The state of Post-OSR content

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#3 & #4 are such BS. Total QO. The whole "players-none-the-wiser" thing...🤮

#4 the Quantum Ogre rears its ugly head, eh...

I'm okay with #3 if the different choices of path offer meaningful modifiers to the fixed outcome. In fairness the DM should broadcast some clues as to what benefits/hindrances lie along the different routes though.
 
Sure, I'm just assuming we're on a small island with one real encounter on it. You can take a variety of ways to get there and some ways are meaningfully and quantifiably better than others, but in a strictly directional sense, the only truly alternative course is to get back on your boat and go elsewhere. Eventually you're going to find yourself at the twig-end of the decision tree and that's O. K. so long as the DM is comfortable with the possibility of the PC's choosing 'D) None of the above'.
 
I do like a world in which the rabbit hole almost always continues deeper. The party goes off on a tangent, which lead to another tangent, which leads to another, and so on. I feel like that communicates a deep, vibrant world. You choose a direction which opens up for more marvelous content, and more choices, and are never forced to loop back. That's the style I seek---A D V E N T U R E in a great wide world! This is only possible (I believe) when you, as DM, are the prime content creator (and willing to work your butt off). You can't bottle that.
 
#3 & #4 are such BS. Total QO.

I still maintain that the problem is people doing it wrong, not the QO idea on the whole. I guarantee I could pull off a QO on squeen if he were one of my players, and he wouldn't even notice it (not that I'd ever want squeen at my table, what with his complaining about millennial snowflakes from one side of his mouth while insisting that his D&D has to be exactly a certain way from the other side).

That's the problem with analyzing the QO through the lens of a DM who knows all and sees all, rather than a player working on limited information as it is - it seems far more egregious than it really is in play, because in play the idea is to use the QO in away that makes it indistinguishable from what was going to happen anyway.
 
That's the style I seek---A D V E N T U R E in a great wide world!

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I'm okay with #3 if the different choices of path offer meaningful modifiers to the fixed outcome. In fairness the DM should broadcast some clues as to what benefits/hindrances lie along the different routes though.
I'm generally NOT ok with #3. I could easily see myself picking a path, finding myself at the beach, deciding I don't want to go that way, backtracking, picking a different path, finding myself at the beach again, possibly repeating this a third time to be sure it was a total railroad, and then leaving the path to go overland in the opposite direction from the beach because FUCK YOU DM THIS IS MY STORY TOO.

Railroads concealed with illusionism are anathema to players who like to think outside the box, WHICH IS WHAT WE ARE SUPPOSED TO BE ENCOURAGING OUR PLAYERS TO DO. Every time I have ever seen friction between a (non-disruptive) player and a DM occurred because the player thought he was being railroaded in some fashion. Even the suspicion of railroading can be a problem - although the suspicion usually arises from past experience with the DM.

@DangerousPuhson you might pull off the illusion once or twice, but you could not possibly keep it up over the course of a campaign. Players may tolerate it because modern adventure writing has taught them not to expect any different, and it may be better than not playing D&D, but you can't infer from that that it doesn't cheapen the experience. I've played both ways, and I know it cheapens the experience for me. If you want to draw any conclusions, you need to run a campaign (not just a couple of sessions) that give the players the chance to get used to true agency and thinking outside the box, and then drop in a couple of QOs and see how they feel about it.
 
@DangerousPuhson you might pull off the illusion once or twice, but you could not possibly keep it up over the course of a campaign.

I disagree.

My regular weekly campaign (3 years running) is 100% improvised. I keep sparse notes from previous sessions, but have nothing going into the game beyond a couple of general ideas and the blank map my players have been filling-in since level 1 (they're at level 17 now). I spend exactly ZERO hours a week in prep time, if that's any further indication of how improvised this campaign is.

Understand that my players, most of whom have been playing with me for over a decade, enjoy our improvised campaign (we've run many module-based and scripted campaigns too, so they've experienced enough "normal" D&D to know the difference). They are not the kind of people who would hold their tongue if they weren't enjoying our games (especially my girlfriend - she does not mince words), so I consider our campaign a successfully-played game of D&D.

