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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7051091" data-attributes="member: 29398"><p>[MENTION=42582]pemerton[/MENTION] My first thought on reading your initial post here is that you're perhaps looking just a bit too closely for errors in the brushstrokes and thus not enjoying the whole picture as much as you otherwise might.</p><p></p><p>Micro-railroading, as in whether there's a cup in the room or not: who bloody cares? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Just tell 'em there's a cup or there isn't (having determined so by whatever means you like) and get on with it.</p><p></p><p>Personally, I don't see anything all that wrong with more or less running a railroad as long as the players willingly (or unknowingly) get on and stay on the train - everyone's happy and the game chugs along. The problem comes when they want to either change trains or get off entirely; and here it falls entirely on the DM to be able to adapt. In other words, railroading only becomes an issue either a) if-when the players and-or their characters try to make a choice or perform a normally-allowed action and the DM somehow disallows it, or b) when the DM forces something that should in theory be completely under character-player control e.g. treasury division method.</p><p></p><p>A bad DM fails to adapt. A merely competent one succeeds in adapting and thus keeps her game running smoothly. A good one melds the adaptation in so seamlessly that it appears to the players (and all outside viewers) to have been planned that way all along.</p><p></p><p>Lan-"hitting (most of) these curveballs since 1984"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7051091, member: 29398"] [MENTION=42582]pemerton[/MENTION] My first thought on reading your initial post here is that you're perhaps looking just a bit too closely for errors in the brushstrokes and thus not enjoying the whole picture as much as you otherwise might. Micro-railroading, as in whether there's a cup in the room or not: who bloody cares? :) Just tell 'em there's a cup or there isn't (having determined so by whatever means you like) and get on with it. Personally, I don't see anything all that wrong with more or less running a railroad as long as the players willingly (or unknowingly) get on and stay on the train - everyone's happy and the game chugs along. The problem comes when they want to either change trains or get off entirely; and here it falls entirely on the DM to be able to adapt. In other words, railroading only becomes an issue either a) if-when the players and-or their characters try to make a choice or perform a normally-allowed action and the DM somehow disallows it, or b) when the DM forces something that should in theory be completely under character-player control e.g. treasury division method. A bad DM fails to adapt. A merely competent one succeeds in adapting and thus keeps her game running smoothly. A good one melds the adaptation in so seamlessly that it appears to the players (and all outside viewers) to have been planned that way all along. Lan-"hitting (most of) these curveballs since 1984"-efan [/QUOTE]
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