The Alexandrian

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Railroading can take myriad of forms, but it tends to boil down into a few major methods.

ENFORCING FAILURE: The PCs cast a teleport spell to bypass the frost giants guarding the Necromancer’s inner sanctum (that’s the player choice), but you want them to meet the Frost Giant King (that’s the preconceived outcome), so you decide to add a teleport interdiction field to the inner sanctum (that’s enforcing failure). The wizard casts a finger of death on the Frost Giant King (that’s the player choice), but you need the king to escape so that he can wage war against the human kingdoms in Act III (that’s the preconceived outcome), so you fudge his saving throw to keep him alive (that’s the enforced failure).

In its extreme form, enforcing failure becomes pixelbitching: Absolutely nothing works except for the precise preconceived path that the GM envisioned for the adventure, so the PCs are left to fail and fail and fail again until they finally guess what the GM wants them to do. (The term comes from poorly designed computer adventure games where players had to guess which specific portion King's Quest V - Sierra Gamesof the screen the designer wanted them to click on.)

Enforcing failure can also crop up in adventure design, but it’s a gray area: Bank vaults are supposed to be difficult to steal from. It’s not railroading if you design a bank vault with a big heavy door and a really difficult lock. It’s not even enough to look at the intention behind those design decisions (because, of course, your intention with the big heavy door and the really difficult lock is, in fact, to prevent the PCs from accessing the vault in certain ways). You have to look at the totality of the design here: If your scenario is designed in such a way that the predesigned world is constantly funneling the PCs into a single course of action, you’ve probably got a problem.

Generally speaking, designing your scenario from the perspective of the game world (instead of from the perspective of how to control your PCs and guarantee specific outcomes) generally solves the problem.

Another gray area arises when failure is enforced on a macro-scale: If the PCs successfully take an action that should prevent a specific event from happening, but then the event happens anyway, that’s a form of enforcing failure. For example, let’s say that the PCs are serving as bodyguards for Lord Harrow. Lady Karna sends a squad of orcs to kidnap Lord Harrow and the PCs defeat them. But you really need Lord Harrow kidnapped, so you decide to add another squad of orcs who pop out and grab him. That’s railroading.

But if you’re dealing with smart, active opposition that are trying to make a specific event happen, the fact that they keep trying to make it happen even after you’ve stopped them once isn’t railroading. For example, if Lady Karna responds to the PCs defeating her orcs by sending a different kidnapping team the next day that’s not railroading.

FALSE CHOICE: “We take the corridor on the right.” “You find the Altar of Despair.” [REWIND] “We take the corridor on the left.” “You find the Altar of Despair.”

This is similar to the magician’s choice: The PCs appear to have a free choice between multiple options, but no matter which choice they make the GM forces the outcome he wanted the PCs to choose. (For example, the magician asks the spectator to choose between two cards. If the spectator chooses card A he says, “Flip that card over!” If the spectator chooses card B he says, “Okay, we put that card back in the deck. Flip the other card over.”)

Location-based false choices are quite common: No matter where you go, you end up in the same place.

Event-based false choices are also quite prevalent, although they can run into the gray area of smart opposition. (Lady Karna’s kidnapping teams finding Lord Harrow a second time is railroading if you’ve simply negated whatever security precautions the PCs have made to prevent that from happening. But Lady Karna really wants to find Lord Harrow, so it’s reasonable for her to have invested the cash in a scrying spell if the PCs have exhausted all of her mundane efforts to locate him.)

Another variant of the false choice is the timeline that doesn’t matter. In published scenarios, this seems to often show up in the form of, “No matter how long it takes the PCs to reach the Lost City of Bakkanar, the bad guys have gotten there just before them.” Here, though, you can see the gray area between enforcing failures and false choices: Is this a false choice because it doesn’t matter whether they travel by ship or horse or teleport spell? Or are you enforcing failure by claiming that their effort to use a teleport spell to outpace the bad guys automatically doesn’t work? It doesn’t really matter, of course. It’s railroading either way.

PROMPTING: Prompting is not, strictly speaking, a method of railroading, but it’s a related technique. It basically boils down to the GM making suggestions about what the PCs should be doing, either directly or indirectly. A common variant is the GM NPC who tags along with the group and either tells the PCs what to do or hints at it. GMs can also prompt in the metagame by simply telling the players what their characters are supposed to be doing.

A more complicated form of prompting is simply having negative consequences from failing to take a particular action: Something horrible happens, informing the PCs that they should have taken action to prevent it. If they still have the opportunity to undo it (or stop it from becoming worse), then that’s serving the same function as a nudge. For example, they hear a rumor that there’s a Necromancer in the forest that’s using a bane bone to create skeletons. They ignore it and a week later a group of skeletons attacks the village. They continue to ignore it and the skeletal attacks become larger and more frequent until, finally, they return from the dungeon one day to discover that the Necromancer has taken over the whole village and reared a tower of bone in the town square.

Some prompting has a generally negative effect on the game (because it tends to influence or corrupt the players’ decision-making process). Other prompting has a generally positive effect on the game. But prompting, by itself, isn’t railroading.

Where it intersects railroading, however, is when the GM is using the prompt to tell the players what the GM’s preconceived course of action is. The GM is basically saying, “You should be doing this. If you try anything else, it’s going to fail because this is the thing that you should be doing.”

MIND CONTROL: Mind control is a special case. When a PC has their mind controlled, the GM isn’t negating the outcome of a choice. Instead, they are removing the player’s agency entirely. It’s a complicated issue that deserves a dedicated discussion of its own.

As far as railroading is concerned, my opinion is that mind control is not necessarily railroading in much the same way that failing to hit an ogre with your sword isn’t. Where it becomes railroading is if the GM uses mind control in order to create a preconceived outcome. (Although here, again, there’s a legitimate gray area: It’s not unreasonable for Lady Karna to use a dominate person spell on a PC in order to have them lead her kidnapping squad to Lord Harrow’s hiding place.)

If I was looking for a litmus test here, it would be the GM’s willingness to fudge the PC’s saving throw in order to make sure the mind control happened. That’s a dead giveaway that they’re committed to their preconception.

GUARANTEEING SUCCESS: Is it railroading to guarantee that the PCs succeed at what they want to succeed at?

