http://shop.d20pfsrd.com/collections/mystic-bull-games/products/in-the-prison-of-the-squid-sorcerer
Your players have ransacked dungeons and slain mighty beasts, rescued the helpless and thwarted the sinister plans of demons. But they have never seen anything like the strange items, blasphemous rituals, or horrors that await within these pages.
Lurking herein are twelve short encounters for the Dungeon Crawl Classics roleplaying game.
Judges can use these scenarios as one-off’s or as jumping-off points to further wierd pulp adventures. Each encounter includes a unique monster, and the book is packed with treachery, novel twists, and horrible predicaments.
Whether it’s the Squid Sorcerer, Umbo the ape witch, or Malagok the Creator Beast, these encounters recall a tradition pre-dating orcs and elves when the pulp fantasy realms were just weird..
Thursday, 21 March 2013
Wednesday, 20 March 2013
Getting Lucky in DCC
Some House Rules about Luck
In the Dungeon Crawl Classics RPG,
character Luck is intended to go up and down based upon the circumstances of
play. In general, Luck goes up due to rewards
given by the judge, and goes down as it is used up by the players to modify
rolls. The judge can also penalize Luck,
but, because players rely on it, and it is generally lost forever when spent, bonuses
tend to outweigh penalties. This is true
even in the official published adventures, where Luck penalties tend to be
temporary where they exist at all.
The thief and halfling classes, however, regain spent Luck,
which means that, if they gain bonuses as do the rest of the PCs, pretty soon
their Luck will be absolutely phenomenal.
Unless the judge sets a cap, the player can have Luck that reaches well
beyond the 18-20 range.
What to do?
Permanently Burning Luck – The Carrot
In my game, it is now a house rule that a thief who
permanently burns a point of Luck automatically gains the maximum roll on his
Luck Die.
A halfling who permanently burns a point of Luck gains a +3,
rather than a +2, bonus to the roll.
Luck is Fickle – The Cattle Prod
In my game, it is now a house rule that any character whose
permanent Luck is 16+ or 5- at the end of a game session must roll 1d20 and
compare the result against his permanent Luck.
Permanent Luck is the Luck score that most characters have, and that a
thief or halfling can recover Luck to reach.
If the result of the
d20 roll is greater than the character’s Luck, supernatural forces help the
character, granting a point of Luck in game terms. The character gains a point of Luck.
But, if the d20 roll is under the character’s Luck, the
character loses a point of Luck.
Supernatural forces, Karma, or the perversity of the cosmos simply work
against him.
If the character rolls exactly his Luck score, there is no
change if his Luck is between 8 and 19, but if his Luck is 7 or less, he gains
2 points of Luck. If he Luck is
20, he loses 2 points of Luck.
A character whose Luck is between 6 and 15 at the end of a
game session need not roll, but can choose to do so if the player wishes. In any event, only the raw, unmodified die roll is
considered.
Tuesday, 12 March 2013
It pleases me to announce that In the Prison of the Squid Sorcerer: Twelve Pulp Weird Encounters for the Dungeon Crawl Classics Roleplaying Game is now available for purchase. You can find it here.
This product includes two scenarios of my own design (Mermaids From Yuggoth and Icon of the Blood Goddess) as well as ten kick-ass scenarios that I did not write.....but several of which I wish I did!
Herein, you will find a ton of pulp adventure goodness, both to use as-is and to expand upon in your own adventures. Because more than one of these short scenarios suggests, to my mind at least, ways to expand into further scenarios.
Did I mention that the intros are written by Harley Stroh and Michael Curtis?
I am very happy with the way this product turned out, and I hope you will be, too!
Reviews: http://www.rpgnow.com/product_reviews_info.php?&reviews_id=88482&products_id=111964
http://www.therpgsite.com/showthread.php?t=26023
http://www.tenkarstavern.com/2013/03/mini-review-in-prison-of-squid-sorcerer.html
http://irontavern.com/2013/03/12/review-in-the-prison-of-the-squid-sorcerer/
This product includes two scenarios of my own design (Mermaids From Yuggoth and Icon of the Blood Goddess) as well as ten kick-ass scenarios that I did not write.....but several of which I wish I did!
