GM FIAT, How To Railroad the Right Way
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As a GM, how many times have your well-laid plans gone awry from a die roll? Me? Too many. Here are a few Rules on how to exert your over-arching authority, without losing any r-e-s-p-e-c-t.
First, start off your campaign by explaining your intentions. “Hey guys,
before we start this campaign, I wanted to let you know that I’ll be displaying gross and lewd acts of GM Fiatness. There will be times that things happen without any dice rolls. It’s not because I ike to cheat; it’s so that certain aspects of the campaign that are important to the story happen a certain way. I can’t foresee everything, and you guys, being ever-so-clever, have a knack for derailing my plans.”Second, don’t fudge bad guy rolls. If you need a bad guy to succeed or fail at something, make it clear that you’re not rolling any dice. However, do not do this for the duration of the encounter, because the players will pretty much also stop rolling dice . Generally, this tactic should be for singular tasks (a single attack, escape, interrogation, etc.). You can railroad, but you can’t RAILROAD.
Third, don’t do it too often. Don’t do it every encounter. Don’t even do it every session. Do it for something that is important, important for the story. If you have to do it every session, you’d be better off revamping your adventure outline.
Here are some examples:
I needed one of the players to agree with an NPC – when I knew just about everyone would not agree with this NPC. So, beforehand, I introduced a woman for the players to rescue. They did rescue her, and she went with them to the next town. Of course, she was a sucubus, and spent the next week putting a spell on PC 1. At the start of the next session, I told PC 1 that he was somehow under a spell, and that when the group went to talk to the Dwarf Lord, he was to agree with the dwarf, regardless of how ludicrous his plan was. This worked like a charm. I was so glad when the player played along. It was great to see the other players slowly figure things out.
Another time, I wanted to kidnap a player so that the bad guy could set up an auction. The other players were to take part in the auction, in the hopes of getting their party member back. It was all set up so that the players would meet the bad guy in a certain way, and be forced to work for him. So, I kidnapped him. No dice rolls, I just let it happen. I was pretty sure the players trusted me at this point, so I just did it. I thought it worked out well.
This last week, one of my players said that he wouldn’t be able to make it for two sessions. So, I kidnapped him, just like that. It wasn’t original, but it got the player out of there. So far, I’ve kidnapped players using my fiatness greatness twice, so I don’t think I can get away with it again for quite awhile.
It’s the end of the night, and the player wants to chase a minion to interrogate him. You know what? He succeeds. It’s within your power to say, “You catch him without any dice rolls.”
You have a bad guy that needs to say something cool before everyone rolls initiative, even though some of your players are ready to rumble. Guess what, it doesn’t matter what anyone rolls, your bad guy still spouts off a full paragraph soliloquy – so what if his “Free Action” lasts 20 seconds, you got your dramatic conflict vocals out there.
The player is driving a car, with an NPC in thepassenger seat. The passenger pokes his head out of the passenger-side door window to talk with another bad guy, and the player asks if he can put a bullet in the back of the NPC’s head. Sure. Let it happen. The NPC wasn’t critical to the story, so why not? Forget the dice. Let the player kill the dude.
You have to serve your GM Fiatness Greatness with a bit of art. Find the right balance with your group. Hopefully, in the end, your story will be that much richer.
Anyone have an opinion on GM Fiat? Do you think it should or shouldn’t be used?





January 26, 2010 at 9:49 am
Chris, I like the article, and I love the picture.
January 27, 2010 at 3:36 am
I have used the out of game explaination, so the players can see that there is mehtod in my madness. In my last campaign I wanted to take the PCs to a battle where they would have some sort of involvement in the outcome, I explained this on the outset to them and said there was a certain series of events that needed to take place in order for them to be in the right sort of position with certain influential NPCs.
Problem is, I was a little too clever, I let the subplot get too out of hand to the extent I had to railroad them back in. But I did explain this, that they had to cooperate with NPCs X and Y in order to get to the battle.
Of course, when it goes too off the rails you can always load Schondringer’s Gun (the gun is not loaded unless the Gm says it is) or invoke Chandler’s Law (have a guy walking around the corner holding a gun) to give them a gentle prod back to where you want them to be.
Great article! A lot of people see railroading as a big no-no, but that doesn’t mean the game has to lack direction.
January 27, 2010 at 5:57 am
To avoid railroading it’s usually helpful to set up adventures with touchstones that can be reached via multiple paths. For example, if an adventure hinges on a the PCs interacting with a particular NPC, it’s helpful to have a backup NPC that can serve a similar function.