I don’t necessarily have a satisfactory answer to that question. For the sake of argument, let’s lay aside the issue of game mechanics that guarantee success for the moment (whether that’s universal mechanics like GUMSHOE’s automatic clue-finding or specific instances like a character who’s skill is so high that they’ll automatically succeed on a particular task) and simplify the discussion by simply talking about a GM fudging a die roll to make a PC succeed where they should have failed.

Is that railroading?

My gut says that it isn’t. There is a fundamental difference in kind between negating a player’s choice and enabling that choice.

With that being said, however, the guaranteeing of success does share a number of negative traits in common with railroading: It flattens the gaming experience by making it more predictable. It removes complexity and interest from the scenario. And it can significantly warp the decision-making process of the players.

This becomes particularly true if the GM shows favoritism towards enabling only certain types of decisions. (Which should become really obvious if you consider that one type of decision that can be selectively enabled is “decisions which lead to my preconceived outcome”.)

INVISIBLE RAILROADS vs. VISIBLE RAILROADS

A categorical distinction is often drawn between visible railroads (where the players can see the tracks) and invisible railroads (where the mechanisms are hidden from them). Invisible railroads are sometimes referred to as illusionism (referring to the fact that the players only have the illusion of free choice), and the simplest example would be fudging a die roll behind the GM’s screen. In any case, the difference between a visible railroad and invisible railroad is more of a spectrum.

Invisible railroads are often invoked as another excuse for railroading:

It doesn’t matter if the players don’t know they’re being railroaded!

In practice, however, I would note a couple of things.

First, GMs tend to overestimate the degree to which their players don’t notice their railroads. Lots of players are polite enough not to pull back the curtain on the Wizard of Oz, but that doesn’t mean that they don’t see his feet poking out from behind the curtain.

Second, the majority of negative effects created by a railroad exist whether the players are aware of the railroad or not.

Go to Part 3: Penumbra of Problems

Unknown Armies: Emotiomancy

March 16th, 2015

Emotiomancy - A New School of Magick for UNKNOWN ARMIES

This article originally appeared in Pyramid Magazine on May 12th, 2000.

Unknown Armies, the new title from Atlas Games designed by Greg Stolze and John Tynes, features a unique system of magick. Magick is practiced by adepts, each of which subscribes to a specific school of magick. Based on what school the adept belongs to he builds up “charges” in various ways – members of the school of Pornomancy, for example, build up charges by engaging in ritualized sexual acts; members of the school of Dipsomancy, on the other hand, build up charges by being drunk. These charges (which can be classified as minor, significant, or major based on what the adept did to gain them) can then be expended to create magickal effects.

Magick is, above all, effected by three laws. First, the Law of Symbolic Tension demands that all magick be based on some form an underlying paradox. Hence the adepts of pornomancy gain charges by engaging in sexual acts, but can’t gain pleasure in those acts. Adepts of dipsomancy, in contrast, surrender control over their bodies (by getting drunk) in order to gain control over the universe (in the form of magick).

Second, the Law of Transaction says that you can’t get more out of magick than what you put in. Therefore you get minor effects from minor charges and major effects from major charges.

Third, the Law of Obedience states that adepts can only subscribe to a single school of magick. The schools are mutually exclusive, despite all being based on the same underlying truth, because they each involved interpreting that truth in different ways.

Each school is possessed of standardized rituals which can be cast fairly automatically and also random, improvised magick – which is more difficult and less powerful. All magick cast within a specific school, however, must be based on the principles of the school.

This article details a new school of magick for Unknown Armies: Emotiomancy. It uses the same format as the schools described in the core rulebook.

EMOTIOMANCY
(EMOTION-BASED MAGICK)

Emotions are the primal essence of humanity. Thoughts may define us, but it is emotions which make us what we are. They are a window into the soul and a way by which people may be manipulated and controlled. But emotions are also tools which may be used for good, they are – after all – the source of happiness and love and joy.

This is the domain of the emotiomancer, an expert at the unnatural control of man’s emotions. By creating and harnessing emotions in others the emotiomancer uses those emotions to create and manipulate others.

The advantage to this for many is that the emotiomancer possesses an immense understanding of human thought, emotion, and interaction. This type of emotiomancer is usually extremely popular with others and capable of getting almost anything they want. The drawback, however, is that the emotiomancer slowly ends up distancing themselves from others. Having to manipulate others in order to gain power which allows them to manipulate others, the emotiomancer slowly finds himself valuing others less. They run the risk of either disconnecting so completely with other people that they lose their ability to create charges, or to succumbing to dark impulses.

Other emotiomancers simply begin with dark impulses. They excel at creating fear and hatred; at controlling and creating the darker emotions. They indulge in their alienation from humanity. The emotiomancers who embrace the brighter side of life generally despise these “dark emotiomancers” for the bad reputation they give to their school of magick. Dark emotiomancers do have the advantage of being able to perform some forms of magick which other emotiomancers cannot.

Emotiomancy Blast Style: Only dark emotiomancy charges (see below) can be used to generate a blast effect, taking the form of an intense pain which rips through the victim’s mind. Like the pornomantic blast the damage which it does cannot be explained by medical science, but unlike the pornomantic blast the emotiomantic blast is always possessed of some secondary physical effect – some form of stereotyped emotional reaction taken to the extreme. Examples would be flushes which are strong enough to burst blood vessles or nosebleeds for lust.

STATS

Generate a Minor Charge: Emotiomancers can generate two types of charges – one from generating positive emotions, the other from generating negative emotions. In most cases these emotions can be used interchangeably, but in some cases powers are only available to those who have generated dark charges. To generate a minor charge the adept must create a situation which creates an emotional reaction in someone they do not know. The emotion must be the result of actions specifically planned by the adept in order to create the charge (so you can’t make someone laugh at an impromptu joke and get a charge from it, although planning an elaborate situation in which to tell the joke would do it) and can’t be beneficial to the adept (so you can’t seduce Emotiomancy - Art by Robert Nemeth, Colored by Philip Reedsomeone and then have sex with them, although you could seduce them and then leave). This isn’t really all that difficult (helping someone across the street or buying them flowers can often generate a positive emotion and a minor charge), but the fact that the emotion must be coldly and manipulatively created makes it difficult from the standpoint of the adept.

