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What best describes railroading as you understand it?
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<blockquote data-quote="Haffrung Helleyes" data-source="post: 2967209" data-attributes="member: 1068"><p>Both of these threads have been illuminating to me. I had never realized that there were so many different versions of the DM-Player social contract. </p><p></p><p>Everyone represented in these arguments clearly falls into the demographic of 'hardcore D&D player'. Yet, there are vastly different takes on what type of game is the most fun, running the gamut from my heavily simulationist , player-driven approach, to more plot and story driven takes on how the game should be run. </p><p></p><p>By the way, even though I am heavily simulationist, I do believe in setting 'initial conditions' of a campaign. I am completely willing to railroad my players on the very first adventure -- it gets a special exception, because I'm often setting up a campaign-defining challenge for the players to overcome. Once I started a campaign with all the PCs waking up naked, with amnesia, on stone slabs in a dead necromancer's lair which had become overrun by aberrations. Another time, I shipwrecked the entire party on a deserted island, Island of Dread style (and started the campaign with house rules making travel and divination magic much harder to come by, and banning druids).</p><p></p><p>For me though, after the first adventure I'm not allowed to railroad anymore. The PCs have their starting conditions set, and their desires and abilities set 'the plot'.</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Haffrung Helleyes, post: 2967209, member: 1068"] Both of these threads have been illuminating to me. I had never realized that there were so many different versions of the DM-Player social contract. Everyone represented in these arguments clearly falls into the demographic of 'hardcore D&D player'. Yet, there are vastly different takes on what type of game is the most fun, running the gamut from my heavily simulationist , player-driven approach, to more plot and story driven takes on how the game should be run. By the way, even though I am heavily simulationist, I do believe in setting 'initial conditions' of a campaign. I am completely willing to railroad my players on the very first adventure -- it gets a special exception, because I'm often setting up a campaign-defining challenge for the players to overcome. Once I started a campaign with all the PCs waking up naked, with amnesia, on stone slabs in a dead necromancer's lair which had become overrun by aberrations. Another time, I shipwrecked the entire party on a deserted island, Island of Dread style (and started the campaign with house rules making travel and divination magic much harder to come by, and banning druids). For me though, after the first adventure I'm not allowed to railroad anymore. The PCs have their starting conditions set, and their desires and abilities set 'the plot'. Ken [/QUOTE]
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