Herein, you will find a ton of pulp adventure goodness, both to use as-is and to expand upon in your own adventures. Because more than one of these short scenarios suggests, to my mind at least, ways to expand into further scenarios.
Did I mention that the intros are written by Harley Stroh and Michael Curtis?
I am very happy with the way this product turned out, and I hope you will be, too!
Reviews: http://www.rpgnow.com/product_reviews_info.php?&reviews_id=88482&products_id=111964
http://www.therpgsite.com/showthread.php?t=26023
http://www.tenkarstavern.com/2013/03/mini-review-in-prison-of-squid-sorcerer.html
http://irontavern.com/2013/03/12/review-in-the-prison-of-the-squid-sorcerer/
Thursday, 7 March 2013
Wednesday, 6 March 2013
And Yet Another Excellent Post
http://tao-dnd.blogspot.ca/2013/03/how-to-play-character-10000-word-post.html
If you're playing with someone who won't let you go as far as you want - if they're imposing themselves between you and the edge 'for your own good' or because they've decided what edges are appropriate for you ... then you owe it to yourself to agitate against that. Even if you would hesitate to speak up for your rights in the real world, when your boss or your clients patronize you ... in playing D&D, you really ought to rise to the occasion. If 50,000 can stand on the steps of the Capitol and shout against exploitation and the curtailing of their freedom, surely you can stand up at the table, stare your DM in the face and say, "No, I will not go where you say! I will take the road north, because that is what pleases me!"and
And if it should become evident that you are somehow a dupe for others ... that every road leads to the same pre-determined Funhouse, and that you have no freedom at all to choose the path you will, then as a player, defensive of the character you respect and perhaps love, stand at the table and call "Foul!"Well said, Sir. Very well said indeed.
Tuesday, 5 March 2013
Another Really Good Post
I like Black Vulmea's blog quite a bit. I like that he points me toward movies that I might otherwise have missed. I like reading his thoughts on gaming. I really like this post, which draws a distinction between a sandbox and "anything goes":
http://black-vulmea.blogspot.ca/2013/03/anything-goes.html?showComment=1362538044475#c5825147701120635588
http://black-vulmea.blogspot.ca/2013/03/anything-goes.html?showComment=1362538044475#c5825147701120635588
Saturday, 2 March 2013
On Theory (Re)Defined, Railroad (Part IV)
Okay, let’s see if we can’t finish this off
by looking at one more part of –C’s article:
namely, statement (15) Railroading is an active process. –C proposes that one must actively remove
agency in order to railroad, whereas I propose that agency must be actively
added in order to prevent a railroad.
In a response to Jason Packer, -C says:
Right. That is something that must be done actively. Either by a programmer or the person you are playing with. They must decide to remove or negate your ability to play and make choices.
I responded:
In the case of a programmer, a decisions [sic] must be made to add agency, and the only agency that exists will be that which the programmer preplans, or which comes about by happy accident.
-C responds:
Exactly
Like the design of any game.
And if you went to the Hack & Slash
blog today, you would think that this is where the discussion ended, with an
agreement between myself and –C as to whether or not railroading must be the
result of an active decision. Because
the “rude” post he deleted (while leaving the impression of agreement), read as
follows:
Not like the design of any game.
The beauty of a role-playing game, and I believe its core strength, is that the adjudication of a GM (or other method) allows agency to exist which is not pre-planned, but which arises from the fiction of the milieu.
In a computer game, the programmer must decide that you can pick up a salt shaker, well before you play, and barring your hacking into the system, if the programmer didn’t think of it ahead of time, you cannot do it. In a role-playing game, the human adjudicator can make a decision in real time, allowing you to do things that were never considered before.
Likewise, a “happy accident” in terms of the computer game is an error in programming that allows you to do something that the programmer did not consider or intend….but the accident occurred long ago, when the program was written.
