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<blockquote data-quote="R_Chance" data-source="post: 7732812" data-attributes="member: 55149"><p>If I can step in here; it's simple. They had choices. It's not a railroad if they chose something that does not work. As long as they had choices. Or do you consider it a "railroad" if it doesn't work? I gather not, so what is the difference between slim (and did not work despite "a chance") and none (as in can't / didn't work due to existing world setting background)?</p><p></p><p>On other things...</p><p></p><p>As for the corridors / empty spaces, it can be very instructive. I run a sandbox game. It's entirely possible for the PCs to wonder into something over their head. A TPK in the making. I try to avoid that. The scenery along the way to a Dragons den (dead burned bodies, skeletons, broken weapons, scorch marks etc.) served to convince the PCs to make another choice. Unless they are suicidal or really dense it works. Or ready to take on a Dragon. They weren't (at the time) but were convinced by the otherwise relatively uneventful journey to go elsewhere. </p><p></p><p>As for making it up along the way... I find it better to prepare and world build. My campaign world started out before D&D (I developed it as a setting for fantasy miniature campaign using Chainmail) and has had pretty continuous development since then. I've developed the world, it's geography, cultures, history, economy etc. ever since. Have I changed things? Yes. Have I altered things based on PC input? Yes. But not to overturn or change established (to the PCs) facts or to make major changes to the world / setting. I have updated / adapted the world with new editions of D&D (and personal experience / knowledge as I got older and earned degrees etc.), usually moving my timeline forward if possible. I did skip 4E because it didn't fit my game that well (although it looked OK, just not a game I was prepared to run).</p><p></p><p>This gives me the option of letting my PCs follow an adventure I've established / prepared, or run a game on the fly, that fits in, due to setting knowledge. My players can't tell the difference. I have combined both as well. My players ran into a random encounter in the wilderness once; Orcs. They defeated the Orcs and those who survived fled. My players decided to pursue them (having a Ranger helps). There was a pre-prepared end part of an adventure nearby; a ruined fortress being used by Orcs to prepare for an invasion of Human lands. The original adventure was planned as a mission from the local Duke to investigate the area and report back to him. There was a fairly long run up to the end game. It made sense for the Orcs to run to other Orcs, and the PCs followed. They came sideways into this adventure at the end. And ended up eventually reporting their findings to the local Duke while skipping the extensive first part of the adventure. Existing background material and geography combined with player choice to yield a somewhat different adventure. This only worked because I had both the pre-prepared material and the willingness to improvise and revise.</p><p></p><p>*edited* for clarity and additional information...</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7732812, member: 55149"] If I can step in here; it's simple. They had choices. It's not a railroad if they chose something that does not work. As long as they had choices. Or do you consider it a "railroad" if it doesn't work? I gather not, so what is the difference between slim (and did not work despite "a chance") and none (as in can't / didn't work due to existing world setting background)? On other things... As for the corridors / empty spaces, it can be very instructive. I run a sandbox game. It's entirely possible for the PCs to wonder into something over their head. A TPK in the making. I try to avoid that. The scenery along the way to a Dragons den (dead burned bodies, skeletons, broken weapons, scorch marks etc.) served to convince the PCs to make another choice. Unless they are suicidal or really dense it works. Or ready to take on a Dragon. They weren't (at the time) but were convinced by the otherwise relatively uneventful journey to go elsewhere. As for making it up along the way... I find it better to prepare and world build. My campaign world started out before D&D (I developed it as a setting for fantasy miniature campaign using Chainmail) and has had pretty continuous development since then. I've developed the world, it's geography, cultures, history, economy etc. ever since. Have I changed things? Yes. Have I altered things based on PC input? Yes. But not to overturn or change established (to the PCs) facts or to make major changes to the world / setting. I have updated / adapted the world with new editions of D&D (and personal experience / knowledge as I got older and earned degrees etc.), usually moving my timeline forward if possible. I did skip 4E because it didn't fit my game that well (although it looked OK, just not a game I was prepared to run). This gives me the option of letting my PCs follow an adventure I've established / prepared, or run a game on the fly, that fits in, due to setting knowledge. My players can't tell the difference. I have combined both as well. My players ran into a random encounter in the wilderness once; Orcs. They defeated the Orcs and those who survived fled. My players decided to pursue them (having a Ranger helps). There was a pre-prepared end part of an adventure nearby; a ruined fortress being used by Orcs to prepare for an invasion of Human lands. The original adventure was planned as a mission from the local Duke to investigate the area and report back to him. There was a fairly long run up to the end game. It made sense for the Orcs to run to other Orcs, and the PCs followed. They came sideways into this adventure at the end. And ended up eventually reporting their findings to the local Duke while skipping the extensive first part of the adventure. Existing background material and geography combined with player choice to yield a somewhat different adventure. This only worked because I had both the pre-prepared material and the willingness to improvise and revise. *edited* for clarity and additional information... [/QUOTE]
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