The state of Post-OSR content

HypthtcllySpkng

*eyeroll*
Question: let's say your group is playing Keep on the Borderlands - is it railroading if the party goes to the Caves of Chaos, because you've spread enough rumors and hooks to get them there?
Honestly, null argument. An agreed-upon by your players' premade module (assuming a casual session 0) isn't the same as what was being discussed regarding player freedom in a sandbox scenario. And in a premade module, there is no illusion or obfuscation if everyone agrees on playing it.
But frankly, yes. Premade modules come with a distinct caveat that almost every aspect of the adventure is railroaded in some way, and it should be discussed ahead of time that the group wants that and will buy into it. If they have the choice to wander out of Barovia, they aren't playing Curse of Strahd anymore anyway, so an impenetrable fog barring the way isn't alarming.

Either the players are inventing the module as they go and the DM fills the gaps, or the dm is railroading by agreed-upon design in session 0 or by dictatorship.
if players can't decide the story/ if the outcome is decided for them, why not just read a book?

To make another comparison, are you really choosing your own adventure in a CYOA book, if you always arrive at the same page or ending anyway?
There's no difference between "go left" and "go right" if both go to the same room. That's not a real choice.

The same applies to Keep or to Tomb of Horrors, yes, but generally, you agree to play those games and allow the railroad and hope for an opportunity for clever off-the-tracks play. It's easier to find that kind of play when there aren't tracks at all. So, I prefer homebrew, sandbox, random tables, and occasionally ripping up my notes.
 

DangerousPuhson

Should be playing D&D instead
Honestly, null argument. An agreed-upon by your players' premade module (assuming a casual session 0) isn't the same as what was being discussed regarding player freedom in a sandbox scenario.
I didn't say it was an agreed-upon scenario by the players - I said "let's say your group is playing Keep on the Borderlands", but you've just automatically assumed I was talking about a scenario where the party knows what they are playing. What if they just sat down to a game and it happened to be Keep on the Borderlands (perhaps the DM wished to surprise the players, or perhaps he's playing with a group that knows nothing about KotB)? Your argument again comes from the meta-knowledge only a DM is meant to have, not what the players actually experience.

if players can't decide the story/ if the outcome is decided for them, why not just read a book?
Because you don't resolve book actions with dice rolls and rules. You don't develop characters in books. D&D is a game. The comparison is way off base.

To make another comparison, are you really choosing your own adventure in a CYOA book, if you always arrive at the same page or ending anyway?
There's no difference between "go left" and "go right" if both go to the same room. That's not a real choice.
Here's my point, and a CYOA book is perfect for illustrating it: if you choose to go left, turn to page 7, if you go right turn to page 8. You have a choice - left or right. Choosing between left or right doesn't change what's on pages 7 and 8 - the outcomes are preordained, but because you have no idea what will happen, then you are still surprised by the result. The effect is that you feel as though your choices mattered, when really you won't know what was on page 7 if you went to 8 instead, and so if 7 and 8 were the same (which they may or may not be), you wouldn't know, essentially making it a moot argument.
 

HypthtcllySpkng

*eyeroll*
I didn't say it was an agreed-upon scenario by the players - I said "let's say your group is playing Keep on the Borderlands", but you've just automatically assumed I was talking about a scenario where the party knows what they are playing. What if they just sat down to a game and it happened to be Keep on the Borderlands (perhaps the DM wished to surprise the players, or perhaps he's playing with a group that knows nothing about KotB)? Your argument again comes from the meta-knowledge only a DM is meant to have, not what the players actually experience.
I did assume that, because asking players to play a preordained path without warning or conversation isn't a good thing to do in and of itself, and I assumed you'd agree with that. Players deserve to know what they're getting into, the dm deserves to know what the players might want beforehand, and games are consistently just better when those conversations take place.
Here's the thing, your claim is that the knowledge is something only DMs are supposed to have.
This is the first reason why I don't think I'd enjoy playing at your table. You don't seem to think that players are clever enough to see through the bullshit, and notice a railroad or an obfuscation or a premade piece of module, or otherwise recognize a scripted outcome.