The freedom of action, based not on a program or a set of rules, but rather upon the metafiction of the game milieu, is the primary determinant of agency in a role-playing game.
I would go so far as to say that it is possession of this quality that makes a game a roleplaying game.
I think that it should be clear that the
above is relevant. It should also be
clear that it is not rude. However,
equally clear, the removal of this post, while leaving the previous post by –C (which
suggests agreement if that is the “last word”) is indicative of the secondary
motive suggested by Part III of this blog series.
Some might even imagine that there is a bit
of intentional bad faith involved.
Here is another post that was deleted:
Following –C’s post of Feb 25 at 4:42,
ending in “If you aren’t going to take the time to read the words I’m writing
then I don’t know how I am going to be able to communicate with you.”, -C
deletes:
I understand that you are attempting to be very clear and specific in your claims. However, I think the term “railroad” as it is traditionally used does NOT mean “any specific ruleset that doesn’t give you the type of agency you wish to have.” It refers to lack of a specific kind of agency; namely, the agency to make choices which have real impact on the game milieu in a way that meets expectation for that milieu and the role undertaken.
I agree that using “railroad” to refer to “any specific ruleset that doesn’t give you the type of agency you wish to have” is not a useful way to use the word.
I strongly disagree with any definition of “railroad” that disallows the term because a game allows ANY type of agency, or that whether it is the ruleset of [sic] the GM who removes agency is relevant to determining whether or not a particular game is a railroad. Or even that removal of agency need be intentional.
I suggest that your definition is as useless as the one you decry. ALL games have agency, and ALL games have limitations to that agency. It is the TYPE of agency that players have, within the context of the game milieu, and the DEGREE to which it is limited, that determines whether a game is a railroad or not.
Again, I leave it to the reader to
determine whether the post above was removed due to rudeness, lack of
coherence, or some other possible motivation.
For those who are interested, here is a scan of my printout of the blog and comments at 506,011 total pageviews, which will allow you to read many of the missing responses, and see how removing those comments changes the nature of the discussion....and implies resolutions or agreements in the same way that -C attempted to imply that Jason Alexander was in agreement with him about agency. http://d-h.st/4Gm
Every game has rules and one or more
scenarios. The rules can be examined
independent of the scenario, but they make little sense without reference to a
real or imagined scenario. In some games,
there is only one scenario. For example,
all games of chess and checkers start in the same way, and follow the same
rough scenario. Other games, such as
Settlers of Catan (especially using expansions), allow for variations on the
starting scenario due to tile placement, adjustments to rules, and/or other
factors. Each hand of poker, based on
the shuffle of the deck and the cards dealt, effectively offers the players a
slightly different scenario.
It is nonsensical to talk about a checker
moving one square without the scenario (in this case, the game board) being
made clear (because otherwise “square” has no meaning). In games where there is only one scenario,
such as checkers, that scenario can also be codified into the rules.
In more complex games, such as a computer
game, there may still be only one scenario, but it becomes more difficult for
some to see that the limitations on the scenario relate to the limitations of
the rules. It is not only theoretically
possible to write the scenario and the rules together as one entity, but this
is a practical necessity to program the game.
In a very complex game, such as a
role-playing game, there may be an infinite number of scenarios, and it is
therefore impossible to codify everything that might occur in within the game
into a single set of rules. The human
adjudication allows the game to evolve in
situ so as to allow for actions that make sense within the context of the
milieu and the roles undertaken, whether or not they are pre-codified, and
whether or not a given adjudication will apply to all similar circumstances.
You do not need to actively railroad in
order to engage in it. Instead, a GM
needs to be actively involved in the adjudication of outcomes based on the
logic of the game milieu (both the immediate and the overarching scenario) in
order to prevent railroading.
Railroading can easily be active, but it can also easily be
passive.
Not railroading, on the other
hand, is always an active choice, because it requires the GM to actively
consider the possibilities offered by his or her players.
