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<blockquote data-quote="drscott46" data-source="post: 3186248" data-attributes="member: 46144"><p>Perhaps it was just my players in the primary multi-year campaign I DMed (I'm just a player at the moment, although I'm hoping that might change here eventually when my current group wraps up its existing campaign), but they were not exactly the most skilled players of all time. I usually had to railroad at least a little bit to make sure they picked things up. They generally always followed the adventure hooks as provided and rarely ever fought between them. </p><p></p><p>Of course, I probably should have been a tad bit more adversarial in my style, but I figured that these guys were my close friends and as long as I didn't Monty Haul things (my primary worry at the time), it was generally okay for the PCs to solve most every adventure. Perhaps that's the age of the Cheat Code speaking.</p><p></p><p>I only killed two PCs in my entire career DMing, and they were both played by a guy we had to kick out of the group for being annoying.</p><p></p><p>So what I'm taking too long to say is this: perhaps that late-eighties-to-mid-nineties middle generation of players (the forgotten group between the old school and the 3e/MMORPG-friendly age of character-focused powergaming), thanks to the proliferation of TSR novels like Dragonlance, was quite used to and comfortable with the typical campaign being something of a guided tour or novel provided they at least felt like they were active participants with some local ability to self-determine (even if the storyline continued heedless).</p><p></p><p>I guess I personally find instant-death traps and killer dungeons and the like (hallmarks of "classic" adventures) far less "fair" than a railroaded plot. I'm comfortable with that as well as the opposite view.</p></blockquote><p></p>
[QUOTE="drscott46, post: 3186248, member: 46144"] Perhaps it was just my players in the primary multi-year campaign I DMed (I'm just a player at the moment, although I'm hoping that might change here eventually when my current group wraps up its existing campaign), but they were not exactly the most skilled players of all time. I usually had to railroad at least a little bit to make sure they picked things up. They generally always followed the adventure hooks as provided and rarely ever fought between them. Of course, I probably should have been a tad bit more adversarial in my style, but I figured that these guys were my close friends and as long as I didn't Monty Haul things (my primary worry at the time), it was generally okay for the PCs to solve most every adventure. Perhaps that's the age of the Cheat Code speaking. I only killed two PCs in my entire career DMing, and they were both played by a guy we had to kick out of the group for being annoying. So what I'm taking too long to say is this: perhaps that late-eighties-to-mid-nineties middle generation of players (the forgotten group between the old school and the 3e/MMORPG-friendly age of character-focused powergaming), thanks to the proliferation of TSR novels like Dragonlance, was quite used to and comfortable with the typical campaign being something of a guided tour or novel provided they at least felt like they were active participants with some local ability to self-determine (even if the storyline continued heedless). I guess I personally find instant-death traps and killer dungeons and the like (hallmarks of "classic" adventures) far less "fair" than a railroaded plot. I'm comfortable with that as well as the opposite view. [/QUOTE]
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