Generate a Significant Charge:  Significant positive charges are formed by creating extremely positive emotional reactions in people who you do not know, following the same restrictions as those for minor charges. Significant negative charges, on the other hand, are made by creating extremely negative emotional reactions in people who are close to you and in such a way that they know you are responsible for them feeling that way (nor are they allowed to know that it is merely in the interests of generating a charge for you, that “taints” the emotion through selflessness – unless of course that makes them feel even worse about it).

Generate a Major Charge: Generating a major charge requires the character to create an emotional situation of a severity which will be remembered by the person effected for the rest of their lives. The adept himself will be forced to remember the event for the rest of their lives, as well. As with significant charges, positive charges must be generated with strangers while negative charges must be created by effecting those close to the adept.

Taboo: While it is generally easier for emotiomancers to gain charges than other schools, it is also easier for them to lose them: Emotiomancers can lose their existing charges if they do anything to ruin an “emotional moment”. Specifically if they interrupt a positive emotional moment (talking during the end of a romantic film or telling people to “get a room”) they lose their negative charges. If they interrupt a negative emotion (by cheering somebody up or even saving someone from torture) they lose their positive charges. As a result of this dichotomy emotiomancers often find themselves treading a dangerous line – people who are generally nice can create positive charges fairly easily, but will lose them if they stop other people from feeling bad; people who are nasty can generate negative charges easily, but they can never do anything even marginally positive.

Random Magick Domain:  Emotiomancers control peoples emotions and, through them, their thoughts. They are the masters of manipulation. Their skills lie entirely within the realm of effecting how others think and feel.

Starting Charges:  Newly created emotiomancers start with four minor charges.

EMOTIOMANCY MINOR FORMULA SPELLS

CHARM
Cost: 1 minor charge
Effect: Using this spell allows the emotiomancer to subtly play upon another person’s emotions, binding them to him. If a positive charge is used, whoever they are and whatever their normal reactions towards the emotiomancer would be they will feel as if he were their best friend in the world. If a negative charge is used the spell makes them act in zombie-like obedience to the character (the advantage is that they are willing to do more; the drawback is that they won’t be capable of much intelligent, complicated, or conceptually difficult action). The spell only lasts for a number of minutes equal to the emotiomancer’s skill in magick. Afterwards the victim will remember everything which has transpired, although they may be unsure of the reason why it happened (members of the Occult Underground, of course, will immediately suspect magickal influences of some sort).

MINOR SUGGESTION
Cost: 1 minor charge
Effect: This spell allows the emotiomancer to make a single suggestion to another person. The other person will be extremely receptive to the suggestion made by the emotiomancer and will act on it unless it is completely contrary to their normal behavior (loyal security guards won’t abandon their posts, but might be willing to give someone a security tape even though it was against regulations). The victim cannot leave the presence of the emotiomancer or the spell will be broken. Afterwards the character won’t remember the suggestion or the action taken.

CONFUSE
Cost: 1 or 2 minor charges
Effect: With a single charge cast of Confuse the emotiomancer can target a single person and batter them with conflicting emotions. The character will still be able to take actions, but will do so at a slower rate of speed (in combat conditions this translates to halving successful initiative checks and only allowing characters to take actions on every other turn). Using two charges allows the emotiomancer to target a group of up to five people. The spell lasts until the effected person or persons makes a successful Soul check at -15% (one check can be made every turn of combat or once every minute).

OVERWHELM
Cost: 2 minor positive charges or 1 minor negative charge
Effect: Overwhelm has a similar effect as Confuse, forcing emotions upon its victim. In this case only a single emotion – one of the emotiomancer’s choosing (but consistent with the type of charge used) – is forced, and that one completely overwhelms the person’s ability to take any action which isn’t ordained by that emotion. This reaction will not always be what the emotiomancer may have expected or even wanted, but can be resisted with a successful Soul check at the time of casting. If the check fails the spell’s effects will last about fifteen minutes.

Example: Jeffrey, an emotiomancer, has been confronted in a darkened alley by his arch-nemesis, Chameleon. Jeffrey uses two positive charges and casts Overwhelm on Chameleon, choosing to strike her with lust. She immediately drops the gun and goes off looking for a piece of ass. Jeffrey, on the other hand, is more than a little insulted that she didn’t like his looks.

EMPATHY
Cost: 1 minor charge
Effect: With this spell the emotiomancer can read the emotions of another person at the time of casting. With a successful Soul check the emotiomancer can also get a vague impression of what caused or is causing the emotion.

NUMB
Cost: 1 minor charge
Effect: This spell will numb the emotions and feelings of anyone, including the emotiomancer himself. For the duration of the spell – equal in minutes to the emotiomancer’s skill – the recipient will feel nothing, including physical pain (although the physical damage will still occur).

AFFECT MIND
Cost: 3 minor charges
Effect: This temporarily effects a person’s mental abilities – either raising or lowering it by an amount equal to half of the emotiomancer’s magickal skill. The effect lasts for about ten minutes and isn’t capable of granting knowledge which the recipient didn’t possess before, only of improving the character’s mental aptitude. The emotiomancer cannot use this spell on himself.

EMOTIOMANCY SIGNIFICANT FORMULA SPELLS

CONTROL
Cost: 2 significant charges
Effect: Control allows the emotiomancer to, effectively, completely enslave the target of the spell for a number of minutes equal to his Soul plus his magickal skill (although the victim can make a Soul check at -20% every five minutes). As with Minor Suggestion the person will still resist any commands completely repellent to his nature (so you can’t have him kill his friend), but can follow multiple commands during the duration of the spell and can even leave the emotiomancer’s presence to carry out the orders.

SIGNIFICANT SUGGESTION
Cost: 1 significant charge
Effect: Like Control, Significant Suggestion is a more powerful version of Minor Suggestion (as the name implies). Like Minor Suggestion, Significant Suggestion is only able to give a single suggestion to another person and that person must remain in the presence of the emotiomancer while carrying it out. However, a Significant Suggestion completely overrides a person’s inhibitions – with it the emotiomancer can convince the person to do anything. If the action is contrary to the person’s belief systems (i.e., something which wouldn’t pass as a minor suggestion) the person gets a chance to resist, making a Soul check. If it’s a particularly serious transgression (such as killing their own mother) the GM may modify this check in the victim’s favor as he sees fit.

