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Judgement calls vs "railroading"
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<blockquote data-quote="Imaculata" data-source="post: 7051509" data-attributes="member: 6801286"><p>This is I think an important distinction. Railroading, is when a DM takes away choice, and forces the campaign to go one way, despite the player's best efforts to go in a different direction. This can relate to the flow of the story, the locations the players go to, and how certain scenes play out.</p><p></p><p><strong>If the players know where the witch is, and they decide to go the other way, and encounter her anyway... that's railroading.</strong></p><p></p><p><strong>If the players don't know where the witch is, and happen to run into her (because the DM placed her on their path), that does not have to be railroading. After all, DM's place interesting encounters on the path of the players all the time.</strong></p><p><strong></strong></p><p><strong>If the DM has decided that at some point in the campaign, the players will encounter the witch. That is also not railroading.</strong></p><p><strong></strong></p><p><strong>If the DM has decided that the campaign ends with the players fighting the witch, that is not railroading either.</strong></p><p></p><p>I run a sandbox pirate campaign, in which I've thought up the broad outline of the story (which will probably span several years of playing time). I know a large fleet is coming to wipe out the pirates, and that the campaign is building up to an epic finale in which the pirates and the imperial fleet duke it out. But anything in between, can go in any direction. The campaign is basically a long series of sub plots that are loosely tied to the main plot. As long as your players are free to influence the plot, and make their own choices, you are not railroading your campaign. Having a plot, doesn't mean you are railroading. Having multiple endings, or just one ending, also doesn't mean you are railroading. Railroading is a disruptive act that makes the players feel like their choices do not matter, and like the DM must have his way.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7051509, member: 6801286"] This is I think an important distinction. Railroading, is when a DM takes away choice, and forces the campaign to go one way, despite the player's best efforts to go in a different direction. This can relate to the flow of the story, the locations the players go to, and how certain scenes play out. [B]If the players know where the witch is, and they decide to go the other way, and encounter her anyway... that's railroading.[/B] [B]If the players don't know where the witch is, and happen to run into her (because the DM placed her on their path), that does not have to be railroading. After all, DM's place interesting encounters on the path of the players all the time. If the DM has decided that at some point in the campaign, the players will encounter the witch. That is also not railroading. If the DM has decided that the campaign ends with the players fighting the witch, that is not railroading either.[/B] I run a sandbox pirate campaign, in which I've thought up the broad outline of the story (which will probably span several years of playing time). I know a large fleet is coming to wipe out the pirates, and that the campaign is building up to an epic finale in which the pirates and the imperial fleet duke it out. But anything in between, can go in any direction. The campaign is basically a long series of sub plots that are loosely tied to the main plot. As long as your players are free to influence the plot, and make their own choices, you are not railroading your campaign. Having a plot, doesn't mean you are railroading. Having multiple endings, or just one ending, also doesn't mean you are railroading. Railroading is a disruptive act that makes the players feel like their choices do not matter, and like the DM must have his way. [/QUOTE]
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