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Thread: Questioning chirine ba kal - part II

  1. #1171
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    Quote Originally Posted by kk7 View Post
    It seems to me that the the railroad vs. sandbox issue keeps running down into the problem of whether the GM or the players are responsible for setting and maintaining the tone of a game. They have (IMO) a habit of movement, and that's what kills so many games -- faced with it, you can either flip the table and say, "OVER!", or muddle along in a way that is not 'yours'.
    IMHO, I think it is the difference is between expecting to be entertained and taking a hand in what happens.
    Games like Dungeon World / Apocalypse World try to draw the player into self steering by the game design.
    The GM is the arbitrator and describer not the Director.
    I try to run my games that way, just using the older rule set.
    =
    Last edited by Greentongue; 08-26-2017 at 04:38 PM.

  2. #1172
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    Quote Originally Posted by chirine ba kal View Post
    I think you're onto something here, my General; for you and I, all the discussions about railroad and sandbox are very hard to digest because we simply didn't game that way back in Ye Olden Days.
    I agree with your comment. These days, with the internet, I often see posts and blogs with people discussing railroads and sandboxes (often with great emotion), but it took me a while to catch on to what they were even talking about. Having begun gaming in the 70s, we just sat down and played. The game master created the setting, told you what sort of characters were available in his game, divulged any house rules, and wrote up exciting places for you to adventure in. There was no 'analysis' of play styles. Certainly, players were free to express preferences, and game masters were free to work with them, or they could go play with somebody else if they were that bored (assuming that was an option). But generally, we wanted to play, and were playing with friends, so there was little drama. Really, do poker players go through all that drama? Chess players? I don't get it.

    As to just how much time the game master might devote to writing up those exciting places for you to adventure in, well maybe that's the key in determining which modern label applies, railroad or sandbox. Many games consisted of a town, and a "dungeon." Take it or leave it. If I write up a city, a town, a bit of surrounding wilderness, a dungeon and a few lairs, then hopefully there's enough variety to satisfy anyone.

    But I've said this before. If I say to my players, "How about an underwater adventure?" and they say "Wow, cool, let's do it!" And I then spend weeks writing it up, and when I drop the clue leading to it, they answer with something like, "Oh forget it, let's go search the mountains for fire giants instead," then we're gonna see some drama...

  3. #1173
    What about my Member? Shemek hiTankolel's Avatar
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    Quote Originally Posted by Baron View Post
    I run two games set in Tekumel, using my own hack of 1st ed AD&D. My primary references include EPT, and our own Chirine! I run one game in person, with my fifteen year old daughter and her friends, along with the occasional dad. I run the other on Roll20; the intention was to play with all my old scattered gaming buddies, but at this point only two of the original players are still involved. Fortunately I've had no trouble filling out the ranks with newcomers to Tekumel!

    The games have just entered their fourth year. My original plan was that I could easily run two games, if I ran them in parallel. Less investment in prep time. How foolish was that? From the very first session, the two parties branched off. The adults ending up in the Foreigners Quarter of Jakalla, scraping by, while the kids did a favor for the Clan of the Blazoned Sail, and will soon be asked to join! Yay, kids!

    Both groups started out as islanders who sailed to Jakalla to make their fortunes, but the adults decided they wanted to establish trade routes (although they eventually forgot all about that). After mucking around the city for a while, and visiting the sewers and the Underworld, both groups stumbled upon the zu'ur trade. Both groups uncovered a statuette connected to worship of the Goddess of the Pale Bone. This has led to bethorm travel, and now both groups are back in-system, stranded on Kashi and interacting with the few ancestors of its original crew.

    The adults want to make their way back to the planet surface (they asked for a deeper Tekumel experience), so I will let them succeed in this after a bit. However, I'm going to transport the kids around a whole lot more before they get home. They're mostly new to RPGs, and I want to give them a taste of some of the different types of settings that are possible in our hobby.
    This is excellent. Your games sound like a blast!
    I'm with Chirine, where can I sign up?

    Shemek
    Whenever you find yourself on the side of the majority, it is time to pause and reflect.
    Mark Twain

  4. #1174
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    Quote Originally Posted by Baron View Post
    I agree with your comment. These days, with the internet, I often see posts and blogs with people discussing railroads and sandboxes (often with great emotion), but it took me a while to catch on to what they were even talking about. Having begun gaming in the 70s, we just sat down and played. The game master created the setting, told you what sort of characters were available in his game, divulged any house rules, and wrote up exciting places for you to adventure in. There was no 'analysis' of play styles. Certainly, players were free to express preferences, and game masters were free to work with them, or they could go play with somebody else if they were that bored (assuming that was an option). But generally, we wanted to play, and were playing with friends, so there was little drama. Really, do poker players go through all that drama? Chess players? I don't get it.

