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Critias
Uhh, no. He doesn't take a long time to aim. He just aims for a simple action, then pulls the trigger for a simple action, all as part of his action for that round. The helicopter isn't going to move very much in between a character's two simple actions. By "very much" I mean "at all," just for clarity's sake.

I'm not saying it's a piece of cake shot -- but it's certainly a possible shot (especially with magical and technological enhancements). Hell, the hypothetical sniper in this story could be a physmage adept who's purchased Astral Vision -- sucking up the +2 Astral Sight modifier for a physical action in exchange for losing the +8 modifier for blind fire, and slinging a handful of extra dice.

The point is that the rules are there for a reason -- there are modifiers to handle the situation, right there in the rules, that will tell you (when added up) just how high the TN is. You shouldn't just say "shut up, roll" (especially in a game where knowing the TN can and should influence your CP, KP, etc. Player knowledge is a key towards the player thinking.

What you described isn't "the GM keeping secrets," either. It's "the GM completely making things up, ignoring the rules of the game and the actions of his players, because it's his story!" The two possible outcomes you described both have nothing at all to do with what the player is trying to accomplish. He wants to shoot at a guy hanging from a rope. You've got him (if he does well) shooting the gas tank on a helicopter, or (if he does less well) shooting a guard (but not killing him, and gaining a new enemy).

You said earlier that none of us have played in your games, so we aren't allowed to criticize them. I counter that with the idea that, if this really is how you run them, none of us need to play in your games to be critical of them. If you and your players have fun, more power to ya -- but if the casual and complete disregard for the game mechanics is a standard thing (and it sounds like it is), it's little wonder to me you don't understand the importance of mechanics, and it makes clearer some of your opinions and our disagreements on other threads.

EDIT TO ADD:

QUOTE
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 this is pure bullshit. If they're aiming at an important NPC and they roll the right dice for the right TN, then that NPC "deserves" to die. That's why it's a game. If you can't stat and control (by spending CP, KP, etc) your NPCs in a fashion that handles the innate dangers of being an NPC that opposes a group of players, to the extent you're constantly just deciding who lives and who dies by GM fiat instead of dice rolls and th rules of the game, you're a shitty GM, plain and simple.
mfb
body doubles are purely story elements, and don't break the rules of the game. that's the difference.
Nerbert
Oh I understand the importance of them, and very likely the fight to get to Evil Albert's chambers would have been a balanced, interesting, mechanic intensive, strategic combat scenario. I just know what mechanics are for, and I use them appropriately.

And you're also ignoring the body double point, Critias.

QUOTE (mfb)
body doubles are purely story elements, and don't break the rules of the game. that's the difference.


So its better to do something lame within the rules, then something interesting against the rules?
Shadow
QUOTE
What would you be pissed about? Specifically?


That suddenly my character whos only great skill is in rifles has been reduced to nothing because you don't want your character to die.


QUOTE
It depends on what they're aiming at, if they're aiming at an important NPC that doesn't deserve to die yet,


I mean I knew you were thinking it but I didn't actually think you would say it. This is the essence of the very worst story telling imaginable. If

QUOTE
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.)


Well you could say they hit him, but not necessarily kill him (give him lots of armor or something) but just to not let them even try because you think the character is important to the story.

I think (and again my opinion) is that maybe you should read a few books on storytelling, perhaps pick up the BBB and read the section on GM'ing. It is a collaborative effort. Not a one man show with the characters as muppets.
Nerbert
So, ok, no matter what they do I say "You see a splash of blood! You hit him!" and then he survives anyway. That seems like it would satisfy Shadow's PC.
Hell Hound
QUOTE (Nerbert)
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.

Moan quietly? You must have some pretty tame players in your group, I've seen game sessions, and roleplaying groups, disintegrate as a result of GM heavy handedness. I myself was on the verge of leaping across the table and knocking the GM's lights out on one occassion. It's why I try my absolute hardest never to force the players into anything.

My question is what happens after this climactic sniping effort at the invisible Mr Evil? Does Mr Evil reappear the same as before showing no signs whatsoever that the players interferred with his plans or even endangered his life? Or do the players next see Mr Evil on a vid screen beamed from his hospital bed, hooked up to life support, breathing though an iron lung, and glaring at them with his one working eye?

Keeping an interesting villain alive despite the odds is not necessarily railroading, keeping the players from altering your plot in any major way is. That is what makes railroading a bad thing in RPGs.
Nerbert
But thats still just railroading Hell Hound. Its no different at all then what I said I would do. Neither is the body double idea. Hitting the helicopter was just the first thing I thought of because I liked the idea of the helicopter belching smoke and whirling out of control so the player wouldn't feel like he had wasted a bullet.

