pemerton said:
No. He never said that his players didn't like the dungeons he designed. In fact @Majoru Oakheart said his players prefer engaging the dungeon to blowing it up with disintegrate, and are therefore happy when he (as GM) informs them that their PCs attempts to circumvent it via disintegrate fails.
According to him.. but thats crap.
Well, you're wrong. It's pretty obvious that he knows his group better than you do.
If the players are asking about every way conceivable to destroy the thing from outside rather then going into it its because they dont want to go in it.
As pemerton pointed out, they didn't do that. They said:
Majoru Oakheart's players said:
Players: "Ahh, crap, he must have some sort of protection. Wouldn't it have been hilarious if we bypassed the entire adventure by using a barrel of gunpowder? I guess we go inside. I was kind of hoping that wouldn't work so I'd have an opportunity to beat that wizard's face in personally."
They didn't try everything they could to destroy it, and not go inside. They tried one thing, and then went inside, and were glad they got to.
If they did they would have just walked up to the door and gone in without all the hallabaloo about destroying the tower.
Except, of course, what you're describing isn't what happened at his table.
Its absurd. Players dont need authorship in the Geography of the campaign world or the major NPCS's who live in it.
I totally agree with you, here.
yeah.... according to him.
Right? But, you saying railroads are bad is only according to you. Should we discount that, or should we all take one another at each other's word as far as our own tables and are own preferences go?
But I dont ever remember seeing a railroading GM say "my players hate when I railroad but I do it anyway". Thats just not how it works. The railroader convinces himself that its better for everyone as an excuse for his poor behavior. You have to talk to the actual players in that game to see what they really think about this.
Yeah... according to you. As always, play what you like
I don't think that is correct. All that is happening in the above statement is an "if, then, therefore" surmise related to the stakes and whether the outcome is logically tenable for party that would have to endure it. "If" the dragon takes over the <city, nation, world> "then" you will suffer <all of these losses that are invariably untenable>, "therefore" its reasonably assumed that you will (eg must) act to prevent it..
I know that if my GM told me that this was the case for the campaign, I'd certainly see that as a railroad. The plot has been chosen, and now I must follow this course of action. It's not "there's a bad dragon, and there are consequences; how do you respond?" It's "and you respond by defeat the dragon." And that's certainly a railroad in my book. Mind you, I'd probably buy-in if the GM told me that from the start; I recently started a brief campaign as a player with the up-front knowledge that I'd have to protect a single individual (NPC) with the other PCs, while we fought against the emperor. I'm okay being railroaded, as long as I buy into it. But, it's definitely a railroad.
A railroad is an "All Roads Lead to Rome" scenario whereby no matter the player micro (or macro) choice, no matter the outcome of the mechanical resolution, these events will unfold...these situations, content, rising conflict will manifest...and then inevitably resolve themselves in this fashion.
I agree with this to a large extent. I just consider "you
must fight the dragon" as a required course of action to be part of that. As always, play what you like
