The Alexandrian

Archive for the ‘Roleplaying Games’ category

Standard disclaimer: I am not a lawyer. Apply however many spoonfuls of salt you would like to the following (and I encourage you to do your own research on the the topic if you doubt what I have to say here).

An oft-mentioned factoid is that you “can’t copyright game mechanics” and, therefore, people are free to make supplemental material for RPGs and distribute (or sell) them publicly.

This is an overly simplistic reading of the law.

First, game mechanics cannot be copyrighted, but the specific expression of those game mechanics can be.

Second, there’s a lot of case law — albeit none of it directly related to RPGs — which suggests that game mechanics describing a piece of protected IP are effectively copyrighted as an expression of that copyrighted material.

Why? Well, for obvious reasons, really. For example, the Star Wars universe is protected through copyright whether you describe it in movies, TV shows, novels, radio dramas, comic books, or a myriad of other forms. Why the heck would the Star Wars universe suddenly become open season because somebody used game mechanics to describe it?

So, no, you can’t just create a game or a game supplement featuring Luke Skywalker and lightsabers and Force powers because “game mechanics can’t be copyrighted”.

What about something like D&D? Well, the case that WotC (and other RPG companies) make is that the mechanics of the D&D game are describing a specific fictional universe. Some of the elements of that fictional universe are obviously generic enough that using them wouldn’t be a violation. But a lot of them are unique and their aggregate whole is certainly unique. This has never been specifically tested in a court of law for an RPG (as far as I know), but given the other case law that exists it’s pretty clear that the RPG companies would win. (And if they didn’t, the law would be changed about 5 picoseconds later. Disney and other major IP corporations don’t want their property becoming effectively public domain because they licensed a board game.)

(This is all before you add in the additionally murky waters of trademark and patents, of course.)

Tagline: A resource almost any GM of Sailor Moon should make every effort to get their hands on.

Sailor Moon: The Complete Book of Yoma, Volume 1 - Guardians of OrderThe Complete Book of Yoma: Volume 1 is the seventh Guardians of Order book I’ve reviewed for RPGNet (Big Eyes, Small Mouth; Big Robots, Cool Starships; The Sailor Moon Roleplaying Game and Resource Book; and the three Sailor Moon Character Diaries being the others). I continue to be impressed with their efforts, as the company steadily makes it way closer and closer to a hallowed inclusion on my “buy everything these guys do” list. The Complete Book of Yoma is a resource almost any GM of the Sailor Moon roleplaying game should make an effort to get their hands on.

WHAT’S IN THIS BOOK?

The Complete Book of Yoma basically has four primary features (in my mind, anyway):

COLOR SECTION: Let’s start with the glitz and the flash: In the center of the book you’ll find an eight page, full-color section printed on glossy paper. This section, like the plentiful use of art throughout the rest of the book, illustrates (yet again) the huge advantage which Guardians of Order has here: After all, if you’ve got a couple hundred animation stills to choose from, you can (and they do) provide four or five pictures of every single monster in the book without a second thought … because you’re not stuck having to pay the artists.

YOMA: The core of the book, of course, are the yoma themselves. I discuss these in a bit more detail below. (For those of you wondering, at this point, what the hell a “yoma” is, the answer can be found there.)

HOW TO USE YOMA: The first section of the book deals with how to handle the yoma in your campaign. A solid resource, it succinctly sums up the basic foundation on which these creatures exist – summarizing the standard formulas of the television show (and how to break them to make a better roleplaying campaign); who controls yoma and how; where yoma come from; general cosmology… the whole nine yards. The best part of this section, in my opinion, are the charts which statistically break down the yoma – by who controls them, what attacks destroyed them on the TV series, their type, and their gender.

RANDOM YOMA: This is actually a part of the first section of the book, but I’m spinning it off into its own section because I really liked it. Basically, Lindsey Ginou realizes that the yoma can be broadly classified in various ways (for example, there are the yoma who “charm people”). Thus you can, effectively, chart these – and once you’ve got the charts you might as well throw in some probability tables and get yourself some randomized yoma. The resulting charts can be used to actually randomly generate a yoma – or you can use the charts as a quick reference for designing your own basic yoma packages.

