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General Tabletop Discussion
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Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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<blockquote data-quote="Lanefan" data-source="post: 8851801" data-attributes="member: 29398"><p>Which seems like a good enough defnition to me; though I'd expand it to include "...or wouldn't otherwise have done; or forcing a player to not do something he wants to do."</p><p></p><p>I'm not [USER=86653]@overgeeked[/USER] but I make no such claim. There's been times in the past I've quite gleefully railroaded the hell out of 'em. Thing is, from pretty early on I was aware of what I was doing when I was doing it (we used to call it "leading 'em by the nose"), and tried to keep it to a minimum except for those (not too many) occasions when it was fully intentional.</p><p></p><p>That's one. Another essential ingredient is that the players have full in-character decision-making power over what elements of said material they will interact with, and in many cases what form that interaction will take.</p><p></p><p>Agreed.</p><p></p><p>Disagreed. If I prep nothing but a regional map and some deities (kind of essential if anyone wants to play a Cleric!) and wing the rest in response to what the players have their characters do, how an I railroading?</p><p></p><p>Perhaps, but one can intentionally choose to eschew some or all of those elements. Remarkable coincidences is one I try to avoid, ditto false choices (a.k.a. quantum ogres). Small worlds I only use rarely (and almost always for just a single adventure, then it's back ot the main world). Hand waving - not sure what you mean by that, in terms of what those hands are waving at. Schroedinger's maps - yes, I leave blank bits on the map for later fill in, but I also try to make sure that filling in something later doesn't invalidate what went earlier by post-hoc adding choices or options the PCs should have had in the past.</p><p></p><p>On the flip side, sometimes I'll intentionally build in very railroad-y aspects to certain adventures or adventure paths e.g. anyone falling into the chute trap in adventure A is one-way teleported to room 1 of adventure B; meaning you've now got no choice other than to interact with adventure B even if such interaction consists only of figuring out how to get out of it.</p><p></p><p>Indeed; though that middle is a big area with many gradations.</p><p></p><p>P.S. My world's not a rowboat, it's a battleship. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8851801, member: 29398"] Which seems like a good enough defnition to me; though I'd expand it to include "...or wouldn't otherwise have done; or forcing a player to not do something he wants to do." I'm not [USER=86653]@overgeeked[/USER] but I make no such claim. There's been times in the past I've quite gleefully railroaded the hell out of 'em. Thing is, from pretty early on I was aware of what I was doing when I was doing it (we used to call it "leading 'em by the nose"), and tried to keep it to a minimum except for those (not too many) occasions when it was fully intentional. That's one. Another essential ingredient is that the players have full in-character decision-making power over what elements of said material they will interact with, and in many cases what form that interaction will take. Agreed. Disagreed. If I prep nothing but a regional map and some deities (kind of essential if anyone wants to play a Cleric!) and wing the rest in response to what the players have their characters do, how an I railroading? Perhaps, but one can intentionally choose to eschew some or all of those elements. Remarkable coincidences is one I try to avoid, ditto false choices (a.k.a. quantum ogres). Small worlds I only use rarely (and almost always for just a single adventure, then it's back ot the main world). Hand waving - not sure what you mean by that, in terms of what those hands are waving at. Schroedinger's maps - yes, I leave blank bits on the map for later fill in, but I also try to make sure that filling in something later doesn't invalidate what went earlier by post-hoc adding choices or options the PCs should have had in the past. On the flip side, sometimes I'll intentionally build in very railroad-y aspects to certain adventures or adventure paths e.g. anyone falling into the chute trap in adventure A is one-way teleported to room 1 of adventure B; meaning you've now got no choice other than to interact with adventure B even if such interaction consists only of figuring out how to get out of it. Indeed; though that middle is a big area with many gradations. P.S. My world's not a rowboat, it's a battleship. :) [/QUOTE]
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