have destroyed your lovingly crafted storylines. That's a sign that they *know* they're being railroaded. Generally, they end up humoring the GM because they don't have a better one on hand.

I cannot imagine that someone could actually have read either the BBB or the oWoD books, and missed the entire section on being a GM. Being flexible and collaborating with your players are basic GM lessons in both systems. The point was made earlier that you don't know Shadowrun all that well; it's evident from your lack of knowledge of the system. Apparently, this is true of n/oWoD as well-- you're missing some very basic knowledge about both systems.
Cain
QUOTE (Kagetenshi)
Then it's not railroading. Railroading is removing choice. I've arranged things such that players will choose a given path before, sure, but as soon as they can't step off that path it's railroading.

Ok, I'm wrong. It can be railroading if they don't know, but I've yet to meet anyone good enough to predict their players that well who still railroads.

~J

Actually, there's a difference between making one path more attractive than others, and glass-tunneling them into one fixed path. We all encourage players to follow the trail we leave out; but it becomes railroading when the moment they step out of line, they're smacked back into place. It's not railroading until the GM forcibly removes a choice.

I've had it happen to me a few times. I had set up a nicely-crafted adventure, only to have the players say: "Hey! What about X!" and solve the whole thing in a matter of minutes. It's frustrating for the GM, and it's easy to say: "It doesn't work!" and force them back into the plotline you have. What you're describing is the first choice-- rolling with the punches. What Nerbert is talking about is the second choice.
Kagetenshi
I would contend that it's still railroading, or at least still bad GMing, if your players never step out of line but you're ready to smack them back on track at any moment.

~J
Nerbert
Cain, your post is deeply offensive and unabashedly personal. You don't know me, you don't know anyone I know, and you don't know what you're talking about.
Nerbert
Suppose Kage, that there are many tracks, all of them equally acceptable to me as a GM, all of them equally enjoyable to the players and they're allowed to take whatever track they want, and make their own?

They're all tracks, they all have a beginning and an end, and they all have certain specific stops along the way and if you leave one, you're not on the same track anymore, you're just on a different one. So how is it not railroading?
Kagetenshi
If there are an infinite number of tracks that diverge at every point along all of those tracks, not only is it not railroading it's a metaphor stretched past its breaking point. If there are areas that the characters can't do or try something that they reasonably should be able to do or try because it jumps tracks at a nonapproved place, it's railroading.

To put it another way: you could argue that not taking a run is as much a track as taking a run. I will only accept this if you can find me a train station that runs trains to "place A" and "everywhere else" (the first can be any specific destination, the second must be all other destinations).

~J
BitBasher
Yeah, honestly the metaphor I would use is the PC's in my game are laying their own track through a countryside to their destination, it's my job as a GM to describe to them the ramifications of their path and to describe the world they travel through, not to force them in any direction what so ever. It's their story ultimately, it's about their lives and needs and desires, it's just my game world where those things are manifested. All the choices are theirs. Events will happen whether or not they choose to get involved, with all of the appropriate concequneces from their actions of lack thereof.
Cain
QUOTE
Suppose Kage, that there are many tracks, all of them equally acceptable to me as a GM, all of them equally enjoyable to the players and they're allowed to take whatever track they want, and make their own?

They're all tracks, they all have a beginning and an end, and they all have certain specific stops along the way and if you leave one, you're not on the same track anymore, you're just on a different one. So how is it not railroading?


That's good GMing. What you've described, repeatedly, is telling players what they *can't* do-- slapping them down for finding a creative way around the opposition you set up, for example. (I believe your example was crashing a helicopter into a building, to avoid the security? I'd give the players bonus points for creativity.)

As far as my posts being offensive and personal, I don't go for the flame-fests like Critias does, and I've defended your right to post a few times. You seem to be taking offense to the conclusion I'm drawing-- namely, that you're an inexperienced GM who's not very familiar with n/o WoD or Shadowrun. However, given what you've posted, it's hard for me (or anyone else) to conclude otherwise.

