roseembolism: (Default)
roseembolism ([personal profile] roseembolism) wrote2009-01-14 04:40 pm
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(Gaming) the very definition of a railroaded game


While searching some old Usenet threads, I found this post I remembered from the from the old days, which gave an example of a game where the GM absolutely would not let the characters off the leash.  It's stuck in my mind as a textbook definition of a railroaded game.

Courtesy of Michael Richter and rec.games.frp.misc: No winning, no detours, no escape, not even through death.

[identity profile] devonapple.livejournal.com 2009-01-15 05:21 pm (UTC)(link)
We had one ALMOST like that at a convention once, except it was a CyberPunk game (listed as a CyberPunk game, and the GM denied that there were any elements of fantasy in the game) that almost immediately went down the rabbit hole into a Fantasy game, into what was perhaps intended to be a spectacle of contrasts ("lookit, MAGIC! I have a gun!") but turned out to be a game where we were basically there to absorb hit point damage while the GM's girlfriend got to save all our butts as a fairy-born cyberpunk who was returning to her world to Right Wrongs. One of us did try to commit something close to suicide (bad-mouthed the powerful enemy NPC at the diplomacy table and said, basically, "bring it"), was slain by the bad guy, and then brought back to life by the protagonists.

[identity profile] roseembolism.livejournal.com 2009-01-15 10:56 pm (UTC)(link)
Ouch! I wonder what would happen if the PCs tried to kill themselves or each other?

It really does seem to be more of an issue of power and dominance, than simple bad gaming habits.