There’s also a difference between the fiat of the GM and railroading. In many cases the GM needs to determine what best serves the need of the group. And if that involves kidnapping non-present PCs, so be it.
January 27, 2010 at 8:03 am
@ Chris – I always try to think of a way that I can get the characters to go a certain direction, or make something happen naturally, before I go the GM fiat route. But it definitely is a tool to be used and make sure you game goes a certain way if it absolutely has to.
January 27, 2010 at 9:28 am
I agree with everyone, and while I like to think that it can be done correctly, it does need to be done sparingly (lest it becomes a too-often used crutch).
-Chris
January 27, 2010 at 10:42 am
the story happen a certain way. I can’t foresee everything, and you guys, being ever-so-clever, have a knack for derailing my plans.”
Why does the story have to happen a certain way? Why does there have to be a specific path?
Why can’t the story be flexible enough to allow the players to derail the plans, even permanently?
January 27, 2010 at 2:55 pm
@Chgowiz:
“Why does the story have to happen a certain way? Why does there have to be a specific path?
Why can’t the story be flexible enough to allow the players to derail the plans, even permanently?”
There’s nothing preventing this except for one thing: over-preparing by the DM. If one has prepared the encounters and the NPC’s for the night and a player choice thirty minutes in takes the game in a direction that was not in the least prepared for, winging it for the rest of the session can be excruciating for a novice or even an experienced DM. The only way to pull off what you are suggesting is to build up your improv muscles. Until then, having a crutch for assistance is not a bad idea.
January 27, 2010 at 3:21 pm
Overpreparing is usually a sign that the GM either doesn’t trust their storytelling abilities enough to improvise or hasn’t seen the benefits from simply saying “Yeah, we’ll go with that.”
Yet, there is a difference between not talking to the NPC Barkeep to get the information about the Dungeon of Doom than say…killing the King of the Kingdom of Light and Justice just for the hell of it.
I recall Rich Burlew saying in Start of Darkness that the campaign world goes a lot smoother before the PCs show up.
But I think sometimes, if you have to railroad too much, it’s giving you a subtle signal: the players are not interested in this style of campaign and you need to revise. There are no plans so precious that they cannot be thrown away, maybe it’s time for an out-of-game convo with the group.
January 27, 2010 at 4:22 pm
@Katana – some GM’s are better at improvising than others. I’ve known some great GMs who couldn’t improv worth a damn. They made for a great story, but if it ran off the rails it either descended into sucksville or the game ended early for the night. Obviously fiat shouldn’t be used often. Chris said it should be rare, and that you should talk it over with the players ahead of time.
My suggestion is that when you need to use fiat, that you give the players some bonus to make up for inconveniencing them. Though you should watch for players who try to make you fiat to get the bonus.
January 27, 2010 at 5:07 pm
Thanks everyone for sharing.
There are three types of game adventures.
1. A railroading outline, where everyone is forced down a certain path for a certain story or effect.
2. A completely free-form approach, where the GM starts the game and introduces bad guys, and the players create most of the story.
3. A bit of both, where everyone contributes by adding plot hooks, taking the story on side roads, etc.
All three have their uses, and the GM Fiat can be used in all of them.
The GM Fiatness Greatness is just a tool – it’s a little something that can help you from time to time, should you need it. Now, I’m not the greatest GM, but I’ve had a lot of experience, and experience tells me that sometimes it’s easier to simply grab the train, and put it back on the tracks. Sometimes the players even thank you for it. However, that’s not really what the post was about.
I think it’s important to remember that GM Fiat does not take away the players’ ability to make decisions. – That’s really what is important. There may come a time when you have to say, “Stop. We need to get back on the tracks,” but again, that’s not what I’m talking about. If you have to do that every adventure, then something is wrong.
If you look over the examples in the post, I think you’ll see that my railroading either brings forth a cool story moment, or is a benefit for the players. The players have never really said anything to me about railroading, so I think that I’ve done it correctly (I’m speculating). Actually, I don’t think that railroading is entirely the right word for it. It boils down to two types:
1. Give an automatic win to the player when it seems cool and/or dice are just a formality. Some minions can be killed in the right situation, regardless of what a die says.
2. Use it to introduce a cool story moment. I really think the succubus spell and the PC auction were received well – so I say go for it.