And I still don't see what a PC with no external knowledge would get so upset about. Missing the guy? He wouldn't get upset about that if he had actually missed with the dice, only he wouldn't have hit the helicopter either. If it had been a physad with astral perception I would have done something else because the player could actually see his target.
Shadow
QUOTE (Nerbert)
So its better to do something lame within the rules, then something interesting against the rules?

Thats not what I am saying at all. I am the first one to say ignore the rules or modify them if it will tell a better story. But your not doing that. You are changing the rules of the universe by suddenly not allowing people to do things they otherwise could for no better reason than you don't want that character to die.

Thats railroading and its wrong. Let me give you an example.

A long time ago I was playing a AD&D game. There were four of us in the party. The gm got it into his head that my friend the bard was the main character and therefore none of us could hurt the main villain except him, nor could we have any consequential effect on the story.

How would you feel if nothing you do effects anything? Take the shot, don't take the shot, doesn't matter. The outcome is the same. Sure your telling a great story, but the players aren't participating in it, they are just listening to it.

Back to my story, the endgame comes.

2 of our party (including the main character) are strung up by their necks and are being hung. I am 100 feet away on a roof with my bow. I take the shot to do the Robin Hood thing. The GM says... roll. I say what do I need to get, he refuses to answer and just says roll. This is a SURE sign that railroading is about to take place.

I rolled a 20. In D&D (as I am sure you know) that is always a hit. This entire character was built up around being an archer. So this was a huge deal. The GM says you hit but don't do enough damage to sever the rope.

I packed up my books and never played with him again. And someday your players will have enough of your one man show and do the same.
Critias
And him surviving a shot from a sniper rifle is, very probably, going to take his one-shot Hand of God away from him, isn't it?

Instead of a wasted bullet somehow magically not going where the PC wanted it to (and curving to, instead, shoot a guard or plunk into the side of a helicopter), he gets the satisfaction of flexing his Rifles skill, making a tough shot, spitting in the bad guy's eye, and accomplishing something. If Mr Evil is still kicking after all the dice have settled (including, I'd say, a modified knockdown test for taking a high power shot while dangling from a freaking rope) -- congrats. You statted your NPC well enough to be a challenge to the PCs, to confront them and still walk away. Your players will know they're after someone tough, but they'll also know that he can bleed and -- eventually -- die, just like them. They know they've blacked his eye, and when the next big confrontation comes hopefully he'll be low on KP (if he has any) after HoG, and when they kill him that time he'll stay dead.

And playing a game by the rules is much more satisfying, isn't it? Where's the fun in "winning" by keeping an NPC alive by cheating? It's not a competition between GM and players, anyways. It's a collaberative effort, using the rules as the final judge (not the GM's mood).
Kagetenshi
QUOTE
So its better to do something lame within the rules, then something interesting against the rules?

Yes. There are places where the rules are not absolute—for example, prototype weapons and soforth, or weird magical effects, etc. etc. etc.—but if it gets to the point where it comes down to a success roll and that roll is made, it is better to do something lame within the rules than something interesting against the rules.

I'll draw an example from a session I played in a month or two back (though the end result wasn't lame): we'd been fighting the undead minions of a follower of Baron Samedi with powers we still don't have a clear idea of. The GM makes his plan, draws out the timeframe during which the Bokor will be building his defenses, comes up with how long each step will take.

We come back and get to him half an hour before he would have made his grand escape. This is a character who was intended to be recurring, possibly even a campaign focus. Through some good rolls, coordinated maneuvering, good Body rolls, and the expenditure of a fair amount of ammunition, we down his bodyguards and he starts trying to bargain with us, using the life of another party member as the chip. As it turns out, this other party member was indeed very close to death, though we didn't know it at the time, and I (the team Rigger, above ground in the van) was under spirit attack. The Bokor offers to trade our lives for his.

Blake slams him face-first into a pile of burning thermite. The intended-to-be-recurring NPC dies, his story ends. And we were satisfied. Sure it would have been fun to play through his machinations if he'd gotten away, but it was another reminder that sometimes people, PCs or NPCs, just don't get away. It's like that for us as well. No one died in this epic battle, but we lost a teammate in a run earlier that ought to have been comparatively easy for us (though with quite a bit of unfamiliarity factor for various reasons). People die on both sides, and sometimes it's not at the dramatically appropriate moment. Sometimes you bleed out in the gutter from that ganger instead of sacrificing your life to keep the grenade from killing your team or whatever. That's the way it goes, and it makes the game so much better.