Because you don't resolve book actions with dice rolls and rules. You don't develop characters in books. D&D is a game. The comparison is way off base.
It would be off base if the initial assumption was that dice rolls and rules mattered, but they don't if the DM will just do what they want to anyway. The comparison was made to contrast the two, and you've made my point for me. You don't actually resolve anything with dice rolls and rules, if the resolution is the same either way.


Here's my point, and a CYOA book is perfect for illustrating it: if you choose to go left, turn to page 7, if you go right turn to page 8. You have a choice - left or right. Choosing between left or right doesn't change what's on pages 7 and 8 - the outcomes are preordained, but because you have no idea what will happen, then you are still surprised by the result. The effect is that you feel as though your choices mattered, when really you won't know what was on page 7 if you went to 8 instead, and so if 7 and 8 were the same (which they may or may not be), you wouldn't know, essentially making it a moot argument.
First, you assume again that "you wouldn't know". Don't underestimate your players my dude, or your ability to let something slip.
Second, the argument is that if the same text is on page 8 as on page 7, or if both page 8 and 7 lead to page 12, or if no matter what pages you choose, you end at page 110 all the same, than you had no real choice but that you chose a railroad to ride on, but not the resolution or the outcome.

You've claimed several times that your game is 100% improvised, but simultaneously claim that you reserve the right to drop in premade things and to use predecided upon ideas that the players previously avoided or in some other way without regard for the players choices throughout the session. YOU are choosing the resolution of the gameplay- not the dice, the rules, or the players.
That isn't 100% improvised by the definition everyone else here would use, so we're all a little confused I think.

I don't mind the idea, per se, of having floating elements that you maybe use later on if they simply didn't come up. But I do mind the attitude that you'll use them even if the players, using the dice and rules, opt out. No DMs ideas are so good that they deserve to see play, no matter how the players avoid them.
The second reason I'd likely not enjoy your game is the seeming unwillingness to take the red editors pen to your ideas and kill your darlings.

Your entire argument, quite literally, comes down to this: it isn't railroading if you get away with it.
There is firstly a problem if a DM is trying to get away with something instead of just playing the game.
There is secondly a problem if the DM believes he can get away with it at all, unceasingly, in the face of however many players are at your table.
You continue to argue as well that we shouldn't be arguing over things the player may never see, and asking us to "stop arguing the merits of a player facing interface". To which it seems most of us have blatantly said, "no sir, thank you", because it is an important stance and because for my own part my players deserve to have their perspective considered and not taken for granted.

Frankly, when you approach DMing with the mindset you seem to have, I feel it doesn't support or foster a great game for everyone involved. Only what the DM thinks is great.

You claim that we are seemingly incapable of seeing through the eyes of the player in the moment, but that is in fact literally what we're doing. And I counter-argue that you appear to be incapable of accepting that we may just quite simply not want to pull one over on our players like that, even if they never knew and that I, at least, feel that it does affect the game in a negative way to do so.

So, in point of fact, I think you underestimate your players, I think you may be unwilling to let your brilliant ideas die, and I think you're too willing to ask multiple other DMs to not tell you we think you're view of the players perspective is incorrect.
All three of these points are red flags for me, and so I would avoid your table. Don't take it too personally, I'm not trying to attack you as a moral entity, it's simply a potentially incorrect viewpoint. But I hope you consider that maybe at least your players might be more clever than that.
 

DangerousPuhson

Should be playing D&D instead
You're so off base with my game and playstyle and the reality of my group that I don't think you'll ever come to understand what it is I'm saying to you.

My first clue should have been your inference that my point was this:
Your entire argument, quite literally, comes down to this: it isn't railroading if you get away with it.
No. My entire argument comes down to this: that whether something is railroading or is not railroading is inconsequential, unless you analyze it through the DM lens of game omniscience, where you KNOW the outcomes ahead of time (unlike your players who should not know the outcome, no matter what you insist). If you take the same situation and view it from a player's eyes, with partial information and no knowledge of what lies in the DM's notebooks, then it doesn't look/feel like a railroad; it just feels like playing D&D.

Your counterargument hinges on "well, the players will just know", to which I argue "well, they're not supposed to fucking know, that's why the DM has a screen and why Gary Gygax used to run his games from behind a filing cabinet". If your players already know what's in store for them, then how can you accuse my system of being a railroad when it's your players that already know what's on the path ahead (like stations along a railroad).