The GM Fiat is a tool. Put it in your toolbox and pull it out once in a while. See how you can carve your story with it so that your players appreciate it. just remember to not use it too often, and without screwing the player characters.
My next post will be: PLAYER FIAT – How to Railroad the GM. Remember, it’s all so that everyone can have the most fun!
Thanks again everyone,
-Chris
January 28, 2010 at 11:09 am
The problem with railroading, at all (EVER), is that your players feel like they’re not in control of their characters or their choices. I know many (most) players automatically begin to lose interest when this happens and the night quickly begins taking a downhill course when 2-3 players out of 4-5 aren’t “in it” anymore.
I agree, Colin, it’s definitely a challenge to prepare for something like that but in my opinion a GM planning for a specific encounter to happen is already setting himself up for failure (hear me out). A much better method, in terms of time management, would be to prepare possibilities and timelines for your own characters (NPC Baddies). They have an agenda and ideally it is something that affects the PC’s, they will progress along their course until they succeed in their plans or the PC’s find a way to encounter them and stop them. The great thing about something like this is that it builds a bit of urgency for the players, things are happening regardless of where they are and what they’re doing. If they want to sit at home and watch TV then the enemies are going to easily succeed, on the other hand if they go about some sneaky way of finding out information or attacking the NPC’s you already know who the NPC’s are, where they are, what information they have at that time and what general other types of NPC’s they would have with them.
This, imo, is the difference between OLD GM’ing and NEW GM’ing. Old GMing revolves around “Go to dungeon, get/rescue x item/person and bring it back to town/person.”. While this works for a purely hack and slash type of game (what we’re all used to when we first started probably) it doesn’t work with a matured group that might decide they don’t even want to fight during this session or they find another way to infiltrate the dungeon without alerting the guards, at which point your labor has been completely wasted.
It’s VERY hard, from what I’ve seen, to get out of that habit and the GM’s that do are highly regarded by their players.
January 28, 2010 at 11:15 am
Ahem. The following is “IMO” as well.
“OLD GM’ing” was about being a referee, not a ’story teller’ or ‘opponent’. “OLD GM’ing” was about taking a toolkit of rules and working towards having a fun, open, uninhibited game. “OLD GM’ing” was about providing an arena for the players to determine their own futures, whether they wanted to do some “steroetyped” hack/slash that supposedly everyone started in, or if they wanted to get involved in political intrigue (which, interestingly enough, the very first D&D campaign – Blackmoor – was more about). “OLD GM’ing” was not about railroading, but about consensus. “OLD GM’ing” was about improv and allowing for, as the previous poster put it: “possibilities and timelines for your own characters (NPC Baddies).”
I’ve learned more about “OLD GM’ing” from reading the Q&A and writings and imaginative stories from the oldsters than the stereotypes that get pushed around.
January 28, 2010 at 1:37 pm
i would like to point out that the original post, as well as in comment #10, the author never mentions anything about anyone being railroaded into a fight. he actually mentions that he’s not really railroading. judging by the flavor and subtext in his words, he’s talking about ways to help your game, not taking the lazy route. the things he “railroaded” seemed interesting and might not have happened otherwise.
i read his info twice and it seems that he is taking an interest in the story for the benefit of the players, going so far as to award players for cool or easy actions. it seems that he’s doing it more FOR THE PLAYERS than simply to force the players into something.
p.s.: i think the bit about kidnapping the player character and setting up an auction seemed really cool. i imagine it would be pretty difficult to set that up in game, as there are too many possibilities for it to go wrong and the kidnapping to not work.
January 28, 2010 at 4:27 pm
Hi, I’ve been running Northern Journey for 6 years now. It’s a railroad campaign from module 2 to module 8 (level 4 to level 30).
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And the players accepted the railroading and embrace it
They have sigils in the arms (like tatoos), and when they are not moving the right way, well, they light up and make them so. They have come to depend so much on the tatoos, that now, when they are lost, the depend on them to tell them the way
January 29, 2010 at 5:02 pm
I think that’s the big difference – players buying into it. The idea is that the players trade off a certain amount of railroading/fiat/guidance in exchange for a better story. Even a GM who is good at improv probably won’t run as good a game as if they players choose to run within the limits of what he has prepared. Of course, this goes best when the GM prepares material that he thinks the players will enjoy. It also works best as a narrowing of player choice, but en elimination of it. i.e. “This adventure is about stopping the evil Baron Von Watchamacallit.” But the players can choose how best to gather intelligence and confront him.