G
Guest 6801328
Guest
Some folks clearly have a much stricter definition of railroading than I do. Before you can call it a railroad the players have to be aware of, and actively refuse, the plot hook.
If the players burn down the house, destroying clues that lead to the next part of the adventure, and the DM introduces another pathway to learning about the ship, he still hasn't forced them to actually go to the ship. They may even want to go to the ship, but they wouldn't know about it because they burned the house down.
Sandbox Zealots often seem to, in my opinion, largely disregard the realities of DM preparation and planning. The game just works better when the DM has time to plan an adventure, balance the fights, prepare notes, print out monster stats, etc. I find absolutely nothing wrong with taking the DM's bait and engaging in the story he has prepared.
Maybe I've just played with "bad DMs" but every time I've found myself in a pure sandbox, with everybody pursuing random leads and trying to turn every NPC into an adventure, I've been bored out of my mind.
If the players burn down the house, destroying clues that lead to the next part of the adventure, and the DM introduces another pathway to learning about the ship, he still hasn't forced them to actually go to the ship. They may even want to go to the ship, but they wouldn't know about it because they burned the house down.
Sandbox Zealots often seem to, in my opinion, largely disregard the realities of DM preparation and planning. The game just works better when the DM has time to plan an adventure, balance the fights, prepare notes, print out monster stats, etc. I find absolutely nothing wrong with taking the DM's bait and engaging in the story he has prepared.
Maybe I've just played with "bad DMs" but every time I've found myself in a pure sandbox, with everybody pursuing random leads and trying to turn every NPC into an adventure, I've been bored out of my mind.