You're making all the mistakes we all did as newbie GMs. That's not an insult, that's a learning curve. Hanging around experienced gamers-- and taking their advice-- is one of the best ways of becoming better. I used to hang around people like Eldrich at cons, and slowly learned the tricks of the trade from them. In my 25 or so years of gaming, I think I've only become decent at GMing in the last 6 or so-- I remembering making the breakthrough around 99. All of a sudden, I learned to roll with the punches; and my players went from mildly bemused to rolling in the aisles.

So, yes. I'm betting that I've been gaming for probably longer than you've been alive, and definitely since you were a small child. You show all the hallmarks of a newbie GM. If you don't like that, then learn fast-- you should be able to learn faster than I did. You'll quickly become an experienced GM, and that will also show through.
Nerbert
Players being doing things that they should reasonably be able to do is not what this thread is about.

Its about players doing something that by all rights should be impossible for them.

Now there may actually be a way to make something impossible. If your players accept that this is part of the rules, and if you as a GM are wise in your use of the impossible, I think this is a tool that could be used to great effect for the benefit of everyone playing.

The railroading that I have been promoting is when you make it impossible for players to do something that they shouldn't be able to do. You all are saying that there's nothign the players shouldn't be able to do.

I suspect that what you mean is that "There's nothing that players shouldn't be able to attempt to do." if that is what you're trying to say, then I agree.
Kagetenshi
QUOTE (Nerbert)
Its about players doing something that by all rights should be impossible for them.

And there's an extraordinarily short list of those things. So short that we can safely ignore them—I'm sure we've all got stories of that time Bob rolled a 44, but how many of them have happened on tests with TN 42?

~J
Shadow
QUOTE (Nerbert)
Its about players doing something that by all rights should be impossible for them.

But this is a fantasy. If I wanted reality I wouldn't play. When I strap on my six guns and go Shadowrunning I don't want to hear "that's impossible". Anything should be possible. Telling a player "you can't do that" is railroading them. Telling them "hell give it a try, but you will most likely die" is not.
Kagetenshi
But that's not reality. As far as I can tell, most things in real life just have gigantic TNs rather than "you can't succeed" points.

~J
Cain
QUOTE
What I call railroading is when you make it impossible for players to do something that they shouldn't be able to do. You all are saying that there's nothign the players shouldn't be able to do.

I suspect that what you mean is that "There's nothing that players shouldn't be able to attempt to do." if that is what you're trying to say, then I agree.

No. What we mean is, if there's something that should be impossible for the players to do, and they try it anyway and succeed, you should let them have it.

For example, I had a player who wanted to try something that should be completely impossible. I had her roll for it, set up some ungodly TN, and told her it would take at least two successes. Not only did she manage to roll that TN, she proceeded to burn 4 karma pool to make sure she accomplished it. After doing all that, it would be a sign of very poor GMing for me to say: "Sorry, it doesn't work." That's the difference between what you're saying and what we are-- if the players manage to get away with something, we reward them, instead of slapping them down.
Nerbert
But would the player really feel bad if they had failed at something so unlikely? Would it have detracted from their fun? I doubt it.
Cain
Yes, it would. *Especially* after burning 4 permanent karma pool. I would have gotten accused of GM partisanship, and the game would have degenerated into an argument.

If the players succeed at something so unlikely, they're apt to be high-fiving each other and applauding. In that moment of elation, how do you think they'll take it when you yank their victory out from under them?

Nerbert
Sorry, if they had failed NATURALLY. I should have specified.
Kagetenshi
The answer should be no. If they never had a chance to begin with, the answer would probably be yes.

~J
Cain
Yes, they would have; but they would have dealt with it. They would think: "Hell, at least we gave it our best shot!"

If you flat-out say it's impossible, and deny them a roll, that's poor GMing. If you decide to allow them a roll, then don't accept it when they make it, that's even worse GMing. Both of those are exactly what you're decribing when you're talking about "impossible" tasks.
Nerbert
I would never deny a player a roll without a good reason and I would never tell a player that something is impossible and I never ask for a roll unless I'm willing to accept the consequences of their success. The situation described is far to vague for me to explain what I would have done. Suffice it to say that I find that most situations rarely come down to a single die roll.