THE YOMA

Anyone with even a minimal amount of exposure to Sailor Moon will know that the basic structure of any given episode is simple: Sailor Moon and the Sailor Scouts face down a nasty magical creature. They are nearly defeated, but in the end they find the yoma’s weakness and defeat it. There’s also an arc structure to each season of the show (for example, during the entire course of the first season the Sailor Scouts are facing off against Queen Beryl.

So what’s a yoma? “Yoma” translates, roughly, in to English as “monster”. The Complete Book of Yoma: Volume 1 assembles and presents every single monster which the Sailor Scouts face down during the first two seasons of the show. (This includes the Cardians and the Droids, who are not, strictly speaking, yoma. But that’s just a technical distinction, and not all that important.)

Each yoma is given a full page description, and are arranged in the order they appear in the television series (thus the yoma from episode one appears first; the yoma from episode two appears second; and so forth).

Each yoma is described with: Their English and Japanese names, the name of the episode(s) they appeared in (English, Japanese, and translated Japanese), their type (defined in the introductory material), their master (who sent them), who defeated them in the show, and their final fate on the show.

Additionally, more lengthy passages are given describing their physical appearance, the significant events of their appearance(s), various points of interest, and (of course) their actual stats.

In case you missed it: With this information you (of course) get a standard monster manual entry for every yoma, but you also get a strategy section on how they can be defeated, and also adventure hooks on how to design a story around them.

A great deal of care has gone into constructing the yoma so that they behave exactly as they do in the television series. Using the rules of the Sailor Moon roleplaying game and the stats as they are provided, you can recreate the events of the television series exactly as they appeared on the screen. Guaranteed. Nothing is more frustrating than picking up a licensed RPG only to discover that you can’t create characters who can do the same things the characters the license is based on. No such problem here.

CONCLUSION

Having read this book, I really can’t imagine running a Sailor Moon campaign without it. At the end of the day it does precisely what every supplement should do: It helps you run the game, without being absolutely necessary.

In other words: Sure, you can run Sailor Moon without owning this book. There is absolutely nothing here that you cannot create yourself using the core rulebook. But The Complete Book of Yoma makes you ask a simple question:

Why would you want to?

And that’s why you should buy it.

Style: 4
Substance: 4

Author: Lindsey Ginou
Company/Publisher: Guardians of Order
Cost: $17.95
Page Count: 90
ISBN: 1-894525-00-0

Originally Posted: 2000/04/06

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

Tagline: Power Kill questions some of the unspoken assumptions behind our entertainment in a pithy, biting, and utterly provocactive way.

Power Kill - John Tynes - Hogshead PublishingHogshead Publishing has, in my mind at least, successfully exploded without ever letting us hear the bang. As of this writing they are producing Warhammer Fantasy Roleplaying, SLA Industries, and the developing New Style line of RPGs (including Baron Munchausen, Puppetland, and Violence). If you haven’t heard of these, it is quite possible that you’ve been dead for the last two years.

(FYI: It’s March of 2000. Check with friends and families if you’re missing time. Besides temporary death, you may have also been abducted by aliens or the Illuminati or both. If this is the case, you’ve never heard of me, and I’ve never heard of you.)

But I digress.

POWER KILL

Unspoken assumptions. Unquestioned premises. Unexamined beliefs.

There are things we hold to be such basic truths that we never stop to ask ourselves why we believe them – or to entertain the conjecture that it might be possible to believe in a contrary point of view. Often this poses no problem, but every so often you’ll find yourself in a heated argument with someone and neither one of you will quite be able to figure out why the other one isn’t “seeing commonsense”. Nine times out of ten it’s because you and your opponent are working from different premises – premises so intrinsic to the way you think about life that you don’t even hesitate to consider them.

A common example: Almost everyone believes that “murder” is an immoral activity – and they do so at such a basic level that they never really stop to ask themselves why murder is immoral, or even what murder is. Often this doesn’t pose any problems (no one really wonders whether or not Charles Manson was a murderer), but at the points where common belief frays (for example, do soldiers commit murder in war?) conflicts can arise without either party ever realizing where the true dissent lies.

This concept of unexamined premises can crop up pretty much anywhere – not just in debates about moral absolutes. Which, for those of you who are thinking I’ve gone completely off my rocker, brings us around to John Tynes’ Power Kill.