And therein lies the danger, to the GM, of accepting -C's statements at face value.
Please note, by “the immediate and the
overarching scenario”, above, I do not mean “plot”; I mean everything that
makes up the game milieu in both the immediate area (such as a dungeon, forest,
or village) and everything that makes up the whole game milieu and gives the
immediate area context.
When I suggested that role-playing games
emulate a structure (for example, D&D emulates the choices of a group of
adventurers within a fantastic milieu; see Gary Gygax’s quote from Role-Playing
Mastery for confirmation of this idea), -C’s response included, “Megadungeons
don’t emulate archaeological expectation”.
Just to be clear, claiming that A does not emulate X in no way evidences
that A does not emulate Z. This response
is a classic example of a straw man.
In conclusion:
(1) We have seen that –C’s statements in
his attempts to redefine railroading cannot logically all be true.
(2) We have seen that –C’s definition of
railroad and railroading do not follow common usage, and that he knows this to
be the case.
(3) We have seen that –C’s sources either
do not support, or flatly contradict the statements he means them to support.
(4) We have seen that there is strong
evidence that –C’s motives in this redefinition have little to do with more
effective communication, and a lot to do with controlling what can be
communicated.
(5) We have seen –C’s ad hominem attacks
against myself for what they are, and we have shown that his stated reasons for
his removal of certain of my responses to his article are at best suspect.
and
(6) Taking all of the above into account, it is difficult to believe that -C is completely unaware of what he is doing.
Barring the need to reopen this topic, I am
going to call this horse dead.
On the other hand, I would like to know
what you, Gentle Readers, think about the arguments presented. I would also like to read –C’s rebuttal, if
any. I am interested in open discussion
of topics, and I am eager to increase my own knowledge from any source that
makes sense! Because of this, I promise
that I will not delete him!
And I certainly will not do so in some
misguided attempt to make it seem like he agrees with me.
Thursday, 28 February 2013
On Theory (Re)Defined, Railroad (Part III)
Other Objections & Responses
Now, obviously, some people agree with –C.
Jason Packer, for instance, writes,
Restriction on action by the player based on the codified rules would never, in my opinion, constitute railroading. Railroading is much more the province of the story itself, where players are given "freedom to choose" but only one choice will actually advance the plot, and all other choices are rebuffed.
This, of course, assumes that the game and
the story are separate things, as with a role-playing game with many scenarios,
and that the decisions that comprise the scenario are something different than “the
game”. We discussed this last post, when
we noted that statements (2), (3), (8), and (21) from the original proposition cannot
all be true.
As came up in the comments from the last
post, it is easy to imagine a game in which everything is narrated by the
rules, except your choice at a single point, which determines how
you reach the next section, but does not otherwise affect the following
sections, which then reach a pre-scripted conclusion.
If it is true that you are playing a game
so long as you have any agency, then this is a game. If it is true that the
rules cannot railroad, then this is not a railroad. But if you make these claims, you will be
attempting to redefine the term in a way that precludes the common meaning. And this is not an irrelevant point, because –C
proposes that being able to choose fighting stances in a game is sufficient to
prevent it from being a railroad. There is
not a great deal of difference, to my mind, between the game just imagined, and
the game in which all you get to do are pick what stance you follow the predetermined
course in.
Random Wizard says
I am in agreement with your general underlying idea (if I interpreted correctly). I am of the opinion that railroading and sandbox both refer to the same thing. They are markers on a spectrum that conveys to the players to the DM about "Where does the game that we are playing start and end?"
On the other hand, Telecanter said,
If you think about the original metaphor-- a train that starts at one place and goes to another-- expectations have little to do with it. If we both play a video game and the game makes us meet the same people, watch the same cutscenes, fight the same bosses, we are essentially trains on the same rails.
Your expectations come into play in whether you can still enjoy sitting on a train or would rather take a car and stop and different places and at different times. But whether you enjoy an adventure path or not or are surprised by it doesn't make it any less a railroad if everyone that plays it is expected to to the same things, in the same order, and end up the same place.