WARP
Cost: 3 significant charges
Effect: With Warp the emotiomancer temporarily simulates the effects of the House of Renunciation, absolutely switching the most important elements of the victim’s personality to its polar opposite (so that a cruel person becomes kind, a person with a vendetta instead finds ways to help her former target). When the spell is first cast the person gets to make a Soul check to see if they are effected by the spell. If that fails the person can make an additional check every hour at -50% until they throw off the effect of the spell.

PHOBIA
Cost: 1 significant negative charge
Effect: With this spell the emotiomancer instills a great fear of a specific item, animal, individual, or situation in his target – an intense phobia. Whenever the victim encounters the stimulus from that point forward they will suffer a paralyzing fear until the stimulus has passed. Whenever this phobia inflicts itself the victim can make a Soul check at -20% as they attempt to resist what they subconsciously realize is an unnatural impulse. If they are successful, the phobia will no longer effect them.

FIXATION
Cost: 1 significant charge
Effect: In many ways the exact opposite of the emotiomancer’s Phobia spell, Fixation allows him to specify a goal which the victim must attempt to fulfill. If the goal is something which is theoretically achievable (anything from “eat a hot dog” to “steal the Mona Lisa” would be acceptable) then there is no way for the victim to remove the spell’s effects (without other unnatural influences) unless they succeed at achieving their goal. If the goal is something which is impossible (“eat all the hot dogs in the world” or “steal the Eiffel Tower”) then the victim can make a Soul check at -20% once a day to overthrow the effects of the fixation (although they must attempt to fulfill their fixation up until that point). The fixation cannot be something which would be immediately deadly to the character (“throw yourself off a cliff” or “shoot yourself in the head”) or completely alien to their belief system (you couldn’t convince a nun to sleep with someone), but other than that things are wide open. Finally, the degree of intensity for the fixation depends on its complexity. If the fixation was to “eat a hot dog” then the person would probably immediately drop what they were doing and go out to find a hot dog. If, on the other hand, the fixation was to “steal the Mona Lisa” they wouldn’t just walk into the Louvre and try to pick it up – they would be allowed to research and concoct a plan before proceeding. All of this is at the GM’s discretion.

EMPATHIC CONNECTION
Cost: 1 significant charge
Effect: With this spell the emotiomancer can create an empathic connection between any two minds (not necessarily including his own). By expending minor charges he can add additional people to the link (one charge per person, up to a total of six). Anyone who is a member of the link will feel the emotions of the other people through the link, identifying who the emotion actually belongs to). Typically the nature of the link allows the recipient to distance themselves from the emotions of others, but for particularly intense feelings (such as the pain of being tortured or the heartache of seeing a loved one leave you) other members of the link must make a Soul check or be overwhelmed. At no point in time do other members of the link know what caused the emotion – only the emotion itself. The link lasts for twenty-four hours, but can be extended for another twenty-four hours if the emotiomancer expends a minor charge for every member of the link. This can be continued indefinitely.

MIND LINK
Cost: 3 significant charges
Effect: A more powerful version of the Empathic Connection, the Mind Link allows the emotiomancer to connect the minds of up to six individuals (using the same procedures as for Empathic Connection, with each additional person in the link above two costing a single minor charge). In this case, however, the members of the link will be able to see, feel, and hear everything which the other members of the link experience by focusing on that individual. However, a person can only focus one such set of sensory inputs at once – so if you’re focused on someone else, you don’t know what’s happening to you. The emotiomancer, through his magickal training, can attempt to process multiple “feeds” at once – including his own. To do so he makes a Mind check with a -10% penalty for every additional link above two he attempts to process (so he would have a -10% penalty for three links at once (including his own) and a penalty of -40% if he attempted to process all six members of a link at once). If succeeds he successfully processes the multiple feed for a single combat round or for a minute, having to make the check again every minute or combat round after that point. If he fails he is paralyzed for five combat rounds or minutes from mental overload.

EMOTIOMANCY MAJOR EFFECTS

When you create a major emotiomancy effect you are toying with the basic elements of human existence as if they were mere whims. Emotiomancers are capable of driving men beyond the brink of insanity; causing massive, permanent shifts in personality; enslaving entire populations to their will (although the larger the population the less likely it will be a permanent effect); or even fundamentally altering the emotional responses of people (instead of just polarizing their compulsions, for example, you could have people hate those they have always loved and loved those they have always hated). In short the emotions and thoughts of man are your playthings and you are capable of doing anything with them you wish.

Original Art by Robert Nemeth, coloured by Philip Reed.

I feel a great sense of satisfaction with this article. Looking back on my earliest professional work, I realize that it actually represents a significant shift for me: It was the first time I wrote something for publication and found that the words were simply… flowing. I wasn’t agonizing over every turn of phrase and trying to perfect every sentence. I was simply letting the idea express itself simply and cleanly, without ostentation or ornamentation. It probably wasn’t a coincidence that my success rate radically increased after this point.

Tagline: Unique. Exciting. Different. Enthralling.

Puppetland - John Tynes - Hogshead PublishingThe skies are dim always since the Maker died.

The lights of Puppettown are the brightest beacon in all of Puppetland, and they shine all the time. Once the sun and the moon moved their normal courses through the heavens, but no more. The rise of Punch the Maker-Killer has brought all of nature to a stop, leaving it perpetually winter, perpetually night. Puppets all across Puppetland mourn the loss of the Maker, and curse the name of Punch – but not too loudly, lest the nutcrackers hear and come to call with a sharp rap-rap-rapping at the door.

There is no easy way to summarize Puppetland. It is a tour de force in twenty pages by one of the most talented creative forces the roleplaying industry has ever seen. It’s a masterpiece. Unique. Exciting. Different. Enthralling.

Merely reading the book is a powerful experience in its own right – one which is quickly matched only by the act of stepping into Puppetland on your own terms, using the evocatively original mechanics of this revolutionary game.

SETTING

Many years ago, there was a war in the real world. Many people were hurt and terrible things happened. The Maker saw all that was happening, and was sorrowful. His creations were the gentlest of creatures, and they were terribly hurt by these tragedies. The Maker made puppets, and in the face of chaos and violence he made a great creation: Maker’s Land, a place where all his puppets could go and be safe until the war was over.

Maker’s Land was a place of peace and prosperity – where all of the Maker’s puppets could be happy and content. But such perfection could not last. Deep within one of the puppets, Punch, a twisted darkness lived and thrived. One night Punch stole into the Maker’s home, and slew him.

