The idea of railroading is that the players decisions can't alter the plot. And that's bad, because what actions you take and what you do should certainly matter.Lago PARANOIA wrote: What? It's not railroading. The DM doesn't choose the outcome of the encounter ahead of time; there's a equal (or weighted) chance of negotiations failing or succeeding. What's railroading is forcing the DM to decide how the negotiations go.
But having a point where the adventure can go two ways, depending on if you roll a 5 or you roll a 17 just doesn't add much. It's more for the DM to prepare for, and for no good reason. This isn't so much about the players choosing their fate, but rather just that train may choose one of two railroad tracks at random. But really, your players might as well not even know the second fork exists because it happens at random and beyond their control. It's not because they made any special decisions or played well, it's just pointless die rolling to create more chaotic results.
Now it's not that random chance is always bad. A little randomness can be good, but fundamentally, we don't want a game like Elennsar wants where PCs may die or may live just based on the throw of the dice and the risk is effectively unavoidable, you just hope to be lucky. I think most of us want a game where PC decision making is the most important part. If we wanted to play craps, we'd just go play craps.
Whether it's the DM fiat or tyranny of the dice, in any case, player control is being lost. As much as possible, we should let the players actions choose their fate.
But why let the dice decide, when you can let the players words and actions be the determining factor? When I have the PCs talk to NPCs, I have them try to actually convince them. That means they need to think of good reasons why the NPC would listen. They need to try to understand what the NPCs motivations are (sometimes with the help of some skill checks), and they need to use those motivations to construct a good argument. They get to combine roleplaying and puzzle solving to help choose their fate. And if you ask me, that's awesome.Now, I'm not saying that the outcome has to be 50/50--it could be 5/95 or 70/30 or whatever. It's just that if there is any chance of the king kicking the goblin out or listening to his words or even imprisoning the goblin it needs to actually be a chance. Otherwise it's railroading, because the outcome has already been predetermined.
It's a roleplaying game, yet you want to make the roleplaying have no effect on the game. I mean fuck man, we aren't playing Fallout here where the NPC can't really talk to you coherently. This is a game being run by a human being who is playing the NPCs. Why not take advantage of it?
I mean it seems the main argument you've got is that the DM is going to suck so we need defense against bad DMs. DMs who suck at running roleplaying scenes can just not run them, and keep the game to the dungeon crawling Gygaxian hack and slash fest that it began as.
But why bother? I mean... does the randomness add anything besides just adding randomness? I mean if the PCs did a great job thinking of good reasons why the king should help them, why not just say that the king helps them out. If they came up with a lackluster argument that the king wouldn't care about, then why not just throw it out completely and say the king tosses them on their ass? Does having that 5% chance to succeed and make the NPCs look totally stupid really help, endorsing some plan with no logical reason to do so?Or you could just add modifiers to the dice. Protip: adding or subtracting enough numbers from a d20 roll is the same thing as making it forgone. This is in fact what people do for things we don't care about.
Also, having rolls can ruin intrigue plots. I mean if a player natural 20s the roll, and the king still refuses, then you know without a doubt that he's in on the plot and is refusing because he's evil. In a conventional RP scenario, you'd leave that mystery for the PCs to discover on their own.