I think railroad is an important descriptive term and shouldn't be discarded because people have become familiar with railroads or enjoy them.
We may find –C’s response to Telecanter
instructive.
I think this is post-rationalization.
In case it is not clear, “post-rationalization
of an action is the act of giving meaning and purpose to actions after they
have been conducted”, (http://ezinearticles.com/?Post-Rationalization---When-a-Representation-Fills-a-Gap-in-Understanding&id=4586420),
and it is unclear why –C would think this to be so. Again, we can look toward others to see how
the term is generally used: http://www.urbandictionary.com/define.php?term=railroading,
http://tvtropes.org/pmwiki/pmwiki.php/Main/Railroading,
http://rpgtheoryreview.blogspot.ca/2007/02/lesson-railroading.html. When we do so, we see that Telecanter’s usage
follows common usage.
(As an aside, I wonder how this gibes with "The issue comes because the way you start parsing out the motives of the person is that you ask them. When you construct a motive out of thin air it is at best rude."? Is -C claiming that he is, at best, rude here? Or is he claiming that there is a substantive difference between his questioning of Telecanter's motives, and my questioning of his?)
(As an aside, I wonder how this gibes with "The issue comes because the way you start parsing out the motives of the person is that you ask them. When you construct a motive out of thin air it is at best rude."? Is -C claiming that he is, at best, rude here? Or is he claiming that there is a substantive difference between his questioning of Telecanter's motives, and my questioning of his?)
The term originated because it was about misread expectations. Players believed they were driving a car. Illusionism told them, they were actually 'on rails'. They tried to drive the car off the tracks and found out that their vehicle was actually a train.
The term arose from conflicts of expectations of agency.
It is actually pretty clear where the
metaphor came from, and one can peruse various meanings of the term in various
contexts (not simply limited to rpg contexts), in order to gain a better understanding
of how the term arose. http://www.urbandictionary.com/define.php?term=railroad
might help:
"To railroad" means to rig a situation such that events can only play out in a particular manner, or to a particular end. When applied to a trial, it means to manipulate the judicial system such that a defendant is virtually guaranteed a conviction. The metaphor derives from the nature of a railroad track, which does not offer a train the ability to choose its path of travel.
"The lead prosecutor railroaded Eddy into a first-degree murder conviction: she relied heavily on the testimony of unqualified experts."
"If you are hosting a murder-mystery party, avoid railroading your guests into quickly solving the case. Give them freedom to pursue tangents in the storyline they find interesting."
We will note that, within the general
context, Telecanter is far closer to accuracy than –C.
We will also note, I hope, that with all of
this material, we are still talking about a specific problem. We are not talking about simply loss of
agency, but loss of agency to influence how a game unfolds. We are talking about all forms of agency – a game
can be a railroad and still allow for other types of agency, and a game can not
be a railroad and still restrict other types of agency. (More on this below.)
The reason why the expectation is important to the metaphor, is that according to the example you've given, every game ever is a railroad, because by following the rules of the game, you are stuck on the train
Again, this conclusion is only valid if all
forms of agency, and all levels of inclusion or exclusion, are co-equal in
relation to role-playing games. The
value of a term like “railroading” is derived from its relationship to a
particular subset of player agency; removing this makes the term less specific
and removes its communicative force.
You can't say "Final fantasy is a railroad" because you have agency in a (most, at any rate) final fantasy game (the ability as a player to make choices that affect outcomes). Every game has agency, otherwise it wouldn't be a game.
Railroading is only useful as a definition if it quantifies a specific design issue. And it does, the remove of agency from players within the context of the game.
I could go on, and I do urge you to read
through the comments section of the original article.
I will point out, though, that –C’s
statements should lead one to believe that he is aware that he is not using the
term as it is commonly used.
One more point about whether or not rules
can railroad. –C writes:
An obstacle (like a door or a trap or a monster) is not agency restriction because it does not affect the ability of the player to take action.
A giant rock may be blocking a door. This rock is indeed blocking the character's path.