Power Kill is a “roleplaying metagame”, designed as an extra “layer of ‘game’ that you add to whatever Normal Roleplaying Game (NRG) you are currently playing”. In three short, hard-hitting pages it is a pithy assessment and satire of some of the unexamined beliefs which go into your common roleplaying session.

Basically it works like this: Everyone creates a “Power Kill Character” (PKC). There are no rules associated with this – just pick a name, gender, “race”, and background for the PKC (the setting is modern day Earth). You then “play” Power Kill in brief sessions before and after your normal roleplaying session.

In the session before play the GM (known in Power Kill as the “Counselor”) asks a few probing questions of the character played in the “NRG”. For example, “How many times a month do you find yourself in genuinely life-threatening situations?” These are filed in the PKC’s patient record, and play begins.

In the closing session the player assumes the role of the PKC. The Counselor spends a few brief moments describing the events of the roleplaying session in it’s real world context. For example, if the game session consisted of going into a dungeon and killing all of the monsters, then the Counselor explains that PKCs entered a low-rent tenement building inhabited primarily by ethnic minorities. “Moving methodically from room to room, the PKCs murdered the residents and took readily portable valuables such as cash, illegal drugs, and jewelry.” Once this summary is completed, the Counselor will again ask the PKC the standard set of Power Kill questions.

The Counselor should then analyze the two sets of questionnaires – comparing the assumptions of the PKC with the assumptions of the NRG character. Evidence that the answers of the NRG are closer to the PKC than to the delusional NRG personality are a good sign – it indicates that the schizophrenic PKC is beginning to associate more closely with reality.

“If the PKC refuses to refute the character in the NRG, continued therapy is required. If the PKC refutes the NRG character, but the player does not refute the PKC, continued therapy is recommended but not required.”

WHAT SHOULD YOU THINK OF ALL THIS?

There are two common refrains to the reviews and discussions concerning Power Kill that I’ve seen:

1. That Tynes is “biting the hand that feeds him” by criticizing the roleplaying industry as it exists. Worse yet, that Tynes is a woeful hypocrite. After all, just look at Delta Green — isn’t that exactly the type of game he’s criticizing in Power Kill?

2. That Tynes’ analysis of the roleplaying industry is “right on” – that any conscionable member of the hobby should reform their game-playing style in accordance with Power Kill’s criticisms.

Both of these suffer, I think, from a basic misconception of what Tynes is attempting to accomplish with Power Kill. The work, in my opinion, functions at two distinct levels – one simple, one complex:

At its more basic level, Power Kill is a rather humorous satire of some of the more recent trends in the roleplaying industry. A mock serious tone, bizarre and unusual acronyms and titles for the common roles of GM and player – the whole nine yards.

At its more complex level, however, Power Kill is an elegant (and, to a certain extent, eloquent) attempt to rip away the unquestioned exterior of the premises we bring to the table with us every time we sit down to a session of roleplaying. Why do our forms of entertainment basically consist of various forms of “crime fantasies”? “What is the source of our FAE [Fun And Excitement] anyway?” Why do we do these things with our spare time?

As he says in the summary at the end of the game: “Power Kill is meant to suggest a few answers. Or at least, to ask a few questions.”

I don’t think Tynes is, necessarily, saying that what we do in a typical roleplaying session is wrong – I think he merely wants to make us aware of what we do in a typical roleplaying session. Is this really what we want to be doing? If so, why? If not, why not? And even if we like what we’re doing now, are there other options we haven’t tried?

Awhile back, on one of the many discussion lists I participate on, someone asked the group why we all loved the work of Tynes so much. What makes his stuff so special? There were many answers – “his talent”, “his evocative settings”, “immense creativity”, “he’s a genius”, etc. (all of which are true) – but after giving it some thought I responded with an answer something like this:

Tynes doesn’t just write roleplaying games, he understands them.

We had been recently discussing his unfinished Stargate RPG (the notes for which you can find on his website, Revland), and I blundered on to point out the way in which Tynes was instantly capable of spotting the gaming potential in the Stargate universe, to target that potential, and then begin to design a game around it which accented, highlighted, and improved upon that potential.

The original questioner then asked me how Tynes did this. At the time I thought about it, but I couldn’t come up with an answer. After re-reading Power Kill a few times, though, I think I’ve finally figured it out:

Tynes doesn’t have any unspoken assumptions when it comes to roleplaying games.

