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<blockquote data-quote="overgeeked" data-source="post: 8777446" data-attributes="member: 86653"><p>Yes, absolutely.</p><p></p><p>Shoulda, woulda, coulda. The best adventure is following the PCs choices and going with whatever the logical consequences for those choices are. If the world and fiction don't feel like they're plausible, it all falls apart. Verisimilitude is king.</p><p></p><p>I think you'd feel worse. The whole point of having players is so they can make choices. The whole point of playing RPGs is to be able to make those choices. If they don't have choices and/or those choices don't actually matter, then there's no point calling it an RPG. They might have gone along with a railroad, but they very likely would not have enjoyed it.</p><p></p><p>Was it a tough session because they made a choice you didn't like or because it was an actually bad choice? If you and the players don't like tough moral choices, don't put them in the game.</p><p></p><p>Better for who?</p><p></p><p>In my opinion, you always have to "just live with" what the player choices and dice and rules tell you the outcome is. If a character dies unless they roll an 8 or better, then they need to die if the dice come up 4. It's as simple as that. It's not the referee's job to push certain player choices or pad the narrative to protect the PCs nor is it the referee's job to force the emergent story to go any particular way. It's up to the referee to create the world and fill it with obstacles and challenges, then let the PCs loose in that world. Sit back and watch the PCs bounce off things, knock dominoes over, and wait for the consequences to pile up. You're not writing a novel. You shouldn't have a predetermined end in mind.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8777446, member: 86653"] Yes, absolutely. Shoulda, woulda, coulda. The best adventure is following the PCs choices and going with whatever the logical consequences for those choices are. If the world and fiction don't feel like they're plausible, it all falls apart. Verisimilitude is king. I think you'd feel worse. The whole point of having players is so they can make choices. The whole point of playing RPGs is to be able to make those choices. If they don't have choices and/or those choices don't actually matter, then there's no point calling it an RPG. They might have gone along with a railroad, but they very likely would not have enjoyed it. Was it a tough session because they made a choice you didn't like or because it was an actually bad choice? If you and the players don't like tough moral choices, don't put them in the game. Better for who? In my opinion, you always have to "just live with" what the player choices and dice and rules tell you the outcome is. If a character dies unless they roll an 8 or better, then they need to die if the dice come up 4. It's as simple as that. It's not the referee's job to push certain player choices or pad the narrative to protect the PCs nor is it the referee's job to force the emergent story to go any particular way. It's up to the referee to create the world and fill it with obstacles and challenges, then let the PCs loose in that world. Sit back and watch the PCs bounce off things, knock dominoes over, and wait for the consequences to pile up. You're not writing a novel. You shouldn't have a predetermined end in mind. [/QUOTE]
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