It does not block the ability of the player to take action and have a result that matches the intent of their action. They may get dynamite and blow up the rock. They can break it apart with a pickaxe. They can cast passwall or stone shape to bypass the rock. They may ignore it and go find a secret entrance.
A railroad is when the agency of the player is actively removed. They use the dynamite and are told the rock is 'too hard to blow up' or 'there is no dynamite for sale anywhere'. Or their pickaxe keeps breaking. Or their spells don't work in the cavern because of an anti-magic field.
The difference is, an obstacle is affected by player actions, and a railroad nullifies player actions.
Are we actually to believe that a rock
being too hard to blow up, dynamite not appearing on equipment lists, or pickaxes
breaking when used in caves cannot be a rules artefact? Are we seriously to believe that spells not
working in the cavern because of an anti-magic field cannot be part of a game,
such as a computer game, where the game is, in and of itself, a single
scenario?
This is, of course, also true in a game like the original Advanced Dungeons & Dragons, where there was intent that a portion of the rules be hidden from players, to increase their specific agency to make decisions as characters in the fantasy milieu.
I hope that the problem here is as obvious
to you as to me.
In fact, it is even obvious to –C. When Rev. Dane Black says
This dates me, but the classic example of Railroading within a RPG is the original Dragon Quest/Dragon Warrior.
After slaying a dragon within a forgotten cave you happen upon the missing Princess. She asks if you will escort her back to her home. If you refuse, she responds, "But thou must!" and asks again. They only way forward is through the agreeing. It also happens at the end of the game, she asks if you will take you with her in your travels following the resolution of the major plot. Again, insisting that "You must!" if you refuse.
The Dragon Quest games are filled with these seeming decisions that only allow for one choice that advances the plot.
He replies
Right.Why give you a choice?
The game acts like it gives you a choice, and then removes the result of your choice. It was a decision made by a programmer, where you were given the expectation of agency and then that agency was removed.
So, it is clear that even –C agrees that a
possibility exists where the game itself can remove agency, at least where there is no clear distinction between the game and the scenario. If we accept propositions (3) and (8), though, the distinction becomes extremely blurry.
Especially if you consider statement (19) If you were being railroaded, you wouldn't be playing a game, because by definition your agency is being invalidated. That's a pretty black and white statement that doesn't require distinctions between who or what is removing agency. It states that you simply cannot be railroaded in a game. IOW, the term "railroad" might as well have no meaning, because a railroad can never happen.
Especially if you consider statement (19) If you were being railroaded, you wouldn't be playing a game, because by definition your agency is being invalidated. That's a pretty black and white statement that doesn't require distinctions between who or what is removing agency. It states that you simply cannot be railroaded in a game. IOW, the term "railroad" might as well have no meaning, because a railroad can never happen.
Consider the Sources
-C notes that he includes his sources as
evidence [onus probandi, (Making claims without proof, and then claiming
that it is my burden to disprove your claims. My sources are in the article.)],
so let’s see what they are.
(1) Mateas, 2001. This is of limited use as a source, because
no information is given to follow it up.
But a bit more research (http://users.soe.ucsc.edu/~michaelm/publications.html)
makes one doubt the relevancy of this source.
(2) http://hackslashmaster.blogspot.ca/search/label/series%20%28Quantum%20Ogre%29
Hmm. This source is himself. You can and should, of course, point out
other things you’ve written that your readers might also be interested in. But you saying something repeatedly is not
proof.
(3) http://thealexandrian.net/wordpress/19455/roleplaying-games/thought-of-the-day-encounters-and-railroading
(-C says: The insight that the agency is not always in deciding
the direction of the story was noted by Jason Alexander). But Jason Alexander is not saying that inclusion
of any agency prevents railroading. Far from
it, in fact:
I just got done running the most heavily railroaded session in probably my last 15 years of gaming, including heavily forced scene transitions and huge dollops of illusionism.