Here's the clutch distinction: I define improvisation as being akin to a "floating" plot element - one that only comes into existence when I invent it and communicate it to my players. Everything in my game exists exactly where I intend it to exist. I consider the Quantum Ogre to be comparable, by design - a monster, or situation, or whatever other element that "floats" and settles into the game when needed. Improvisation... Quantum Ogres... they're both essentially cases of unresolved game elements, and can be whatever or wherever the need to be without interfering with the flow of the game because they are the game.

So for that reason, I maintain that I can indeed keep it up (heh, dick joke) over the course of a campaign, because I have been doing so successfully for the past 3 years.

If you want to draw any conclusions, you need to run a campaign (not just a couple of sessions) that give the players the chance to get used to true agency and thinking outside the box, and then drop in a couple of QOs and see how they feel about it.

First of all, you don't need to run an experiment to draw a conclusion; any idiot can draw any conclusion they want out of thin air... but enough about **insert DP aggravator of the week**.

Secondly, I have run such a campaign. All this QO stuff isn't coming from a place of speculation; I've been using it with great effect for years. So when people say "it's terrible and agency-robbing and cheapens the whole game", I am understandably put off by their inability to look beyond their own experience and their deafness to what I've been saying this whole time.

@TerribleSorcery uhhh... I don't know what to say to that, other than I hope you didn't spend much time on it?

**Cue the angry response**
 
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I disagree.

My regular weekly campaign (3 years running) is 100% improvised. I keep sparse notes from previous sessions, but have nothing going into the game beyond a couple of general ideas and the blank map my players have been filling-in since level 1 (they're at level 17 now). I spend exactly ZERO hours a week in prep time, if that's any further indication of how improvised this campaign is.

Understand that my players, most of whom have been playing with me for over a decade, enjoy our improvised campaign (we've run many module-based and scripted campaigns too, so they've experienced enough "normal" D&D to know the difference). They are not the kind of people who would hold their tongue if they weren't enjoying our games (especially my girlfriend - she does not mince words), so I consider our campaign a successfully-played game of D&D.

Here's the clutch distinction: I define improvisation as being akin to a "floating" plot element - one that only comes into existence when I invent it and communicate it to my players. Everything in my game exists exactly where I intend it to exist. I consider the Quantum Ogre to be comparable, by design - a monster, or situation, or whatever other element that "floats" and settles into the game when needed. Improvisation... Quantum Ogres... they're both essentially cases of unresolved game elements, and can be whatever or wherever the need to be without interfering with the flow of the game because they are the game.

So for that reason, I maintain that I can indeed keep it up (heh, dick joke) over the course of a campaign, because I have been doing so successfully for the past 3 years.
Hmm. I'm not sure what you are describing is actually a Quantum Ogre. 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.
 
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. With an improvised game, any idea you have that you can't/don't use at the moment you have it becomes shelved for use later on, so I always have a cluster of ideas in my back pocket. If there's an especially good idea I've held on to for a while, then it's going to make it into my game, regardless of player choice.

My players are not upset with this being the case because: 1) I know how to make everything fit together organically in a way that makes a QO encounter feel natural, 2) I keep plenty of moments in the campaign where the party gets to make meaningful choices, 3) if I've kept an idea around because I think it's good, my party usually agrees and likewise enjoys my idea when I choose to use it, and 4) my players don't know what I know, and so don't know what the "intended outcome" is meant to be (thus preserving surprise).

A QO is a tool, like a hammer - if used to hammer nails, a hammer's value as a tool can be seen immediately... but if all you've even known of a hammer is in using it to beat people over the head, then you'll believe it's a dangerous, savage weapon with no practical purpose.

I argue that QOs are only bad when a DM has no ability to manage them. I also believe that anybody can learn to use QOs if they can teach themselves how to develop organic-feeling story structures and fluid narration technique.
 