And Cain, you are correct that I am relatively young to gaming and game running and that my experience with Shadowrun has not been significant. However, I have enough experience to know when my players are genuinely having fun, and when they're just being nice.
Hell Hound
In my experience the things that are or should be impossible for players to do are fairly obvious to the players, they are those things that defy any one of a number of real world physical laws without the excuse of magic or cyberware. I have never had a player dive into the ocean and insist on being given a skill test to be able to breath water. Where the players want a skill test, where they want to at least try, is where it's not so clear that failure is certain, or where failure should not be a certainty. I have had many players insist on trying to escape when the cops or the mob or another group has them completely surrounded and multiple firearms are trained on them, now in that situation the player dying is the most likely outcome but it is not in any way a complete certainty so they should at least have a chance of escape.

What concerns me about the new rules, and I suppose worries others as well, is the nature of the new base mechanic. With a fixed target number success or failure is determined by threshold, the number of successes you roll. With no mechanic for exploding dice you have a finite number of dice to roll in any given test and therefore a task that starts out as possible can become impossible by adding enough situational modifiers. If something is truly impossible it should never have a success test, it seems with SR4 an achievable task can be made impossible by the rules.

I can't imagine any player being happy at discovering, for example, that because of his injuries, the lighting, and several other situational factors he can no longer shoot his target, regardless of wether he lines the target up for several rounds or empties a thousand round belt of ammunition at the area where the target is standing.
Nerbert
They've said that Edge allows for rerolled 6s. So I suspect that through whatever method, Edge can be used to make the unnecessarily impossible, possible once more.
nezumi
Nerbert, here's a simple example.

You've spent all week building up a long, complex adventure built around Evil Albert. During the very first encounter, before he's truly gotten Evil, things all go as planned until he's making his escape. He dives out a window, catches the prepared rope on his helicopter and his mage turns him invisible. One of the snipers gets to the window and wants to take the shot. The TN is ungodly (between 12 and 24), but it IS possible, and if he succeeds, your entire story you worked all week on is ruined.

Do you let them take the shot? Can you actually let them succeed?
Nerbert
This is how I anticipate this scene would progress with my players.

Me - "Ok, roll your firearms test."
Them - "Whats the TN?"
Me - "You can't see how many people are in his helicopter, you don't know what he's wearing, you can't even see him, so your professional opinion is "ungodly".
Them - "So what is it?"
Me - "You don't know, roll it."
Them - "Ok, I have...

Now, two scenarios. They roll something unbelievable. Lets say... 3 24s or something like that. No denying that thats an impressive dice roll.

Me - "Holy shit! You can't tell if you hit Albert or not, but your bullet pierces the gas tank of the helicopter and it starts to careen out of control."

Second scenario, they don't roll anything particularly special.

Me - "You can't tell if you hit Albert or not, but it looks like you've definitely wounded one of the guards in the helicopter. Despite your best efforts, Albert is getting away."

And then the guard would turn up later with a nasty limp and a vendetta.
Kagetenshi
QUOTE (Nerbert)
]you don't know what he's wearing

I call him up and ask him. Should I roll Charisma?

~J
Nerbert
Do you have his phone number?
Kagetenshi
That's what Directory Assistance is for grinbig.gif

~J
Nerbert
Ok, you get his phone number, and you dial it. It rings, and he doesn't answer it. Your guess is he's a little busy hanging onto a rope and being hauled through the rain by a helicopter!
Moonstone Spider
How can I (Let's assume for the moment I'm the player) not know what Evil Albert is wearing? Didn't he just jump out a window in front of me?

More importantly, since Evil Albert just went invisible (Presumably in front of me as well) why would it matter? I want to shoot at the area just below where the rope becomes slack since there's no weight on it below that point.
Critias
That doesn't matter, Spider. Just roll your pathetic Rifles skill, with no idea what the TN is, like you were told.
Nerbert
He's wearing a robe, he could be wearing body armor, you don't know.

I knew it! I knew the only criticism I would get was not telling the person the Target Number!
Critias
QUOTE
Me - "Ok, roll your firearms test."
Them - "Whats the TN?"
Me - "You can't see how many people are in his helicopter, you don't know what he's wearing, you can't even see him, so your professional opinion is "ungodly".
Them - "So what is it?"
Me - "You don't know, roll it."
Them - "Ok, I have...