(Context: It was a dream sequence being experienced by a comatose PC. They were taken through a highlight reel of their memories — both the ones they’ve experienced and the ones their amnesiac character has forgotten — with the other players jumping in to play current and former versions of themselves in a kaleidoscopic dreamscape.)
I bring this up because I think it’s given me a fresh appreciation for why combat encounters — particularly those in “delve format” adventures — have become so overwrought in the past 10 years: It’s because, in a culture of “storytelling” GMs with railroaded plots, the combat encounters are the only place where players can actually experience freedom; where their choices actually matter.
So you get a large class of players who are primarily focused on the combat encounters because that’s where they’re actually allowed to experience the true joy of roleplaying games (and, therefore, that’s where they have fun). And to cater to those desires, adventure design (and then game design) focuses more and more on making those encounters really exciting.
But then, as that cycle degrades into itself, we end up with a situation where the tail is wagging the dog: Where the railroaded plot that strings together the combat encounters becomes thinner and thinner as more and more effort is put into propping up the combat encounter tent poles.
So, the sources used to prop up the
argument either do not do so, or directly contradict the argument –C is making.
A Question of Motive
Contrary to –C’s accusation, I’ve read the
article. I’ve followed the links. I understand what is being said. But it doesn’t make logical sense, it flies
in the face of common usage and experience, and the links supplied offer
nothing supportive of the argument. I’ve
pointed out some of the problems in what I think are fairly gentle ways, and I
am getting an increasingly hostile response.
So here is the point where my spidey sense
starts to tingle, the same way it does when confronted by a used car salesman/politician/corporate
wank. And I cannot help but notice that –C
has given us clues to a possible motive other than clarity of language:
- I have often seen these terms applied to JRPG's like Final Fantasy or to situations where a player says "Let's run this module or adventure path." These are not railroads.
- Final Fantasy games aren't railroads, because the agency is in how you level up your party and fight the battles.
- This means that if you like knowing where the story is going or you enjoy playing in role playing adventure paths, this does not mean you are a fan of railroading.
- [T]his terminology exists without needing to overload the word railroad. Module. Sandbox. Adventure Path. Series:Episode:Scene. Campaign.
- We don't have to worry about reasonableness, because no matter what game we are playing the choices the players are making, I.e. their agency within the game, is explicit and quantifiable, because games are designed.
- What you say is not true of my megadungeon campaign, for example. They can't 'do whatever a human can do'. They pick from a menu in town, and move according to the rules in the dungeon.
- I assure you, I'm role-playing more than once weekly, and in no game I play or run in, is this [creating a game around immersion in verisimilitude] a priority, desirable, or anything that anyone I play with is interested in.
- That isn't a subjective or an emotional question. It is a quantifiable one that is answerable in every case given enough information.
- The term is not subjective. It refers to a specific quantifiable action that can be taken. If people misuse the term, that is certainly something that occurs often, but it doesn't change or remove the actual meaning of the word, or its usefulness in discussing design.
(If I need to, I will discuss in another post that the subjectivity of all language is extremely well known, with many papers being written on the subject.)
These things made me suspect that –C was
trying to “prove” that the games he was interested in were not railroads,
because the term “railroad” has a pejorative context. If you simultaneously believe that what you
enjoy are railroads, and railroads are bad, then something’s gotta give.
This is an extremely common circumstance, and is called cognitive dissonance.
Hence the two other unstated
assertions: (5) How the author is going
to define these terms is correct definition, and (6) You will look like an
idiot and inhibit communication if you disagree. The goal is not to discuss what the terms mean, but to tell you what they mean and reinforce your acceptance of these definitions.
To my mind, -C’s comment to Part I of this series
reinforces this conclusion:
The 'motive' is I was having a discussion with people who were claiming that they 'loved railroading'. They then said they really liked games where they didn't have narrative control. As a designer this is nonsense. There was no reduction in their agency. So how were they getting railroaded?It is interesting to me that -C accused me of fallacies he was engaged in, while accusing Telecanter of post-rationalization.