You've claimed several times that your game is 100% improvised, but simultaneously claim that you reserve the right to drop in premade things and to use predecided upon ideas that the players previously avoided or in some other way without regard for the players choices throughout the session. YOU are choosing the resolution of the gameplay- not the dice, the rules, or the players.
That isn't 100% improvised by the definition everyone else here would use, so we're all a little confused I think.
You falsely assume that because I have some ideas in mind for where the adventure is going, that I've gotten it all mapped out ahead of time and force my players to go through it. Again, not true - they are floating game elements; their manifestation is at my whim but is not guaranteed, because I only make manifest things that make sense in the system (that is, if I have an idea for a cool desert oasis encounter, I'm obviously not going to pull the party from an arctic tundra just to run it, because that manifestation is too jarring).

You assume that I implement every idea I think of, and that I am incapable of adapting the game to the player's choices. Not true - my game is guided by the players' choices at every step; I just resolve the game world in an organic way, using my ideas when I feel they fit. If my players want to bypass the Swamp of Doom, I don't force them to go to the Swamp of Doom - but I might have them encounter the Swamp Witch at a later date, perhaps re-skinned to be the Mountain Witch or something if it fits the game to do so. Very different thing than railroading.

The second reason I'd likely not enjoy your game is the seeming unwillingness to take the red editors pen to your ideas and kill your darlings.
Where the fuck are you even getting that from? Do you play at my table? Are you in my head, seeing what ideas I have or have not used?

No?

Then you're just pulling statements like this right out of your ass. I'll have you know I've killed far more "darlings" than I've birthed.

Don't underestimate your players my dude, or your ability to let something slip.
In the same vein, maybe don't underestimate me? My players are always surprised by what happens in my games, because I myself don't even know what will happen until they get to the situation (I'm inventing the shit as we go along i.e. improvising it).

Don't project your failings as a DM onto me, my dude. Just because your players can read you like a book, or you can't help but spill the beans about some upcoming event, or whatever reason they somehow magically know what you have planned, doesn't mean my players (or any other players, for that matter) know that stuff too.
 

Beoric

8, 8, I forget what is for
The difference between my games and KotB is that I have no Caves of Chaos waiting in the wings, because everything is invented as we go along.
I don't think any of us object to you making it up as you go. That is not a QO. We object when you predetermine an outcome, which is NOT making it up as you go.

Here's the problem with these arguments: you guys are seemingly incapable of looking at the issue through the eyes of a player in the moment, rather than a DM on a forum peeking out from behind the curtain of DM notes and dungeon maps. Stop arguing the merits/problems of a player-facing interface from the DM's point of view - it doesn't matter what the DM knows or doesn't know about the adventure; the only thing that matters is what the players experience in the game. Use THAT experience to define how you should feel about a game element, not the nitpicking of metagame things that players never see.
You are mistaken. It is my reactions when I am a player that cause me to have such strong feelings about this. When it has happened in the past, those DMs also thought they were smart enough that nobody would notice. Clearly they were wrong.
 

DangerousPuhson

Should be playing D&D instead
You don't actually resolve anything with dice rolls and rules, if the resolution is the same either way.
Also, who says I don't let dice resolve actions? Do you think my monsters just survive until I choose to kill them? Do you think that Natural 20s are just "nah, it happens anyway" at my table?

Dice determine success, always. I don't know where you got the idea that they didn't.
 

DangerousPuhson

Should be playing D&D instead
I don't think any of us object to you making it up as you go. That is not a QO. We object when you predetermine an outcome, which is NOT making it up as you go.
I have something in one of my hands. You know this, because I have told you. I did not tell you which hand has the thing. I ask you to pick a hand. If you ask me to open my right hand, you won't see me opening my left hand because that's not what you've asked me to do. In fact, by having me open my right hand, you simultaneously choose to have me keep my left hand closed. So you can infer that I'm being fair and letting things play out as they are by opening my right hand, yes? Ah, but it's predetermined! I already know which hand has the thing. I open my right hand knowing that the thing isn't there. Now because you didn't find the thing, I put my hands behind my back, fiddle around a bit, and ask you again to pick a hand. Again, I know which hand has the thing - in fact, beyond that I even know exactly what the thing is. You pick another hand, this time left. I can say with confidence now that my left hand will open to reveal a jelly bean.