Seeing how many people are in the helicopter is a moot point -- Albert's hanging on a rope. Seeing what he's wearing, likewise, has nothing to do with determining a TN.

Not seeing him is, at worst, a +8 TN (blind fire) mod (but most reasonable GMs would let that be at least partially offset by knowing right where he is on the rope in front of you, perhaps as some sort of perception test to offset the penalty). He very obviously has no cover, movement modifiers would depend on how fast the helicopter was flying (as he leapt out a window and grabbed a rope -- he rolled for that, right?), and so far we're just looking at a TN of ~12.

Toss in a smartlink (what sniper hasn't got one, or at least a good laser), a -1 for aiming (why not? who needs two shots with a sniper rifle?), toss in appropriate dice for combat pool (while you still can), account for the character being fairly skilled, and you could very easily be rolling 12+ dice at TN 9 (or 10, if no smartlink). Since this guy's being something of a bother, I know spending a karma point wouldn't be out of the question for many players.

Depending on the character, of course, things just get even more ridiculous for Evil (and the poor abused GM). If the sniper is an Adept with appropriate Centering (IE, 30+ karma or so), he could very handily roll quite a few dice to, wholly, legally, offset that +8 TN. He could also very easily have quite a few more dice than 12 for that lower-than-9 TN test.

But, instead, your player just gets told "ungodly!" and then you make something up (like him shooting the helicopter, not his target, if he rolls well) to keep the game going in your direction. Because you don't want your precious NPC to die.

Yeah.

That's called railroading, dude.
Kagetenshi
My criticism (unvoiced) isn't that you didn't tell the person the TN, it's that you didn't have a TN to begin with.

~J
Shadow
Well maybe it is the way you told them. If you never tell your players the TN then it doesn't matter. But if you make it a regular habit of telling them then suddenly don't, then they are going to think you are railroading them, and they would be correct cause you are.

What I would do (and this may not work for you) is tally up the modifiers in your head. Say +8 for an invisible target, range call it +2, Moving target +2, The helicopter is moving another +2, what else, say it's raining (hell it is Seattle) +2.

Thats +16 to 5 thats a 21.

Incredibly unlikely but not impossible. Tell your player what the TN is and let him try. If he even scores a single hit it will be a miracle and a moment he remembers for a long time. If he misses then hey, he gave it a shot.

What you proposed doing is rail roading. You are telling him by default that he can't do it. One by not giving him the TN, and two by not really having one to give him.

Not telling someone the TN for a stealth test is one thing, not telling them what it is to shoot someone is another.
Nerbert
Yeah its railroading, thats what I've been saying all along.

Unless the guy is wearing body armor and has spells being sustained on him by people in the helicopter, people who could also be pulling him very quickly into the chopper. So that ads a running target modifier, also, its raining, so thats another modifier, he's clearly swinging around in the air, which makes it even harder, the longer he aims, the further away Albert is getting, no -1 for him. Initiative also makes a huge difference in how far away Albert is, but there's no reason for Albert to be surprised.

But anyway, all that doesn't matter. The point is, no player who isn't metagaming is going to be upset about anything except not being told what the modifier is. And even if he does roll really well, I reward him for it. You can't tell me that having Albert just die for no reason and ending my game prematurely is better then listening to a player moan quietly about the GM keeping secrets from him.
Shadow
I would be pissed. Any player would be. You are deluding yourself in thinking they are not. No one, NO ONE, like to be railroaded regardless of the reasons.

Rewarding your player for rolling well? You 'reward' a player for rolling well by allowing his intended action to take place.

Tell me this... how often in your games do you let players hit somone they wern't aiming at (yet is still an enemy) for getting close to the target number they needed?

Nerbert
What would you be pissed about? Specifically?

It depends on what they're aiming at, if they're aiming at an important NPC that doesn't deserve to die yet, then they might very well hit something behind them. And also, if they're fighting in a supermarket, and they miss, they hit cabbage.

Hey look at it this way, no one, not one of you, would say anything if I had said "Ha ha! You successfully hit and kill... Evil Albert's body double!" What's the difference? (except for the fact that body doubles are cheap, undramatic, overused cliche, and hitting the helicopter is actually a dramatic and satisfying expenditure of a bullet.)
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