With the Maker’s death, no humans lived in Maker’s Land. But the flesh lived, for Punch took the Maker’s face and made a cruel new face for himself. That wasn’t all he made, either: by morning, he had not just a new face, but six loyal puppet-servants sewn of the Maker’s flesh. These six, whom Punch called his boys, stood beside Punch as he announced to all the land that he was now the king. He was Punch the Maker-Killer, and his word was law.

Punch subjected Maker’s Land to a regime of terror and cruelty which was utterly alien to the innocent and naïve puppets. But where there is life, there is hope.

Across the great lake of milk and cookies lies the small village of Respite. The village is run by Judy, who once loved Punch but does so no more. She knows better than anyone the cruelties he is capable of. She knows the evil that lies in his twisted heart. When Punch killed the Maker, Judy was there and she caught the Maker’s last tear in a thimble of purest silver. With this tear the Maker can be brought back to life, Judy says. This is her fondest dream, and the Maker’s Tear her most cherished possession.

The world of Puppetland is the nightmare of a child, rendered through the lives of puppets who are more than puppets. It is a startlingly powerful vision, rendered in an intense barrage of prose, which instantly captures your heart’s imagination. It is a surgical blade slicing through the detritus of maturity and laying open the veins of your inner child.

SYSTEM

Puppetland is very specifically a game, and should be thought of as such. The object of the game is to defeat Punch the Maker-Killer and save Maker’s Land.

The game of Puppetland functions by way of three basic rules:

The First Rule: An hour is golden, but it is not an hour. Like an actual puppet show, a single session of Puppetland lasts exactly one hour – at the end of which the show comes to an end. When the next show begins, the puppets find themselves back home in bed (or wherever they happen to be staying at the moment). Note that this is very deliberately a measurement of time in the real world. In that hour of real world time, the Puppets may expend days of time within Maker’s Land. (For example, a puppet can say: “I sleep for a week!” and a week has gone by.)

The Second Rule: What you say is what you say. Every word an actor says during a session of Puppetland comes out of his puppet’s mouth (you can avoid this by standing up before speaking, but this should be avoided for if it is overused it will spoil the atmosphere of the game). This rule also reinforces a puppet show style of gameplay: You wouldn’t say, for example, “My puppet moves across the room and opens the door.” Instead, you would say, “I shall cross the room and answer the door!”

The Third Rule: The tale grows in the telling, and is being told to someone not present. This is a reminder of the play-style on which Puppetland subsists. The actors and the Puppetmaster should think of themselves as collaborators in the presentation of a puppet show to an audience which is not present.

CHARACTER CREATION

Character creation begins with the selection between one of the four types of puppets: Finger Puppets, Hand Puppets, Shadow Puppets, and Marionette Puppets. (Additional puppets can, of course, be added at your discretion.) Each puppet type is defined by three characteristics: What they are; what they can; and what they can not. For example:

Finger Puppets are: short and small, light, quick, and weak.
Finger Puppets can: move quickly, dodge things thrown at them even if they only see them coming at the last moment, and move very quietly
Finger Puppets cannot: kick things, throw things, or grab things because they have no legs or arms.

Next you name them. This is done by describing one specific characteristic of the puppet (for example, a puppet with red buttons might be called “Red Buttons”), and then adding to it a common name (for example, Sally Red Buttons or Nadja Purple Hat).

Finally you modify this puppet’s specific characteristics by adding three items to each list.

It should be fairly clear now that actions are adjudicated based on the very simple interaction between the various capabilities and limitations of various puppets: For example, a Finger Puppet can out run a Marionette Puppet (which “move slowly”) every time. That is, after all, the nature of puppets.

One important aspect of character creation which I have glanced over is the drawing of a character portrait. This is done right on the puppet page (character sheet), in the provided picture box which is divided by jigsaw puzzle lines. This picture is actual size — in other words, a player’s puppet can be no larger than the picture box, and you should be able to hold the portraits of two puppets up next to each other and instantly know which is larger than the other.

COMBAT

There is no specific combat system in Puppetland, per se, but there is a specific method of keeping track of “damage” done to a puppet. Basically you do so by filling in the jigsaw puzzle pieces in your puppet’s picture box (this has no relation to the portrait itself – you will use all of the puzzle pieces regardless of whether or not your puppet occupies all of the pieces in the box). You fill in a puzzle piece whenever:

1. The puppet does something it shouldn’t be able to do.

2. Something especially bad happens to the puppet (for example, Punch’s nutcrackers crunch off one of the puppet’s arms).

At the beginning of each new story puppets awake in their bed wholly healed from whatever their prior experiences – but puzzle pieces are never erased. Slowly, over time, the filled-in pieces will accumulate until finally all of the pieces are filled-in. Then the puppet dies (although they do get to live until the end of the current tale, they know their fate).

And that is the full extent of the rules for Puppetland — although some more general guidelines for the Puppetmaster are provided.

CONCLUSION

Bringing this review to a cogent conclusion is no easy task. The game of Puppetland exists on so many levels, with so much power, that I find it difficult to put my thoughts into an order by which they may be expressed.

First and foremost, if there is any doubt left in your mind, let me make it clear that I am all but shoving you out the door and down to your local gaming shop. You simply must buy this game.

In terms of judging Puppetland I can offer nothing except for adulation and congratulations. As I wrote above, the mere reading of the book is an experience well worth the cost of admission all by itself. The combination of poetic prose, rich world design, and potent imagery blows me away every time I come back to it (and I’ve come back to it several times).

Moving beyond the simple act of experiencing the book, I think what most impressed me – after I had given some thought to the matter — is the way in which Tynes effortlessly blends storytelling with gaming. Often when you hear the phrase “storytelling game” what it really means is that the game has been reduced to a set of muddy mechanics that serve “storytelling” by being easily fudged out of existence.

Not so with Puppetland. Here the game creates the story; and the story creates the game. In other words, the mechanics of gameplay are instrumental in the creation of a Puppetland story (note how the three basic rules encourage a very specific type of storytelling experience). On the flip side of the coin, the nature of a Puppetland story (heavily influenced, naturally, by the storytelling mechanics of puppet shows) are the foundation of the game’s mechanics. The symmetry reinforces itself. Brilliant.

