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<blockquote data-quote="Janx" data-source="post: 3063154" data-attributes="member: 8835"><p>Bringing an NPC to the PCs who introduces (and reintroduces) the plot isn't railroading. It's plot introduction.</p><p></p><p>The PCs can technically kill the NPC or ignore him, and thus ignore the plot.</p><p></p><p>A railroad would be where that NPC has the ability to force the party to pursue the plot (charm spell, higher CR, etc).</p><p></p><p>It's OK to use NPCs to remind PCs of the plot, or to instigate reactions from the PCs that might get them back on the plot. In my example, with the NPC and the mooks. The party may ignore the NPC, and kill the mooks, then go back to the bar. It's not a railroad, it's an attempt to get them into the story again.</p><p></p><p>Having stuff related to the story happen to the PCs, is life. Life happens. Sometimes bad guys do things that affect the PCs. The PCs are still free to ignore/run away from such events, but that don't stop it from happening.</p><p></p><p>If you're concerned as a DM about crossing the line to running a railroad, make sure that at each point, the PCs can opt out, or come up with a new plan. That means the bad guys may win, or the PCs may not do the most obvious (to you) thing.</p><p></p><p>If you want the players to bite your hooks consider:</p><p>The players have to like some NPCs</p><p>Make NPCs that like the PCs, and reward the PCs for good deeds (free food at the inn, etc).</p><p>When bad things happen to NPCs the players like, they'll be more likely to help</p><p>To make the players like the town, the town has to recognize the PCs as important and valuable. A parade for their last good deeds helps. The players gotta feel wanted, and recognized.</p><p></p><p>If the players just wanna carouse in town, and not pursue any obvious "fight evil" plots, they're not playing good characters. That's an alignment problem, and they've either got the wrong alignment, you've written the wrong adventure, or they're not playing in character (not everybody gets the point that if you write "Good" on your sheet, you are committing to trying to play the character as good. It's a role that you are trying to play).</p><p></p><p>If the players don't want any ties to any NPCs because it just brings trouble. Well, it's a lonely life, not having any friends. You can run a game where nobody talks to the PCs, or does them any favors, or tells them about any plot hooks. Basically, nothing interesting happens. IF the PCs try to cause trouble, let them have some bar fights, but then folks start shunning them for being trouble makers. It'll wreck that campaign, but the players gotta realize that there's consequences to how you play the game. If the campaign is about playing good heroes, then you expect certain behavior.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 3063154, member: 8835"] Bringing an NPC to the PCs who introduces (and reintroduces) the plot isn't railroading. It's plot introduction. The PCs can technically kill the NPC or ignore him, and thus ignore the plot. A railroad would be where that NPC has the ability to force the party to pursue the plot (charm spell, higher CR, etc). It's OK to use NPCs to remind PCs of the plot, or to instigate reactions from the PCs that might get them back on the plot. In my example, with the NPC and the mooks. The party may ignore the NPC, and kill the mooks, then go back to the bar. It's not a railroad, it's an attempt to get them into the story again. Having stuff related to the story happen to the PCs, is life. Life happens. Sometimes bad guys do things that affect the PCs. The PCs are still free to ignore/run away from such events, but that don't stop it from happening. If you're concerned as a DM about crossing the line to running a railroad, make sure that at each point, the PCs can opt out, or come up with a new plan. That means the bad guys may win, or the PCs may not do the most obvious (to you) thing. If you want the players to bite your hooks consider: The players have to like some NPCs Make NPCs that like the PCs, and reward the PCs for good deeds (free food at the inn, etc). When bad things happen to NPCs the players like, they'll be more likely to help To make the players like the town, the town has to recognize the PCs as important and valuable. A parade for their last good deeds helps. The players gotta feel wanted, and recognized. If the players just wanna carouse in town, and not pursue any obvious "fight evil" plots, they're not playing good characters. That's an alignment problem, and they've either got the wrong alignment, you've written the wrong adventure, or they're not playing in character (not everybody gets the point that if you write "Good" on your sheet, you are committing to trying to play the character as good. It's a role that you are trying to play). If the players don't want any ties to any NPCs because it just brings trouble. Well, it's a lonely life, not having any friends. You can run a game where nobody talks to the PCs, or does them any favors, or tells them about any plot hooks. Basically, nothing interesting happens. IF the PCs try to cause trouble, let them have some bar fights, but then folks start shunning them for being trouble makers. It'll wreck that campaign, but the players gotta realize that there's consequences to how you play the game. If the campaign is about playing good heroes, then you expect certain behavior. Janx [/QUOTE]
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