    As to just how much time the game master might devote to writing up those exciting places for you to adventure in, well maybe that's the key in determining which modern label applies, railroad or sandbox. Many games consisted of a town, and a "dungeon." Take it or leave it. If I write up a city, a town, a bit of surrounding wilderness, a dungeon and a few lairs, then hopefully there's enough variety to satisfy anyone.

    But I've said this before. If I say to my players, "How about an underwater adventure?" and they say "Wow, cool, let's do it!" And I then spend weeks writing it up, and when I drop the clue leading to it, they answer with something like, "Oh forget it, let's go search the mountains for fire giants instead," then we're gonna see some drama...
    Maybe I don't really, fully understand the differences between the two styles, and I may be misusing the terminology. When I speak about "sandboxes" I am referring to a type of game where the decision as to where and how to adventure is made solely by the players. My job as DM is to come up with a series of encounters and perhaps ultimately some type of dungeon. But at the end of the day the group will drive the outcome, not the DM. Whereas, when I talk about "railroads" I am referring to a series of events and encounters, carefully orchestrated by the DM, and really unavoidable for the most part, put in place so that the party can get to the "dungeon," and perform some type of heroic action(s), in order to accomplish some "preordained" event. They really have no final agency, and only a limited type of autonomy. Is this what is generally understood to be the case by gamers when one talks about "sandbox" and "railroad" games?

    Shemek
    Whenever you find yourself on the side of the majority, it is time to pause and reflect.
    Mark Twain

  5. #1175
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    Quote Originally Posted by chirine ba kal View Post
    Which is a Good Thing, if you asked me!
    I think so too. We're exploring Tekumel which is all I'm interested in these days when it comes to RPGs.

    Shemek.
    Whenever you find yourself on the side of the majority, it is time to pause and reflect.
    Mark Twain

  6. #1176
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    Quote Originally Posted by chirine ba kal View Post
    Maybe a new "Shalizar Herald" is in order; our old IMJ was our version of this, back in the day.
    I would certainly be on board for this. Would it be feasible to perhaps have a monthly post on the Workbench?
    Of course it will be unofficial Tekumel, mustn't upset any muckety-mucks.

    Shemek
    Whenever you find yourself on the side of the majority, it is time to pause and reflect.
    Mark Twain

  7. #1177
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    Quote Originally Posted by Shemek hiTankolel View Post
    Maybe I don't really, fully understand the differences between the two styles, and I may be misusing the terminology. When I speak about "sandboxes" I am referring to a type of game where the decision as to where and how to adventure is made solely by the players. My job as DM is to come up with a series of encounters and perhaps ultimately some type of dungeon. But at the end of the day the group will drive the outcome, not the DM. Whereas, when I talk about "railroads" I am referring to a series of events and encounters, carefully orchestrated by the DM, and really unavoidable for the most part, put in place so that the party can get to the "dungeon," and perform some type of heroic action(s), in order to accomplish some "preordained" event. They really have no final agency, and only a limited type of autonomy. Is this what is generally understood to be the case by gamers when one talks about "sandbox" and "railroad" games?

    Shemek
    IMO, what you're describing are two unrealistic extremes at either end of a continuum. I doubt either extreme play style existed in any kind of statistically-significant way "back in the day," and I think the Dragonlance series of modules, meant to play through a set story, were the first major example of what is today termed "railroad." And that was a specific product with a specific goal: play along with the novels.

    As the decades went on, specific games were written up that were, in fact, player-driven. That type of game attracts a very specific type of player, and honestly I don't really think it even sits in the same category of game as D&D, Runequest, Traveller or Star Wars. Our rpg games were conceived of with a game master who creates and runs adventures in his world. Players have a very different role, in that they are reacting to what he describes, and his interpretations of their actions. They may develop a personality for their characters with specific character-growth goals (become the King's Magician, take over control of the Temple of Odin, establish a colony on the moon), and upon arriving in a town they may say "I'm shopping for a Japanese katana, and looking for a date with a barmaid," but when the game master blots out the sun and a horde of undead attack the town, one expects the player's character to react according to his stated nature (or "alignment"). The game master sets the scene, the players improvise their dialogue. Now roll the dice.