And when I said we'd have had fun if he'd gotten away? That wouldn't have been true if he'd upped and vanished just because we came back earlier, or if he'd somehow slipped Blake's grasp, or miraculously survived having the front of his skull burned through. Hell, even a body double wouldn't be fun unless there's a good reason for the double to exist, more so if the double uses any sort of powers or whatever unique to the NPC.

But my eyes are starting to force themselves closed, so I'm ending this before I get any less coherent.

~J
Nerbert
First of all Shadow, the scenario is that letting Evil Albert survive will tell a better story.

Critias, you're right, I'm sorry. No matter what the sniper rolled he should have hit Evil Albert who would survive the wound. I stand corrected, there was a much better way to railroad that scenario.

Kagetenshi, that was a very good example and I appreciate what you're saying. Even I'm willing to let someone important die if there's no reasonable way to prevent it. But on the other hand, assuming that the players were completely unaware of the time table, wouldn't it have been just as acceptable if they had arrived a half hour late? Or "just missed him"?
Shadow
QUOTE (Nerbert)
And I still don't see what a PC with no external knowledge would get so upset about. Missing the guy? He wouldn't get upset about that if he had actually missed with the dice, only he wouldn't have hit the helicopter either.

And he would be fine with that. What he wouldn't be fine with is that you never gave him the chance.

So give him the chance, what is the worse that can happen? Evil Albert takes a bullet to the brain falls 500 feet to his death. The PC's celebrate becasue they won the day... right?

Well it turns out Evil A was really influenced by Evil Alberta who has now stepped into take the reigns.

That's not railroading, never letting them try cause you don't think your character should die yet is. And it is wrong.
Critias
QUOTE (Nerbert)
Critias, you're right, I'm sorry. No matter what the sniper rolled he should have hit Evil Albert who would survive the wound. I stand corrected, there was a much better way to railroad that scenario.

QUOTE
If Mr Evil is still kicking after all the dice have settled (including, I'd say, a modified knockdown test for taking a high power shot while dangling from a freaking rope) -- congrats.


Don't put words in my mouth to make it sound like I condone your meta-GMing, and don't try to use three lines of sarcasm to argue against a dozen paragraphs of honest, correct, criticism from multiple posters.
Shadow
QUOTE (Nerbert)
First of all Shadow, the scenario is that letting Evil Albert survive will tell a better story.


You cannot be the judge of that. I'm sorry you can't. I made the same mistake when I was new to GM'ing. I thought there should be a recurring uber villian in my campaign, and it would 'tell a better story' if no matter what the PC's did he lived to the end. And yes the story was good, and yes they were very happy when he finally died. But it could have been better, cause they knew they were railroaded. And yours know it to.

Like Kage said, let the chips fall where they may, it's your job to keep making new ones. Not telling the current ones where to fall.
Nerbert
No, I mean, the person who presented the scenario said "It would make a better story if Evil Albert survived."
Shadow
QUOTE (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?

I don't see where he said that.
Nerbert
No, you're right, he didn't say that. It was implied.
Shadow
Only by you.
Nerbert
perhaps
Critias
He didn't say it would be a better story. He said it would save you some work. There's a world of difference there.
Hell Hound
QUOTE (Nerbert)
But thats still just railroading Hell Hound.  Its no different at all then what I said I would do.

My definition of railroading is taking away the characters ability to influence the game. If Evil Albert plummets to his certain death and yet shows up again later the players need to know that what they did at least had an impact. If there is no indication that his near death experience changed his plans the players will feel cheated, the same as if the sniper makes a spectacular dice roll and you tell him that he hits the helicopter instead.

Railroading is about forcing the story to go in a particular direction despite both the players wishes and their dice rolls. When the players cannot even hit the main villain except when the GM decides the time has come for that NPC to die they will feel cheated. When the players blast the main villain to pieces but he shows up again without a scratch and all his plans intact they will feel cheated.