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Maybe quasi-relevant to the discussion --- today's Gronardia post on a mechanic that surprises the DM and takes things out of his hand.

I think it's a good thing to keep in mind for the Old School style of play. The DM watching the game unfold---as oppose to directing it. It might be at the heart of many Quantum Ogre objections (as oppose to solely player agency).

I've read through that Grognardia post, and realized something: James was thrilled and had so much fun because he got to do something unconventional by giving someone Gout to interrupt a war. What's ironically funny is that the very thing he had fun with was a Quantum Ogre - that Gout card was in his hand, waiting to be played when it would be the most fun to play it. If the opponent did something else, then he may or may not have played the Gout card depending on whether or not it would be appropriate to do so. But either way, the Gout was out there, floating around waiting to be dropped into the game. QOs when run properly are more or less the same concept, and if run properly, can be very fun (as James seems to be attesting).
 
I've read through that Grognardia post, and realized something: James was thrilled and had so much fun because he got to do something unconventional by giving someone Gout to interrupt a war. What's ironically funny is that the very thing he had fun with was a Quantum Ogre - that Gout card was in his hand, waiting to be played when it would be the most fun to play it. If the opponent did something else, then he may or may not have played the Gout card depending on whether or not it would be appropriate to do so. But either way, the Gout was out there, floating around waiting to be dropped into the game. QOs when run properly are more or less the same concept, and if run properly, can be very fun (as James seems to be attesting).
That is not a QO, it was merely an action. Another player made a move, and he responded with a countermove.

It is a dissociated mechanic, which means it would have to be handled carefully if he was playing an RPG, but he isn't playing an RPG, so it doesn't matter. Notice that in his discussion of using the event in an RPG, he attaches it to a random events mechanic, which is neither dissociative nor a QO.
 
Yes, the first. With an improvised game, any idea you have that you can't/don't use at the moment you have it becomes shelved for use later on, so I always have a cluster of ideas in my back pocket. If there's an especially good idea I've held on to for a while, then it's going to make it into my game, regardless of player choice.

My players are not upset with this being the case because: 1) I know how to make everything fit together organically in a way that makes a QO encounter feel natural, 2) I keep plenty of moments in the campaign where the party gets to make meaningful choices, 3) if I've kept an idea around because I think it's good, my party usually agrees and likewise enjoys my idea when I choose to use it, and 4) my players don't know what I know, and so don't know what the "intended outcome" is meant to be (thus preserving surprise).
So, most of the time it isn't a railroad, but sometimes it is. And your players aren't bothered by "sometimes", in part because you try to hide your sometimes railroad from them, and you think you are successful at it.

I'm skeptical, but you do you.
 
So, most of the time it isn't a railroad, but sometimes it is. And your players aren't bothered by "sometimes", in part because you try to hide your sometimes railroad from them, and you think you are successful at it.

I'm skeptical, but you do you.

Without judgment or criticism, I find I personally would not enjoy being in DP's game for this reason. Obfuscation of the railroad is still a railroad, and i would mind, I believe.
 
Without judgment or criticism, I find I personally would not enjoy being in DP's game for this reason. Obfuscation of the railroad is still a railroad, and i would mind, I believe.

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? 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.

Here's the thing with obfuscation: it fails when it is recognized as obfuscation, HOWEVER, if you've hidden the obfuscation enough that it becomes indistinguishable from reality, it circumvents all the inherent downsides.

If I told you I was an astronaut, you wouldn't take me seriously and assume I was pulling some kind of swindle. Your trust in me would be broken, and you'll assume I lie all the time.

But what if I told you I was an accountant? If you don't know me, and don't know what my job is, then your "something fishy" radar wouldn't register anything, and so you'll probably go ahead on the premise that I am an accountant. It's a pretty unremarkable job, so there's really nothing lost in assuming that I was an accountant. You'd only feel duped if you somehow found out that I'm not an accountant, right? Well what if you never found out - would you still feel duped while operating on the assumption that I am an accountant?

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.
 
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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.
 
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.
 
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.
 
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.
 
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