Do you then accuse me of always planning to open a hand with a jelly bean in it? Did I force the jellybean upon you, or did you choose which hand I opened?

Now imagine instead of a jellybean, I had just grabbed some random thing that happened to be close by, not even really looking at it. I know which hand it's in, but even I don't know what it is or how you'll react to it. That's the difference in an improvised game - I can generally sense where and when something will be, but I won't know what it truly is/becomes until my party gets there and interacts with things. The unknown thing in my hand is a floating element, which exists to you only if you pick the right hand that it's in.

It is my reactions when I am a player that cause me to have such strong feelings about this. When it has happened in the past, those DMs also thought they were smart enough that nobody would notice. Clearly they were wrong.
Your experience does not constitute my universal axiom. I'm sorry you had a shitty DM - maybe one day you'll have a good one who actually keeps parts of the game a secret from his players, like he's supposed to.
 
Last edited:

HypthtcllySpkng

*eyeroll*
No. My entire argument comes down to this: that whether something is railroading or is not railroading is inconsequential, unless you analyze it through the DM lens of game omniscience, where you KNOW the outcomes ahead of time (unlike your players who should not know the outcome, no matter what you insist). If you take the same situation and view it from a player's eyes, with partial information and no knowledge of what lies in the DM's notebooks, then it doesn't look/feel like a railroad; it just feels like playing D&D.

Your counterargument hinges on "well, the players will just know", to which I argue "well, they're not supposed to fucking know, that's why the DM has a screen and why Gary Gygax used to run his games from behind a filing cabinet". If your players already know what's in store for them, then how can you accuse my system of being a railroad when it's your players that already know what's on the path ahead (like stations along a railroad).
Let's see... Players could, I dunno, figure it out? Numerous people on this very thread have said that they're able to do so themselves, and I'll say that I am as well. DMs screens only go so far. You're operating with the logic that it's literally impossible for them to figure it out. No, the fuck, it isn't. And I'm not even responding to the idea that railroading is inconsequential. That's been discussed in a negative light by players and dms alike since the dawn of rpgs.

You falsely assume that because I have some ideas in mind for where the adventure is going, that I've gotten it all mapped out ahead of time and force my players to go through it. Again, not true - they are floating game elements; their manifestation is at my whim but is not guaranteed, because I only make manifest things that make sense in the system (that is, if I have an idea for a cool desert oasis encounter, I'm obviously not going to pull the party from an arctic tundra just to run it, because that manifestation is too jarring).

You assume that I implement every idea I think of, and that I am incapable of adapting the game to the player's choices. Not true - my game is guided by the players' choices at every step; I just resolve the game world in an organic way, using my ideas when I feel they fit. If my players want to bypass the Swamp of Doom, I don't force them to go to the Swamp of Doom - but I might have them encounter the Swamp Witch at a later date, perhaps re-skinned to be the Mountain Witch or something if it fits the game to do so. Very different thing than railroading.
I'm not actually assuming anything. You literally said that you determine you are going to use a particular element in a session regardless of what the players do. See your post from Friday at 8:24am.

Where the fuck are you even getting that from? Do you play at my table? Are you in my head, seeing what ideas I have or have not used?

No?

Then you're just pulling statements like this right out of your ass. I'll have you know I've killed far more "darlings" than I've birthed.
I'm getting that from the same post I mentioned before where you said: "if there's an especially good idea I've held onto for a while, then it's going to make it into my game, regardless of player choice."

In the same vein, maybe don't underestimate me? My players are always surprised by what happens in my games, because I myself don't even know what will happen until they get to the situation (I'm inventing the shit as we go along i.e. improvising it).
You're right. Maybe you're just better than all of us. I'll concede that point, though I'm skeptical.

Don't project your failings as a DM onto me, my dude. Just because your players can read you like a book, or you can't help but spill the beans about some upcoming event, or whatever reason they somehow magically know what you have planned, doesn't mean my players (or any other players, for that matter) know that stuff too.
I have no failings as a dm. I'm a god among mortals.