When the players do something unexpected or pull off a miraculous success test your main villain may not need to die but the story should change, otherwise it is railroading.
Nerbert
The real core of this issue is that you, and others, have more fun designing, planning and running complicated missions then I do. I find it boring as all hell. Tedious to the extreme. Every single step is boring to me, even the combat. Its all just endless addition. Unless there's a point, unless there's a reason for it, its just senseless waste of time. Now everything in the books thats not a combat rule is intended to go towards giving these scenarios a point, which they do a passing good job of. But as far as I'm concerned, combat is just a really predictable, boring way of accomplishing character goals. Part of it is that dice routinely screw me over, it just happens

Now, I throw in combat scenes that I think are interesting in order to challenge my players who do like that sort of thing. But the goal for me is to get them to end, where whatever I have waiting for them is going to happen. I'd never design a scenario with Evil Albert waiting at one end unless I wanted him to die.

I think that I was misleading when I talked about the Evil Albert scene. My description of what I would do is very likely what I would have done, and I'm not rescinding it. The truth is though, what I really would have done is never put him there in the first place. Or have some video screen with his cackling visage or something like that.

A much more accurate example of the way in which I railroad is to say that I would specifically steer players away from fighting Evil Albert directly. I would make it expensive or I would make it unappealing, I would give them better, more entertaining things to do until it was time for Albert to die, and then he would go down in as satisfying a way as possible. And if they tried to do it anyway I would just make it really excruciatingly hard, so if they did it, they would have earned it. Or, supposing they had ignored Evil Albert completely, I would have made him more difficult to ignore, I would make it so that ignoring Albert meant sacrificing something.

Now, maybe it is, and maybe it isn't, but to me, thats railroading. The fight with Albert is the stop, and whatever track the PCs take, the stop is coming. And my only real goal is to make the train ride worth the fare.
mfb
QUOTE (Nerbert)
So its better to do something lame within the rules, then something interesting against the rules?

yes. but best of all is to do something cool within the rules.

edit: shaping events != railroading. railroading is when you break the rules to force the characters to do what you want.
Ellery
Railroading is a term used to make an analogy to a railroad track. Once you are on a certain track, there are very few choices you can make about where you are going to end up.

Deciding ahead of time that players will not kill Evil Albert, no matter what, is railroading, because once they start that confrontation, they can't get off the track until after Evil Albert has survived. However, setting things up so that killing Evil Albert is unappealing, or difficult, or whatever, is not railroading because the players have the choice to make things turn out differently (even if they might not enjoy the other destinations.)
mfb
yeah. that's more roading. your players can go offroad if they want, but it's going to be bumpy and dirty. with a railroad, you follow the track or wreck.
Nerbert
But I mean, no matter what they do, they won't get to kill Albert unless I want them to. I mean, ok, suppose they have a tracking device on him and know his every location at any given second and can over power him with the entire royal canadian mounted police at the snap of a finger. I'm going to damn well make getting all that information an adventure all by iteself, and even then, those mounties are a wiley bunch, maybe they've been paid off by the enemy?

See all the things I can do to make sure they never kill Albert? Does it stop being railroading when it all comes down to a single die roll?

By the way, I have a job where I don't do anything but sit at a computer, take very rare calls and moniter a small window and occasionally order take out. I also work late nights, so I get insomnia like crazy. I'm not really a loser, I just play one on the internet.
mfb
it starts being railroading when you ignore or modify the die rolls. planning ahead isn't railroading, it's GM'ing.
Nerbert
How far ahead? Is it railroading to have seventeen ninjas pop into the room as soon as Evil Albert jumps out the window? He suddenly grows a brand new "last line of defense" once things get a little hairy.
Raskolnikov
Does Mr. Albert have a reason to have ninja-like bodyguards on retainer?
mfb
there's no hard line. if Albert wasn't ever going to have any ninjas until you decided he needed them in order to escape? yeah, that's railroading. if Albert had ninjas, but you didn't plan on bringing them in until later? having them show up early is okay-ish.
Nerbert
Is it ok if I come up with a good reason after the fact? If not, why not?
mfb
*sigh* look, i'm not here to teach you how to GM. like i just said, there's no hard-and-fast rule for what's railroading and what isn't. if you find yourself making changes like that all the time, then you're probably railroading. if not, you're probably not.
Raskolnikov
Depends, the PCs should have gone into the situation with enough legwork to know his basic capabilites. If they did a good job and you spring ninja out of the blue on them? They are likely going to feel railroaded. If the PCs rushed into the situation without any sort of intel gathering, they ask for what they get.

On another note, the whole situation as laid out and discussed is something I hope I will never see in a game I run or play. NPC escaping out of the window to a rope on a helicopter? I do not play cartoons.
Nerbert
I see your point, and I'm not trying to argue with you.