Ultimately, I believe, Tynes is very self-aware. He doesn’t just let himself assume something — he asks himself why he holds that assumption, whether it’s a good assumption, what strengths that assumption has, and what strengths other options have (and in what contexts those strengths would manifest themselves).

Let me give you an example: One of the quickest ways to start a fruitless flame war in a roleplaying discussion group is to say one of two things – “Diceless games aren’t really roleplaying!” or “Dice ruin storytelling!”

The reason this will lead to a fruitless flame war (even if the original statement is made in a non-provocative fashion, rather than the belligerent tones presented here) is that you will very quickly have the two sides of this argument (the pro-diceless and the pro-diced) square off against each other – neither one ever really asking themselves what the relative merits and weaknesses of the two mechanical options are.

The real truth – and the truth Tynes, I think, understands – is that neither side holds the ultimate truth. For some things, dice is the better option. For others, diceless. If you move beyond your simple belief that, for example, “diceless games aren’t really roleplaying” to the question of why you think dice are essential for roleplaying (usually dealing with making the experience a “game” or introducing the “random factor” into the equation) you’ve made a good deal of progress.

If you take the next step and ask yourself: What about games which don’t use dice – can’t we base a roleplaying game in those traditions, too? What about situations where randomness isn’t necessarily an important component (or even a situation where randomness would be a downright substandard choice)? Well, at that point you’re on the verge of making some important breakthroughs (Baron Munchausen, Puppetland, and Amber being some key examples of innovative designs which have come about by such questioning).

I’ve been discussing rule systems, but this applies equally to world building, plotting, adventure design, character design, and pretty much anything else. You just have to learn to ask the right questions.

And I think, at the end of the day, that’s what the message of Power Kill really is: Asking the right questions, and seeing where the answers take you.

Or, at least, that’s the conclusion it’s questions took me to. Your answers might lead you somewhere else entirely.

Which is the whole point.

Style: 4
Substance: 4

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: n/a
ISBN: 1-899749-20-9

Originally Posted: 1999/10/23

[ Note: Power Kill is packaged back-to-back with Tynes’ Puppetland 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 Power Kill is for Power Kill alone; the price is the cost of both games together. The review of Puppetland can be found here. ]

It was really fascinating re-reading this review nearly 15 years after I wrote it. There’s that section in the middle of it where I’m struggling to express the insight I had about Tynes’ fan-brewed Stargate game: Add ten years to those thoughts and you get my (hopefully much clearer and more useful) series discussing Game Structures.

Upon further consideration, I’m forced to conclude that this is probably one of the five best reviews I ever wrote. (Although that feels like a bit of a cheat because so much of it was prompted by the superb quality of Tynes’ work.)

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

 

Big Red - CGP Grey

I’ve just had an interesting discussion regarding the intersection between random generators and railroads.

Hypothetical Situation #1: You’re running a standard hexcrawl campaign. You generate a sequence of six locations. Regardless of where the PCs decide to go, they will encounter those six locations in the order that you prepared them.

This is self-evidently a railroad.

Now, take this hypothetical situation and begin stripping off locations until you’re left with a single location. Regardless of which direction the PCs leave town, they will encounter that specific location.

Still self-evidently a railroad.

Hypothetical Situation #2: You’re running a standard hexcrawl campaign. You create a random encounter table of six locations. When the PCs leave town, you start rolling on the random encounter table. As they encounter locations you cross them off the random encounter table. Since they’re randomly generated, however, the sequence in which they’re encountered may vary.

Is that a railroad?

Does your answer change if I similarly strip off locations until the random encounter table consists of a single location?

THE CORE DISTINCTION

Does this mean that random content generators are an example of railroading?

No. But this thought experiment does demonstrate the complexity of these issues and the danger of trying to create some sort of “railroading purity test” for various techniques without considering the motivation, context, and methodology of their use.

The core distinction here is whether or not the players are making a meaningful choice. In this hypothetical hexcrawl scenario, the choice of direction has been rendered meaningless (since you’ll have the same experience regardless of which direction you go). And if the choice is meaningless, why are you having the players make it? Why are you lying to them about the choice being meaningful?

Random anecdote time: Many, many moons ago my players needed to explore the sewers beneath a major fantasy metropolis. I didn’t want to map the sewers out and the only game structure I really understood for that sort of thing at the time was dungeoncrawling. So I came up with a system which randomly generated dungeoncrawling maps for the sewer.