Also, who says I don't let dice resolve actions? Do you think my monsters just survive until I choose to kill them? Do you think that Natural 20s are just "nah, it happens anyway" at my table?

Dice determine success, always. I don't know where you got the idea that they didn't.
By saying that you determine the resolution, which you have stated several times and I'm apparently not the only one that seems to think so, you leave the impression that you have a mistaken view of the relationship between dice/rules and resolutions. Maybe it's just poor wording on your part.


If, as you said before in the before mentioned post, you do things regardless of the players choices, then you have a jelly bean in BOTH hands. and by that logic, yes, you always planned to open a hand with a jelly bean.
Again, that's going by what you said. There has to actually be an option wherein the jelly bean doesn't fucking appear for there to be resolution determined by chance and not by you.
 

Beoric

8, 8, I forget what is for
I have something in one of my hands. You know this, because I have told you. I did not tell you which hand has the thing. I ask you to pick a hand. If you ask me to open my right hand, you won't see me opening my left hand because that's not what you've asked me to do. In fact, by having me open my right hand, you simultaneously choose to have me keep my left hand closed. So you can infer that I'm being fair and letting things play out as they are by opening my right hand, yes? Ah, but it's predetermined! I already know which hand has the thing. I open my right hand knowing that the thing isn't there. Now because you didn't find the thing, I put my hands behind my back, fiddle around a bit, and ask you again to pick a hand. Again, I know which hand has the thing - in fact, beyond that I even know exactly what the thing is. You pick another hand, this time left. I can say with confidence now that my left hand will open to reveal a jelly bean.
Let's not forget that the exchange the prompted this latest round of the argument was as follows:

With your floating plot elements, do you determine that you are going to use a particular element in a given session regardless of what the players do, or do you have a bunch of elements out there and choose the element based on what the players do? Because the first is a QO but the second is not.
Yes, the first.
Yet you continue to justify QOs by giving examples of the ways in which you don't use QOs. A QO would be if, after I picked a hand, you transferred the jelly bean to that hand. You keep saying that is a fine thing to do, but most of your justifications are examples of ways in which you don't do it, and the remainder are that nobody is going to notice. Well, clearly, the first isn't a justification of anything, and I am skeptical of the second.

But even if the second is true because of your uncanny genius at DMing, it is still poor advice to give, because as you keep reminding us, the rest of us poor schlubs don't have your incredible skill. Since we can't match your uncanny talent, there is no way we average DMs can make use of what would otherwise be brilliant advice.
 

DangerousPuhson

Should be playing D&D instead
If, as you said before in the before mentioned post, you do things regardless of the players choices, then you have a jelly bean in BOTH hands. and by that logic, yes, you always planned to open a hand with a jelly bean.
Again, that's going by what you said. There has to actually be an option wherein the jelly bean doesn't fucking appear for there to be resolution determined by chance and not by you.
Yet you continue to justify QOs by giving examples of the ways in which you don't use QOs. A QO would be if, after I picked a hand, you transferred the jelly bean to that hand.
I might have a jelly bean in both hands, I might not have one at all. You don't know, only I do. The idea is that reality becomes what I decide it becomes. It becomes reality to the players only when I decide to open both my hands and lay out the behind-the-scenes truth to all. In this thought experiment I ask you to pick a hand and then show you the hand you picked - in D&D, the analogy would be more complete if I only opened my hands behind my back and told you if it did or didn't contain the jelly bean, as a DM does whenever he describes anything to his players (because they're not meant to see the metagame stuff).

Fun fact: I don't actually have a jelly bean in my hands, but you are debating as though I did - reality has become what I've given you to work with, much as the players' reality becomes only what you give them to work with.

As for this whole thing:
You literally said that you determine you are going to use a particular element in a session regardless of what the players do.
This is a case-by-case basis, if the element in question fits the situation (and ONLY when it fits the situation). This is the difference: If I am positive that I will use something, I will use it in a way that's indistinguishable from the natural flow of the game anyway. My using the thing I said I would use is not the problem... the problem is if I were to use the thing in the wrong context, such as if the party was taking active measures to avoid it. In such a case, I adapt, and use it later in a slightly different way. Still makes it to the table, and unless my players develop psychic powers, I fail to see how they could deduce what was over the horizon if I've not given them any information to work with.
 
