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<blockquote data-quote="Imaro" data-source="post: 6815495" data-attributes="member: 48965"><p>Actually the insinuation was made earlier in this thread that pre-authored campaigns are more apt to fall into railroading... take that as you will. The other issue I see is you seem to be drawing a false dichotomy... that for some reason a game cannot have a fleshed out setting and still be about characters or vice versa... </p><p></p><p></p><p></p><p>But no one is talking about doing things this way in the thread... insurmountable cliffs and every single waterhole being fouled in a desert so the players have to turn back are extreme examples of railroading... not what I and many other posters are talking about when we use pre-authored. I think alot of the confusion has been that the original use of pre-author in the context of this thread is not the same one you and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> are now using (and I have finally gotten a handle on) which as far as I understand it is a campaign with "secret backstory" that actively hinders (or stops??? still unclear around this) the PC's in their actions/protagonism.</p><p></p><p> We are talking about said canyon being in the desert, and having a DC to cross and success or failure of that climb check determines whether you made it past the obstacle... A dark elf who is prowling the desert and there is a X% chance he has poisoned the particular waterhole you've stumbled upon (doesn't mean you can't attempt to purify it though)... of course if you are actively searching for fresh water then a successful skill check means you found it. I'm not seeing where protagonism is being taken away. If anything because we are at a more granular level... there are more opportunities for it... as opposed to a single survival check to cross and entire desert without encountering a single hazard or hardship. </p><p></p><p></p><p></p><p>Again another false dichotomy... for those of us adept in using the tools... detail in a campaign world does not in and of itself create a hassle or opposition to narrative play.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6815495, member: 48965"] Actually the insinuation was made earlier in this thread that pre-authored campaigns are more apt to fall into railroading... take that as you will. The other issue I see is you seem to be drawing a false dichotomy... that for some reason a game cannot have a fleshed out setting and still be about characters or vice versa... But no one is talking about doing things this way in the thread... insurmountable cliffs and every single waterhole being fouled in a desert so the players have to turn back are extreme examples of railroading... not what I and many other posters are talking about when we use pre-authored. I think alot of the confusion has been that the original use of pre-author in the context of this thread is not the same one you and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] are now using (and I have finally gotten a handle on) which as far as I understand it is a campaign with "secret backstory" that actively hinders (or stops??? still unclear around this) the PC's in their actions/protagonism. We are talking about said canyon being in the desert, and having a DC to cross and success or failure of that climb check determines whether you made it past the obstacle... A dark elf who is prowling the desert and there is a X% chance he has poisoned the particular waterhole you've stumbled upon (doesn't mean you can't attempt to purify it though)... of course if you are actively searching for fresh water then a successful skill check means you found it. I'm not seeing where protagonism is being taken away. If anything because we are at a more granular level... there are more opportunities for it... as opposed to a single survival check to cross and entire desert without encountering a single hazard or hardship. Again another false dichotomy... for those of us adept in using the tools... detail in a campaign world does not in and of itself create a hassle or opposition to narrative play. [/QUOTE]
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