This worked just fine and the players were having a great time… until they realized that the terrain was being randomly generated. Their interest in exploring the sewers instantly evaporated: They knew that their choices were irrelevant. There was nothing that could actually be discovered. They were using a game structure of exploration, but they weren’t actually exploring anything.

This taught me a really important lesson as a GM: In order for an exploration scenario to work, there has to actually be something to explore. If all choices are equally likely to get you to your goal (because your discoveries are being randomly generated or because the GM has predetermined their sequence), then your choices become meaningless. And meaningless choices are boring and frustrating.

MAKING CHOICE MEANINGFUL

I’ve talked frequently in the past about the usefulness of procedural content generators: In a dungeon, random encounters can simulate the activity of a complex. In open campaigns, dungeons can be restocked with random generators. In hexcrawls, random generators can simulate the activity of the wilderness or they can be used to generate new locations on-the-fly.

These tools are incredibly useful. But how do you use them in a way that doesn’t negate player choice? How do you use them without the railroad?

The solution is actually quite obvious: Make sure the players’ choices are still meaningful even with the presence of the random elements.

A really simple example of this is simply allowing the actions taken by the PCs to affect the random generators: In a dungeon, for example, certain activities will create noise and increase the likelihood or frequency of encounters. In a hexcrawl, choosing to go to the Old Woods will cause the GM to roll on a different random encounter table than the Volcanic Peaks. And so forth.

Another straight-forward variation, in the context of an exploration scenario, is to create an environment with enough meaningful detail that it renders choice meaningful while the random content provides an additional patina of variety. For example, for my OD&D open table hexcrawl I keyed specific content to 256 hexes. That pre-existing geography creates a ton of meaningful choice: The random encounters that are being generated on top of it simply provide additional spice. Another example is the dungeon complex where the keyed rooms provide the meaningful choices, while the random encounter table provides a variety of activity throughout the complex.

A more complex variation would be a procedural content generator that creates an environment as the PCs explore it. This only works, however, if the location at which a piece of content is encountered becomes meaningful. This rules out purely ephemeral encounters (you meet eight orcs and you kill them) because the location is meaningless. But if the PCs are heading west and discover that the Salt Flats of Doom are over there and that Castle Vampire is on the far side of that difficult-to-traverse terrain, that geographical placement becomes meaningful if/when the PCs start mounting expeditions to Castle Vampire. (You could also imagine a structure where placing Castle Vampire and the Valley of the Giants next to each other creates a unique alliance that wouldn’t occur if it turns out that the Valley of Giants is on the other side of town.) The ability to revisit and reincorporate content, as is so often the case, is the key factor here.

Let’s consider a non-exploration example: In Technoir, the plot map of the scenario is randomly generated by the GM through play. Both the GM and the players discover the truth of the conspiracy together. However, before the players make any decisions the GM creates the mission seed which forms the core of the conspiracy. The mission seed provides the pre-existing detail which makes choices meaningful as the PCs seek to unravel the conspiracy (and, usually, penetrate to the heart of the mission seed). Even though the outcomes of these decisions are random, the choices remain meaningful because (a) they determine how the random elements connect to the mission seed (even as they also continue to redefine the conspiracy as a whole) and (b) the mission seed itself is a hard truth which can actually be discovered.

There are a lot of other ways in which random generators could be rooted into meaningful choice (or surrounded by it) without losing their utility. (And we would doubtlessly discover even more if we started poking around other game structures.) What you’ll note, however, is that all of these techiques are very different from simply taking the encounter you want the PCs to have and putting it in front of them regardless of which choices they make.

Go to the Railroading Manifesto

Go to Part 1

LIMITING SOLUTIONS

The Sphinx

The mechanical gate is a specific example of a broader category of chokers in which the potential solutions to a problem are limited. This limitation self-evidently creates an experiential chokepoint.

Limiting solutions merely for the sake of limiting solutions is almost always a railroad-by-design. What can avoid the railroad, however, is only limiting the potential solutions to a problem within a specific paradigm.