Words fail me. Go look for yourself.

SOME MISCELLANEOUS NOTES

The review is done, but I find myself with some housekeeping left undone:

1. There are undoubtedly some of you who don’t understand what you just read. “What the hell is he talking about?” you’re saying. “There are no dice. There aren’t even any numbers! Obviously there are no mechanics!” As I wrote in my review of Baron Munchausen, you folks Just Don’t Get It(TM). Not all games require dice, and the fact that Puppetland succeeds at being a type of game we’ve never seen before does not make it any less a game. But I digress.

2. With Puppetland following on the figurative heels of Baron Munchausen I feel that Hogshead has successfully captured lightning in a bottle twice over – and proven that their New Style line of games is ripe with a potential which most publishers can only dream of. With the forthcoming conceptual sequels to these two games (Whodunnit for Baron Munchausen and Pantheon, a set of five(!) games designed by Robin D. Laws in a single package, for Puppetland), the future looks bright.

3. Puppetland is packaged back-to-back with Tynes’ Power Kill game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Puppetland is for Puppetland alone; the price is cost of both games together.

4. Puppetland and Power Kill are both available for free from John Tynes’ website, Revland. That being said, I heartily recommend purchasing the book from Hogshead. The artwork of Raven Mimura which accompanies the text is incredibly powerful – and adds much to the experience.

Style: 5
Substance: 5

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: 20
ISBN: 1-57530-601-8

Originally Posted: 1-899749-20-9

I miss John Tynes.

Roleplaying games suffered a great loss when he made the transition to video games over a decade ago.

Puppetland received an incredibly successfuly Kickstarter campaign just a few months ago, however. I’m incredibly excited to see this beautiful game returned to print.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Railroading Manifesto

March 13th, 2015

Railroad Tracks - Ha Tay

Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome.

Note, however, that both parts of this equation are important: The choice must be negated and the reason it’s being negated is because the GM is trying to create a specific outcome. The players must try to get off the train and the GM has to lock the doors.

A simple failure to achieve a desired outcome is not railroading: If the doors are unlocked, but the players can’t figure out how the door handles work that’s not railroading. For example, a player might want to hit an ogre with his sword. If he fails his attack roll, that’s not railroading. (If the GM secretly changes the ogre’s AC so that the PC misses, that’s railroading.) If the PC tries to break down an adamantine door with a fluffy pillow, that’s still not railroading even if the GM says they have no chance of success.

It’s also not railroading if the GM has a preconceived outcome, but doesn’t negate player choices in order to make it happen. As an extreme example, consider a campaign where the PCs are FBI agents in New York during World War II. On May 2nd, 1945, the newspaper headlines declare that Adolf Hitler died on April 30th. The GM, of course, knew that Hitler was going to die on April 30th long before it happened, but the newspaper headlines are not railroading the PCs.

The same remains true on a more intimate level: The GM might make a note that the beautiful dame Jane Adams is going to contact one of the FBI agents on May 15th with information about a KGB operation targeting Manhattan Project scientists. Unless the PC deliberately goes into hiding for some reason, it’s still not railroading when Jane Adams shows up.

Finally, choices having consequences is also not railroading. If a PC punches somebody in the nose and then they punch the PC back, that’s not railroading. If a player says, “I’m going to hop on I-94 and drive from Minneapolis to Chicago.” Then it’s not railroading when the GM says, “Along the way, you pass through Eau Claire.”

In fact, choices having consequences is the exact opposite of a railroad. Railroading makes a choice meaningless. Consequences make a choice meaningful.

(Of course, not every consequence is a negative one: If the PCs piss off the Red Dragon Gang, the gang might retaliate. But it’s also possible that the PCs might be given a medal by the mayor who also asks them to do a favor for him. Or they might be contacted by the Red Dragon Gang’s rivals who want to hire them as enforcers. And so forth. None of that is railroading.)

RAILROAD BY DESIGN

Railroading, in the purest sense of the term, is something that happens at the gaming table: It is the precise moment at which the GM negates a player’s choice.

In practice, of course, the term has bled over into scenario prep. We talk about “railroaded adventures” all the time, by which we generally mean linear scenarios which are designed around the assumption that the PCs will make specific choices at specific points in order to reach the next part of the scenario. If the PCs don’t make those choices, then the GM has to railroad them in order to continue using the scenario as it was designed.

However, not all linear design was created equal. And it’s not really accurate to describe all linear scenario design as being a “railroad”.

Linear scenarios are built around a predetermined sequence of events and/or outcomes.

Consider a simple mystery:

Scene 1: The PCs come home and discover that their house has been broken into and an arcane relic stolen from their safe. They need to figure out who did it, which they can do by analyzing fingerprints, looking at their neighbor’s surveillance camera, asking questions around town to see who took the job, or casting a divination spell.

Scene 2: Having discovered that Jimmy “Fast-Fingers” Hall was responsible for the break-in, the PCs track him down. They need to figure out who hired him, which they can do by interrogating him, following him, analyzing his bank statements to figure out who paid him, or hacking his e-mail.

Scene 3: Having discovered that Bobby Churchill, a local mob boss, was the guy who hired Jimmy, the PCs need to get their relic back. They can do that by beating Bobby up, agreeing to do a job for him, or staging a covert heist to get it out of his vault.

That’s a fairly linear scenario: House to Jimmy to Bobby. But because we used the Three Clue Rule to provide a multitude of paths from one event to the next, it’s very unlikely that a GM running this scenario will need to railroad his players. The sequence of events is predetermined, but the outcome of each scene is not.

Non-linear scenarios do not require specific outcomes or events, allowing freedom of player choice.

Linear scenario design and non-linear scenario design exist on a spectrum. Generally speaking, requiring specific events (“you meet an ogre in the woods”) is less restrictive than requiring specific outcomes (“you meet an ogre in the woods and you have to fight him”). And the more specific the outcome required, the more likely it is that the GM will have to railroad the players to make it happen (“you meet an ogre in the woods and you have to fight him and the killing blow has to be delivered by the Rose Spear of Vallundria so that the ogre’s ghost can come back and serve the PC at the Black Gates of Goblin Doom”).