Last edited:

Grützi

Should be playing D&D instead
A judge wakes up on monday morning and decides to sentence one guilty party to the hardest possible sentence this week.
Only the judge knows of his idea, he doesn't tell anyone, no one will ever find out.
The judge will only use his idea in an appropriate case but is otherwise determined to use the hardest possible sentence for that singular case... maybe its a jaywalker, maybe its a murderer. He'll know when it is time.

Is that a good judge or not?
I kinda feel like the underlying problem of this argument here is kinda the same as the above example

Don't want to step on anyones toes here ... I just think you are talking about two different things here: pragmatic vs idealistic
 

DangerousPuhson

Should be playing D&D instead
A judge wakes up on monday morning and decides to sentence one guilty party to the hardest possible sentence this week.
Only the judge knows of his idea, he doesn't tell anyone, no one will ever find out.
The judge will only use his idea in an appropriate case but is otherwise determined to use the hardest possible sentence for that singular case... maybe its a jaywalker, maybe its a murderer. He'll know when it is time.

Is that a good judge or not?
I kinda feel like the underlying problem of this argument here is kinda the same as the above example
Think of it more like this, because it's more accurate to the DM's role:

God wakes up on Monday morning...
...
Is that a good God or not?

The reason I make the distinction is because a judge represents justice, which is designed to be as fair as we decide is possible.

God, on the other hand, represents the creation and the reality of the world, which is generally considered to be entirely unfair though still objectively neutral. And like God, a DM's whims are his own, and should be a mystery to the players.

It's an important distinction.
 
Last edited:

HypthtcllySpkng

*eyeroll*
I dunno man. I see the point that DMs are supposed to be able to craft the world and do as they please, to an extent, and there's a measure of planning that has to exist due to the nature of the game. But, there is a line, and it is ultimately a game.

Is the God good? Well, do the prayers of his worshippers get answered? Do they maintain the standard of character and righteousness and truth that is expected of them, and that they claim to maintain?

Let me ask this, if your players asked you directly not to because THEY felt it took away their agency, what would you do then?
 

TerribleSorcery

Should be playing D&D instead
@TerribleSorcery uhhh... I don't know what to say to that, other than I hope you didn't spend much time on it?
I just googled "ASCII middle finger." Everyone needs a little course correction from time to time.

But this conversation has taken a turn that seems strange to me.
DP says his game is completely improvised. That isn't the same thing as the quantum ogre, IIRC. If people have objections to a completely on-the-fly campaign (DP said earlier that he spends ZERO hours on prep) then object to that. I would certainly feel strange if someone asked me to play their completely improvised game, but then again -- my life decisions are not to be emulated.

If DP is improvising each session, dealing with things as they come, then he can't really be accused of 'my precious enounter' thinking. How can there be an ordained outcome if he doesn't have anything planned out? I confess to more than a little curiosity about how a totally improvised campaign even *works*.
 

Beoric

8, 8, I forget what is for
I just googled "ASCII middle finger." Everyone needs a little course correction from time to time.

But this conversation has taken a turn that seems strange to me.
DP says his game is completely improvised. That isn't the same thing as the quantum ogre, IIRC. If people have objections to a completely on-the-fly campaign (DP said earlier that he spends ZERO hours on prep) then object to that. I would certainly feel strange if someone asked me to play their completely improvised game, but then again -- my life decisions are not to be emulated.

If DP is improvising each session, dealing with things as they come, then he can't really be accused of 'my precious enounter' thinking. How can there be an ordained outcome if he doesn't have anything planned out? I confess to more than a little curiosity about how a totally improvised campaign even *works*.
If you go a few rounds with him, you will find that DP asserts his game to be completely improvised when you point out that a quantum ogre denies choice to the players; and asserts that his game includes predetermined, unavoidable elements when you point out that he is not describing a quantum ogre.

In other words, the quantum ogre in his playstyle has its own quantum aspect, being both there and not there, depending upon what is most convenient for his argument at the time.
 
Top