For example, the PCs encounter the Sphinx and it demands an answer to its riddle. Within the paradigm of “solving the riddle” there is only one solution (because the riddle only has one answer). Outside of that paradigm, however, the PCs could also kill the Sphinx, teleport past the Sphinx, or hire someone to deal with the Sphinx for them. (If you opt for the last of these, however, I recommend not marrying the handsome young lad who solves the problem for you. It’ll end in tears of blood.)

The example of the Sphinx, however, also reveals why the technique of limiting solutions can be effective: It creates a sense of accomplishment when the answer to a problem is discovered. (Or when you manage to MacGyver your way around it.) An adventure that consists only of Sphinxes who say, “Say any word and you can go ahead.” is a lot less interesting than puzzling out the answer to an actual riddle. (Or, alternatively, slipping on your ring of invisibility and tricking Gollum into leading you to the surface.)

INFORMATION ARROWS

In addition to limiting solutions, you can also limit information. The classic example of this, once again, is the clue in a mystery scenario. (Here the information provided by the clue is also the limited solution to the problem of where you need to go to find the next clue, which also demonstrates how much overlap there is between these different categories of chokers.)

But the limiting (or structuring) of information can also encourage PCs to interact with a situation in a specific way. Or create entirely new ways for them to interact with it.

A simple example: The PCs discover information that they can use to blackmail the programming director of Arcadia Television. Without that information, blackmail is impossible. With that information, blackmail becomes possible. (Limiting information can be used to prevent certain choices from being made by withholding knowledge that they’re possible.)

Another example: Someone is being framed for a crime. If the PCs are aware of the character’s innocence when they begin their investigation, that’s a very different scenario than if the PCs are ignorant of it.

Let’s take a more complicated example. Imagine a simple hexcrawl in which the small village of Laciton is surrounded by six hexes. These hexes are keyed with:

  • The ruins of the Keep of the Dracolich
  • A bleakened fairy ring
  • A mammoth cave system used by goblin marauders
  • A lake that’s home to a prophetic sylph
  • A tower haunted by “ghosts” who are actually dimensionally-displaced wizards
  • The dreamgroves of the ash-scarred ents

In one version of this hexcrawl, the PCs can go to the center of Laciton and see a billboard that lists all six of the interesting locations surrounding the village. There is no choker and the information is freely available: They can simply choose which location they want to investigate first.

In another version of this hexcrawl, the PCs can ask around town. The villagers know that there’s a ruined keep west of town. They know that goblin marauders are attacking the outlying farms, but they don’t know where they’re coming from. They also warn people away from the “haunted tower”. In this campaign, although the default hexcrawl structures still make it possible for the PCs to visit any of the six locations they want, each limited piece of information creates an arrow which points them preferentially towards the things they know about.

SCARCITY OF RESOURCES

In the blackmail example above, the information was a necessary tool and the withholding of that information necessarily removed the ability to make certain choices. Information, however, is not the only resource which can be required in order to make a particular choice possible.

For example, the PCs might want to blow up the demon with a bazooka. But if they don’t have a bazooka, they obviously can’t do that. Similarly, 1st level D&D characters generally don’t have access to a teleport spell, so they won’t be able to teleport into Skull Mountain.

This choker can also appear during play if the PCs are deprived of a resource: Their swords can be sundered. Their hotel rooms plundered. Their evidence confiscated. Their informants killed.

What I generally recommend when it comes to a scarcity of resources, however, is that it is almost always the right course of action to make it possible for the PCs to gain the resources they want. That doesn’t have to be easy, of course: When Buffy the Vampire Slayer and the Scooby Gang wanted a bazooka to blow up a demon, they had to leverage their existing resources (Xander’s vestigial memories of being an enchanted soldier) in order to stage a difficult raid on a military armory.

If the resource they want simply doesn’t exist, is there some way that it can be created? For example, there might not be any blackmail available on the local politician because he’s actually a pretty decent guy. That doesn’t mean they can’t set up a honeytrap and create the blackmail material they need.

DEADLINE

When the resource being limited is specifically time, you’ve created a deadline.

The limitation of time has the practical effect of taking certain options off the table. For example, if you know the Priests of Orcus are sacrificing Lady Karna at the stroke of midnight, then the option of performing a tactical retreat and coming back in the morning after you’ve had a chance to recuperate is no longer viable. (Assuming you want to save her, of course.)