With that being said, it’s often quite trivial for an experienced GM to safely assume that a specific event or outcome is going to happen. For example, if a typical group of heroic PCs are riding along a road and they see a young boy being chased by goblins it’s probably a pretty safe bet that they’ll take action to rescue the boy. The more likely a particular outcome is, the more secure you are in simply assuming that it will happen. That doesn’t mean your scenario is railroaded, it just means you’re engaging in smart prep.

My point here is that you can’t let fear of a potential railroad make you throw away your common sense when it comes to prioritizing your prep. This, by the way, leads to one of the most potent tools in the GM’s arsenal:

What are you planning to do next session?

It’s a simple question, but the answer obviously gives you certainty. It lets you focus your prep with extreme accuracy because you can make very specific predictions about what your players are going to do and those predictions will also be incredibly likely to happen.

Where you get into trouble is when your scenario expects something which is both very specific and also very unlikely.

For example, in the Witchfire Trilogy from Privateer Press, there’s a moment where the PCs have all the information necessary to realize that a specific NPC is the bad guy they’ve been looking for. This makes it incredibly likely that the PCs will simply confront the bad guy. The author doesn’t want that, though: He wants the PCs to put her under surveillance and trail her back to her secret hideout. So he throws up a bunch of painfully contrived roadblocks in an effort to stop the PCs from doing the thing they are nevertheless overwhelmingly likely to do. (So You Want to Write a Railroad? is an almost endless litany of even more egregious design failures from another published scenario.)

THE RAILROAD EXCUSES

Another way of thinking about this is that the more specific and unlikely the necessary outcome, the more fragile your scenario becomes: It will break if the PCs deviate even slightly from your predetermined sequence. Once the scenario breaks, you’ll have to resort to railroading in order to fix it. This is why I often refer to railroading as a broken technique seeking to fix a broken scenario.

It’s fairly typical, for example, to hear someone say, “I only railroad my players if it’s really important.” And when you delve a little deeper, you virtually always discover that “really important” is a synonym for the GM making sure their predetermined outcome happens. These are literally people saying that they need to railroad because they designed a railroad.

Another common rationalization for railroading is that GMs have to use it in order to keep problem players in line. However, if your relationship with your players is that they’re naughty children who are testing their limits and you’re a parental figure that somehow needs to keep them in line, then your relationship with your players is fundamentally broken. More generally, what you’re talking about are issues outside of the game. Attempting to handle those issues with in-game behavior modifications is simply dysfunctional. It’s no different than if a player at your table was cheating or if they poured a drink over the head of another player: These are all problems which require intercession. But none of them are going to be solved through railroading.

One specific example of this is often cited as an exception, however: Behavior which is deliberately disruptive through the agency of the game world. For example, the guy who tries to assassinate the king when the PCs are called in for an audience. Ultimately, however, this example only cycles back to the previous two: Either the guy involved is a jackass (which is a problem that needs to be solved outside of the game) or this is really only a “problem” insofar as it disrupts your preconceived notion of how the royal audience was supposed to play out (which means we’ve arrived back at “I need to railroad them in order to maintain my railroad”).

(Note, too, how often these “problems” can quickly be solved by having the game world respond naturally to the circumstances: Crazy McGee has just assassinated the king. What happens next? Well, the king’s guard is going to try to arrest them. If they escape, there’s going to be a manhunt. Then there’s going to be a power struggle to fill the vacuum. The other PCs need to decide whether to help hunt down their former comrade or help him escape. There may be a rebel group who concludes that the PCs are on their side because of the assassination. And so forth. That all sounds like interesting stuff.)

Nobody minds the railroad if the destination is Awesome Town!

The theory here is that if you offer a big enough carrot, nobody will mind being hit by the stick a few times.

There’s a fair amount of truth to that, but what always strikes me about this popular meme is the extraordinary amount of hubris it demonstrates. See, any time that a player chooses to do something, that implicitly means that it’s something that they want. That doesn’t necessarily mean that they should automatically succeed at everything they attempt, but if you’re artificially negating their choice in order to enforce your preconceived outcome, what you’re saying is, “I know what you want better than you do.”

Which might be true. But I’m willing to bet that 99 times out of 100, it isn’t.

The railroad creates specific situations. The goal is to see how the PCs react to those specific situations.

This is a more nuanced and deliberate application of railroading techniques. The idea is that the choices you’re interested in are those made in specific moments. The methods by which individual moments are reached are of less interest, and, in fact, it’s more important to create specific moments of particular effectiveness than it is to enable choice outside of those moments. You’re basically stripping out the strategic choices of the players in order to create intense tactical experiences.

In practice, however, railroads warp the decision-making process of the players. When you systematically strip meaningful choice from them, they stop making choices and instead start looking for the railroad tracks.

So railroading PCs into a situation to see what choice they’ll make doesn’t actually work: Having robbed them of free agency in order to get them there, you’ve fundamentally altered the dynamic of the situation itself. You’ll no longer see what their reaction is; you’ll only see what they think you want their reaction to be.

I suspect that GMs who habitually railroad have difficulty seeing this warping of the decision-making process because it’s the only thing they’re used to. But it becomes glaringly obvious whenever I get the players they’ve screwed up: Nothing is more incoherent than a player trying to figure out where the railroad is when there’s no railroad to be found.

For example, I had a group who spent all their time trying to figure out which NPC was the GM NPC they were supposed to be following around because that was the method their last GM had used to lead them around by the nose. Since the scenario I was running for them revolved around a conspiracy with multiple factions who were all more than happy to use the PCs to achieve their own agendas the result was… bizarre. (Unfortunately, I only figured out what had gone so horribly wrong in the postmortem.)

Of course, it gets even more obvious once the players start demonstrating Abused Gamer Syndrome.

Go to Part 2: Methods of the Railroad

THE RAILROADING MANIFESTO
Part 2: Methods of the Railroad
Part 3: Penumbra of Problems
Part 4: Chokers
Part 5: More Chokers

Addendum: Random Railroads
Addendum: I Want To Be Railroaded
Abused Gamer Syndrome
How a Railroad Works

One of the problems a lot of RPG sourcebooks have is that they don’t include enough practical, game-able material: The type of stuff that you can actually bring to the table and start playing with. Over the past few years, however, I’ve started leveraging a lot more utility out of my RPG setting sourcebooks by simply rolling back the clock.

Perhaps the easiest way to explain what I mean is by way of example.