I just honestly don't see the difference. I mean, going back to the original example, I could fudge the roll so Albert gets hit and falls and miraculously survives. Apparently thats really unspeakably evil. But I'm not sure why. If the player is allowed to do something really unlikely for no reason at all, why isn't my NPC allowed to do something just as unlikely for a very good reason?

Hey, I've already thought of two passable reasons for random nonsense ninjas to appear. They're a rival gang of runners who either a) just wanted to screw over the PCs out of spite or b) happened to be pulling the same job at the same time and want all the credit for it.
Critias
This is a remarkable discussion.
mfb
jesus. as has been said over and over again, fudging the rolls is breaking the rules. if you're breaking the rules to advance your story, you're railroading. that's not the only action that i'd count as railroading, but it's definitely on the list.
Nerbert
Look, you don't have to reply if its just making you mad.
Raskolnikov
Both of those reasons are terrible. In either case the PCs did not notice a second team moving in parellel to them? In the first case, the are much better places to hit the PCs than in the middle of an area the rivals would have to also fight their way into. In the second, even if the PCs somehow did not know another team was on the job, and even if both teams managed to make exactly the same progress through the compound or location without running into eachother until the end, even if both of those impossible things, you are still taking a leap that they would just fight eachother. Their target is Albert, professionals, even violent ones, would kill him and then fight over who gets credit.
Nerbert
Fine, it was off the top of my head.
mfb
that is certainly a relevant sentiment, that is sure to further the discussion and engender intelligent debate.
Nerbert
I've completely stopped looking for intelligent debate on these forums. I mean, honestly the bit about the two ideas was an afterthought I threw in because they had just occured to me, I never intended to try to defend them, I thought it was a ludicrous idea in the first place. Ninjas from nowhere. But apparently ninjas from nowhere are potentially ok. But letting a PC shoot someone and then letting the NPC survive is unspeakable evil.
Raskolnikov
Specific reasons aside, it's highly unlikely a third party would suddenly arrive on the scene at that moment, so the players will feel railroaded if one suddenly does. A much better solution is simply to have Albert gone when they get there. If they managed to track him down, be absolutely sure he's there, attack in such a way that cuts off all escape routes, fight through his bodyguards and security, and corner him, then they deserve to kill him. Whether you think he should live or not, at this point your ability to change that through honest story elements has long passed, almost anything you do will be railroading the players.
Nerbert
It's also highly unlikely that a PC with a sniper rifle would hit him. But it happens, unlikely or not. Apparently as long as I rolled dice, the ninjas have every right to be there.
mfb
look. if, as a GM, your main bad guy is hanging from a damn rope while the PCs are standing around with weapons in their hands, anything that happens to the main bad guy is your fault. suck it up and make a new plan.
Nerbert
I wrote a whole post about how I wouldn't have let Albert in this situation to begin with. I'm trying to figure out why people can get so extremely mad about something thats so subjective.
Raskolnikov
Wrong. It is not highly unlikely that a character would shoot at the retreating NPC, it is unlikely he will hit. There is a difference. If the story puts the characters in a position where they will likely take that shot, and against the odds they make it, well tough luck, they made it. The ninja showing up -at all- is highly unlikely.
Nerbert
Ok, I changed my post to reflect my poor choice of words. Its still two highly unlikely things happening.
mfb
probably because other people absolutely refuse to read what these people are saying, and end up repeating the same objections these people have already answered. just guessing.

what i don't understand is why you're defending actions in situations you say you'd never allow to occur in the first place. we agree: the best way to handle the problem of players killing your plot-important character is to avoid giving them the chance to do so in the first place. anything more than that is heading into railroad country. the exact point at which you're railroading varies from situation to situation. but if you're fudging die rolls, you're railroading.
Raskolnikov
Still wrong. The character shooting at the retreating target is very likely. The ninja showing up at all, as I described above, is unlikely. If the characters went into the situation with so little knowledge about the situation that they can not possibly know whether there are ninja or not, then ninja showing up is technically fine. But if the characters have so little situational awareness, why is Albert not already gone when they get there?
Nerbert
The reason I'm defending it is because to me its all the same thing. I don't see the distinction between breaking the rules and planning ahead. Maybe its because I read a little thing in the WoD manual, one that everyone else who quoted extensively from it happened to miss, that says:
QUOTE ( nWoD book @ page 194)
Story First, Rules Second: Rules are tools.  Use them, but don't let them trap you.  If you make the odd change here ot there to encourage the flow of the story, no one will notice(or at least care).

Its listed in a side bar called "the 10 commandments"

Now, I mean, thats just one book's opinion, and it obvisouly doesn't apply to every situation.
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