However, you can also use deadlines to make choices more meaningful: When the Joker tells Batman that he only has time to save one of the hostages from dying in a gasoline explosion, that creates a crucible for the character which reveals deep truths. (Although sometimes what’s revealed is that you can outsmart the Kobyashi Maru and save everybody. Don’t get so attached to your crucibles that you start negating player choices that would circumvent them.)

UNIQUE REWARD

The opposite of a limited resource is a unique reward which can be only be gained in a specific way.

A pile of gold coins is not a unique reward; there are a lot of gold coins out there. Even the bazooka from the local armory isn’t a unique reward because, again, there are other bazookas out there.

Having to go to the Lady of the Lake in order to claim Excalibur? That’s a choker.

Like the Sphinx and its riddle, clever PCs may be able to find other methods of obtaining the reward. (And an Arthurian campaign where King Arthur murders the Lady of the Lake and steals her sword is definitely going to be a fascinating iteration of the legend.) But, generally speaking, the unique reward is a giant carrot that says, “Come over and do this really cool thing so that you can get this really awesome reward.”

EXTERNAL EVENTS

An external event is one which cannot be anticipated (or prevented) by the PCs because it originates from outside the domain of their experience.

For example, the Red Dragon Gang decides to put a hit out on the PCs. You make a note in your prep documents that on November 18th dragon ninjas are going to track the PCs down and attack them.

If the PCs were previously interacting with the Red Dragon Gang (or, possibly, just aware of them) this is not an external event: The attack could theoretically be prevented if the PCs wipe the gang out before the 18th or negotiate a truce with them or fake their own deaths or just coincidentally kill the dragon ninjas who were supposed to be attacking them on the 18th.

If the PCs were NOT previously interacting with the gang, however, it’s an external event. And it’s a choker because there’s no functional way for the PCs to avoid the attack. (Hypothetically, of course, they might have just left town or something. Which is why this is a choker and not a railroad.)

When taken to an extreme – when the PCs are subjected to an endless sequence of external events over which they can have no influence or control – these chokers can be hideously frustrating. In practice, fortunately, that’s very unlikely: The reaction to being ambushed by dragon ninjas is generally going to be figuring out who sent the dragon ninjas, which immediately gets the PCs involved in events over which they do have control.

And external events can be incredibly useful to the GM because they automatically provide the certainty which simplifies smart prep: Since the PCs basically can’t avoid them, the GM can assume they happen without needing to spend a lot of time on contingency plans. They are bangs that can be carefully incubated and then unleashed at the perfect moment.

External events, properly implemented, can also be very effective in providing a larger structure for the campaign. My Ptolus: In the Shadow of the Spire campaign, for example, started with the PCs waking up after losing two years of their memories. In preparing the campaign, I knew that Act II would be triggered when someone they had hired to find a magical artifact during their period of amnesia returned to tell them that the artifact had been located.

With that external event in my pocket, I could confidently build the interlocking scenarios of Act II without needing to worry about whether or not a specific outcome would emerge from Act I.

It should be noted that this didn’t mean that the events of Act I were irrelevant. Quite the contrary: Ninety sessions into Act II, the decisions they made in Act I continue to resonate daily in the campaign. Intriguingly, this is largely because the decisions they made created a rich tapestry of chokers: They chose alliances and they rejected others. They destroyed some enemies and allowed others to escape. They learned some secrets and gave others away before they knew what they had. All of those decisions limited their resources and the information that they held, which has had a deep impact on how they’ve been able to approach Act II and the problems it presents.

FINAL THOUGHTS

The Czege Principle maintains that, “When one person is the author of both the character’s adversity and its resolution, play isn’t fun.”

This is a principle which applies equally to roleplaying games, storytelling games, and improvisational theater. In the case of roleplaying games, it generally means two things:

First, railroads are boring. The GM creates the adversity and they also create the resolution of the adversity. (Then they force the players into acting out the resolution they’ve already created.)

Second, chokers are necessary. Chokers are either the means by which the GM creates adversity or the result of that adversity in play. A campaign without chokers is a featureless expanse in which the PCs face no adversity of which the players are not the ultimate architect. Here, too, adversity and solution flow from a single spring and the result is lusterless.

Avoiding the railroad does not mean that the GM must abandon their creative agenda. Quite the opposite, in fact. The GM must create richly and they must create deeply, so that when their creations meet the creativity of their players there will be greatness born in the clash of titanic ideas.

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

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