A SIMPLE EXAMPLE: DROPLET

Droplet - Eclipse Phase: Gatecrashing

In the Eclipse Phase universe, the Pandora Gates allow humanity to skip across the galaxy at faster-than-light speeds. The Gatecrashing supplement details a selection of the many worlds which lie beyond the gates, including the world dubbed Droplet.

One of the cool things about Eclipse Phase is that Posthuman Studios has licensed the entire game under a Creative Commons license. So if you want to follow along, you can download the Gatecrashing PDF for free from Rob Boyle’s site and follow along. (The section on Droplet starts on page 89.)

The core thing to know about Droplet is that it was once home to an intelligent race that humanity refers to as the Amphibs. The Amphibs gave rise to a technological civilization about 1 million years ago and then abruptly died out. They left remarkably durable ruins scattered all across the planet, but the most significant Amphib artifact is the titanic Toadstool:

TOADSTOOL

This unique alien construct rises from the floor of a shallow ocean, just offshore from Davis Island, approximately 600 kilometers from the Droplet Gate. It is shaped like a mushroom with a stalk 80 meters in diameter, rising 90 meters above the ocean’s surface and extending 80 meters down to the ancient volcanic bedrock that makes up that coastline. Above this “stem” is a flattened ovoid, 460 meters in diameter and 110 meters thick. It is clearly artificial and seamless, made of unknown but sturdy composite materials. After detailed examinations, scientists now believe this structure is over a billion years old, likely established well before the evolution of the Amphibs, when Droplet itself was a much different planet. Despite its age, the Toadstool appears to be in perfect condition, as if it was created no more than a few years ago. Close scrutiny has revealed that its walls swarm with specialized nanotechnology that keep it in perfect repair, removing algae-like biological growths that would normally accumulate from the ocean.

Researchers also assume that these nanomachines— or some other unknown mechanism—are responsible for the fact that the stem of the Toadstool is only 200 meters from the shore despite a billion years of erosion and slowly shifting geology. Though the Toadstool has proven to be impenetrable to all forms of scanning, a careful examination of the underlying rock indicates that this structure is mostly hollow. So far, all attempts to gain entrance to the Toadstool have failed. The walls are made of exceptionally hard materials and repair themselves within moments of any damage being done. No one has been willing to use nuclear weapons or other similarly devastating means to breach this construct’s walls, since the goal is to get inside and not to destroy it. Extensive Amphib ruins have been found in the vicinity of the Toadstool. The native life forms clearly built a large city around it and considered the Toadstool important to their culture. There is no evidence that they ever learned more about it than transhumanity currently knows, but simple graphics of the Toadstool can be found on many of their items that were in daily use.

Amongst the Amphib ruins which surround the Toadstool there are also a number of ruins belonging to another extinct race known as the Iktomi. Gatecrashers have found Iktomi ruins all over the galaxy, but it’s quite unusual to find them on Droplet because the physical conditions of the planet are completely dissimilar to their other habitats. The most logical conclusion is that the Iktomi were just as fascinated by the Toadstool as humanity is. As with their other sites, however, the Iktomi appear to have vanished a few thousand years ago, leaving only their dream shells.

The other odd thing about the Toadstool is that async psi-sensitives find its proximity intensely unpleasant.

USING DROPLET

And that’s pretty much it as far as Droplet is concerned.

If you wanted to use Droplet in your campaign, one way of doing that, of course, would be to figure out what happens next: What is the secret of the Toadstool? Does it manifest its purpose in some terrible way? Are there hidden archives within the Iktomi ruins which might shed light upon it? And so forth.

These approaches, however, take only minimal advantage of the material found in the Gatecrashing supplement. The stuff you’re creating is certainly being built on the foundation of the material found in the sourcebook, but the active material — the stuff you’re really using in your game — is all being created from scratch.

There’s nothing wrong with simply standing on the shoulders of giants and creating new stuff, of course, but the other way you could approach Droplet would be to simply rewind the timeline. Back things up to the point before humanity had found Droplet and then have the PCs step through as the first explorers of this unknown world. Now all of the stuff described in the supplement becomes active fodder for your game:

  • The PCs get to stumble through the Amphib ruins surrounding the Pandora Gate and become the discoverers of a lost alien race.
  • They’re the ones who discover an Amphib map guiding them to the Toadstool.
  • They get to probe the Toadstool and discover its strange properties.
  • It’s a PC async who first experiences the “blinding stimuli” of the Toadstool.

And so forth.

After you’ve leveraged all that material, of course, you’re now free to continue building on that foundation in exactly the same way that you could before. But now that foundation has been made intensely personal for your and your players: They lived that stuff. So when a Go-Nin team comes through the Pandora Gate and tries to stake a claim to the Toadstool, the conflict which erupts between the scientific missions the PCs have been sponsoring and the hypercorporate stooges becomes intensely meaningful to them.

SELECTIVE REWINDING

In the case of Droplet we’re basically rewinding the whole setting. That’s a technique that can actually work in a lot of RPG settings, but it’s also quite possible to take just one aspect of the setting and back it up half a step.

For example, in Shadows of Asia for Shadowrun, we can read about how Queen Michelle of Shaanxi rose to power by funneling support from her sanctuary in England to the rebels fighting the military junta in her homeland. We don’t have to wind back the entirety of the Shadowrun setting in order to back the clock up a couple of ticks and have the PCs running Michelle’s guns.

CONCLUDING THOUGHTS

I think what’s going on here is some combination of two factors:

First, the creation of an RPG setting is an inherently narrative creation. And we have a strong desire to bring our narratives to a conclusion.

Second, most of us live in a world that we largely perceive as as status quo: The United States government was here yesterday. Our job was here yesterday. They will still be here tomorrow. (Of course, we all occasionally experience big changes in our lives. But the change generally comes to an end and then we’re in another form of status quo.)

But when it comes to an RPG, the status quo is generally not very useful. What we’re interested in is the cusp. The thing that is about to happen (or which is currently happening) that the PCs can get caught up in.

Some setting supplements, of course, are better at this than others. For example, I had Heavy Gear: Life on Caprice readily to hand as I was writing this up and I flipped through it looking for a good example I could use. I couldn’t find anything, though, because every single gazetteer entry seemed to make a point of describing what was happening right now. For supplements like that, this tip becomes irrelevant. They’ve already got you perched on the cusp. You just need to push!


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