In psychology and logic, rationalization (also known as making excuses) is an unconscious defense mechanism in which perceived controversial behaviors or feelings are logically justified and explained in a rational or logical manner in order to avoid any true explanation, and are made consciously tolerable – or even admirable and superior – by plausible means.Now, it is obvious that one could easily claim that what I am also doing is rationalization of my "rude behaviour" in strenuously objecting to the redefinition of these terms on -C's blog. Okay, that would be fair. I have tried to demonstrate, on a surface level, some of the problems with -C's construction, and I hope that what I have done will stand up to rational scrutiny.
I know, from -C, that I have parsed his argument extremely well (his words were, "This is an extremely accurate presentation of my points.") I know that I understand the argument, and that understanding the argument does nothing to fill in the gaping holes in the argument. This is a non-starter.
Why It Matters….Or, the Value of Definitions
Does it matter how we define terms like
“railroading” or “player agency”?
-C suggests that it does, and I agree with
him. Having a clear working definition
allows “designers to communicate clearly about the structure of a game.” It also allows players (or potential players)
to communicate with designers, and with each other. –C says that “Communication is about shared
meaning”, and this is true to an extent.
But communication is about shared meaning that arises from some sort of
consensus; it is not imposed from above.
For example, the dictionary does not define
words in the way that they should be used.
Rather, the dictionary defines words based upon their actual use by
actual people. This means that languages
drift and evolve over time. Common words
become less common, or die, and sometimes words change meaning. Words have both a connotative and a
denotative meaning, and both of these can and do change over time. Attempting to conflate one meaning with
another, in order to transfer the properties of one meaning with the other, is
the equivocation
fallacy we talked about in the last part.
It should be clear that where terminology
is concerned, we can attempt to add terms, and we can attempt to define
terms. If we are attempting to
add terms, we do not want to use an existing term, unless the new term is a
clear expansion of, or has a clear relationship to the old term, so that the
new term does not increase confusion. If
we are attempting to define a term, we want to get at an understanding of how
the term is actually used, so that we are not accidentally (or purposefully)
actually creating a new term which we are then conflating with the old.
Because if we are attempting to redefine a
term, and then equate the new definition with the original meaning, we are
clearly and knowingly engaged in the equivocation fallacy. We have experience with politicians,
corporate mouthpieces, and others who are involved in this type of equivocation
on a daily basis. The purpose is to
control a conversation, by redefining terms in such a way as to prevent an
opposing view from being clearly articulated.
And we do not want that.
Noting that many players seem to dislike
railroading, we do not want to inhibit their ability to discuss what they
dislike. Rather, we want to expand the
discussion so that we can better understand what is meant. Knowing the above, we are very careful to
avoid suggesting that common usage is instead mis-usage. We are very careful not to suggest that those
who are not satisfied by our attempt to get at a working definition look like
idiots. We are, instead, open to their
criticism.
We believe that definitions matter.
Conclusion?
Now, there are a host of other spurious
claims in the statements I listed, such as the idea that no one likes their agency
removed. And I could scour psychological
journals and web sites to find links that demonstrate that, no, some people do
like their agency removed.
Or I could leave you with this excellent
post, which is as well (or better) thought-out than anything I could write
anyway: http://tao-dnd.blogspot.ca/2013/02/the-story-talectomy.html
Or I could post once more, talking about
what railroading is, and how to avoid it.
But I’ve already done that in this series of posts: http://ravencrowking.blogspot.ca/2011/05/c-is-for-choices-context-and.html,
http://ravencrowking.blogspot.ca/2011/06/c-is-for-choices-context-and.html,
and http://ravencrowking.blogspot.ca/2011/06/c-is-for-choices-context-and_06.html.
Unless you really, really, really want me
to keep beating this dead horse, I’ll do one more post, and then call it a done. I thought that I made a record of the posts on Hack & Slash prior to their deletion, but the file was overwritten by a later version in which the comments were already deleted. So, just some concluding thoughts and on to more interesting things.
(We hope.)
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