    We have literally thousands of adventure modules, still being happily written and played to this day, no complaints heard. That is not player-driven. Each one describes a setting, npcs, and usually, a plot or goal for the players to achieve. When there is no provided objective (such as save the princess, end the threat to the town, or kill the lich), the product is usually marketed as a "setting" rather than an "adventure module." Although there is a subset of players who appear to like the term "sandbox" instead. C'est la vie.

    I'll reiterate what I said when reacting to Chirine. The topic never really came up, because it wasn't an issue. We just played. The internet, like our 24/7 news, has changed people's perception. But I managed to go through forty years of role-playing without ever actually gaming with anyone who had an issue about wanting a player to dictate the course of a game. Ever. And I've played with lots of people, in lots of different groups, in lots of different cities, at conventions, game stores and private homes. I've even played a decent amount of time online in recent years. So while there may be gamers who are passionate about this particular topic, they're not in any way a part of my life. And I don't care what games they play, it's none of my business. I just play rpgs.

  8. #1178
    What about my Member? Shemek hiTankolel's Avatar
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    Quote Originally Posted by Baron View Post
    IMO, what you're describing are two unrealistic extremes at either end of a continuum. I doubt either extreme play style existed in any kind of statistically-significant way "back in the day," and I think the Dragonlance series of modules, meant to play through a set story, were the first major example of what is today termed "railroad." And that was a specific product with a specific goal: play along with the novels.

    As the decades went on, specific games were written up that were, in fact, player-driven. That type of game attracts a very specific type of player, and honestly I don't really think it even sits in the same category of game as D&D, Runequest, Traveller or Star Wars. Our rpg games were conceived of with a game master who creates and runs adventures in his world. Players have a very different role, in that they are reacting to what he describes, and his interpretations of their actions. They may develop a personality for their characters with specific character-growth goals (become the King's Magician, take over control of the Temple of Odin, establish a colony on the moon), and upon arriving in a town they may say "I'm shopping for a Japanese katana, and looking for a date with a barmaid," but when the game master blots out the sun and a horde of undead attack the town, one expects the player's character to react according to his stated nature (or "alignment"). The game master sets the scene, the players improvise their dialogue. Now roll the dice.

    We have literally thousands of adventure modules, still being happily written and played to this day, no complaints heard. That is not player-driven. Each one describes a setting, npcs, and usually, a plot or goal for the players to achieve. When there is no provided objective (such as save the princess, end the threat to the town, or kill the lich), the product is usually marketed as a "setting" rather than an "adventure module." Although there is a subset of players who appear to like the term "sandbox" instead. C'est la vie.

    I'll reiterate what I said when reacting to Chirine. The topic never really came up, because it wasn't an issue. We just played. The internet, like our 24/7 news, has changed people's perception. But I managed to go through forty years of role-playing without ever actually gaming with anyone who had an issue about wanting a player to dictate the course of a game. Ever. And I've played with lots of people, in lots of different groups, in lots of different cities, at conventions, game stores and private homes. I've even played a decent amount of time online in recent years. So while there may be gamers who are passionate about this particular topic, they're not in any way a part of my life. And I don't care what games they play, it's none of my business. I just play rpgs.
    Ok, I get it now. Funny enough, I was actually thinking of Dragonlance when writing what I felt was a definition for "railroad." Perhaps I should just stick to the way I have been doing it all these years, and not re-invent the wheel.
    Thanks for the clarification.

    Shemek.
    Whenever you find yourself on the side of the majority, it is time to pause and reflect.
    Mark Twain

  9. #1179
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    Quote Originally Posted by Greentongue View Post
    IMHO, I think it is the difference is between expecting to be entertained and taking a hand in what happens.
    Games like Dungeon World / Apocalypse World try to draw the player into self steering by the game design.
    The GM is the arbitrator and describer not the Director.
    I try to run my games that way, just using the older rule set.
    =
    Yes, ok; I think that this is what I'm about in my games - the players choose their adventures, and I'm their resource base...

  10. #1180
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    Quote Originally Posted by Shemek hiTankolel View Post
    I think so too. We're exploring Tekumel which is all I'm interested in these days when it comes to RPGs.

    Shemek.
    Me too; my excursions to Barsoom, Greyhawk, and Blackmoor are part of this. And the little side trips to Ancient Egypt, well, that's for Phil...

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