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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7059294" data-attributes="member: 6785785"><p>However it is broken down. Chapters, adventures, sessions...the ongoing events that one after another form the campaign. </p><p></p><p></p><p></p><p>Sure, I would agree with that as a general summary of how things go. I'm sure we could come up with exception, but as a basic structure, I think that's a good description. </p><p></p><p></p><p></p><p>So I'm guessing that at this point, you're describing how you handle it rather than as some basic structure? Because I see a lot that I would not describe as fundamental. Not that I think any of what you describe as being wrong...just that we've moved away from some fundamental structure that most games would recognize and into the realm of preference. </p><p></p><p>For me, Step 1 is, at the start of the game and time of character creation, where the players can likely have the most input on the fictional world. This is where they can share with the DM any villains they have in mind, family members of their PCs, organizations, items, locations...and so on. As the DM I then do my best to weave as much of that into the world as possible, meshing it with whatever story ideas I have. </p><p></p><p>So then step 2 seems pretty straightforward. Step 3 I don't think is typical at all. Again, there's nothing wrong with it...it's just not something I would do as the standard. I certainly do allow things to take shape on the fly and in response to the player's success or failure, but I don't use that as the way of establishing the world. </p><p></p><p></p><p></p><p>Sure that is one way for the game to be player driven. </p><p></p><p></p><p></p><p>Well no, my example was not meant as a literal description that was always true. </p><p></p><p>I think my game is player driven...even though as DM I am determining most of the course of play, because how I determine that is in reaction to the players choices.</p><p></p><p></p><p></p><p>I used "script" in quotes because as DM I do have a story that I am telling. I do have a general idea how it will develop over time. There is not a hard and fast script....things can and do change based on the players. But things don't change so much that I find the campaign goes from something like Lord of the Rings to something like The Bridges of Madison County. </p><p></p><p>This is why I think the term railroad is overused. Yes, I as the DM have a story that is unfolding over the course of the campaign. Yes, I can tell you some of the future events. Despite this, it's very far from a railroad.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7059294, member: 6785785"] However it is broken down. Chapters, adventures, sessions...the ongoing events that one after another form the campaign. Sure, I would agree with that as a general summary of how things go. I'm sure we could come up with exception, but as a basic structure, I think that's a good description. So I'm guessing that at this point, you're describing how you handle it rather than as some basic structure? Because I see a lot that I would not describe as fundamental. Not that I think any of what you describe as being wrong...just that we've moved away from some fundamental structure that most games would recognize and into the realm of preference. For me, Step 1 is, at the start of the game and time of character creation, where the players can likely have the most input on the fictional world. This is where they can share with the DM any villains they have in mind, family members of their PCs, organizations, items, locations...and so on. As the DM I then do my best to weave as much of that into the world as possible, meshing it with whatever story ideas I have. So then step 2 seems pretty straightforward. Step 3 I don't think is typical at all. Again, there's nothing wrong with it...it's just not something I would do as the standard. I certainly do allow things to take shape on the fly and in response to the player's success or failure, but I don't use that as the way of establishing the world. Sure that is one way for the game to be player driven. Well no, my example was not meant as a literal description that was always true. I think my game is player driven...even though as DM I am determining most of the course of play, because how I determine that is in reaction to the players choices. I used "script" in quotes because as DM I do have a story that I am telling. I do have a general idea how it will develop over time. There is not a hard and fast script....things can and do change based on the players. But things don't change so much that I find the campaign goes from something like Lord of the Rings to something like The Bridges of Madison County. This is why I think the term railroad is overused. Yes, I as the DM have a story that is unfolding over the course of the campaign. Yes, I can tell you some of the future events. Despite this, it's very far from a railroad. [/QUOTE]
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