I think this might be a word problem. I'll try your words:The game reality wasn't altered even 1%. The game reality already included Amn. The game reality already included ships. The game already reality included pirates. Tell me, what was altered in the game reality?
You put out a Game Hook that the players did not bite on so you moved the hook into the back ground. Now to you, this is "normal game play". You give the players a Game Hook, they decide if they want to take it or not, and you say "yes, players" to whatever they decide. And this works out fine in your game.
But from my view point: you are changing the game to fit the players whims. If they don't like something or don't want something to happen.....you are right there to say "yes, players whatever you want". And, to you, you are not altering anything....as, to you, the only game reality is what the player wish.
I'm not that sort of DM. If the characters say, rob a mob bank.....they will get bounty hunters sent after them. The players might say "oh we don't like the mob revenge bounty hunter plot" all day long. But I'm not going to alter the game reality to make it whatever the players want. In my game, most things happen weather the players like or want those things to happen.
This has nothing to do with a railroad. And sure, you can write your novel about your game world.See, if you don't railroad and you have a world that moves outside of the PCs vision, it adds depth to the game that apparently you can't even imagine.
Well, many of players would disagree.....and many would agree. I'm very polarizing.You also effectively have no game. A game is something everyone plays. If you are railroading the players, you are the only one "playing."
Again, my words.Nothing I said indicated that they needed OOC help or a buddy.
Well, it's all out of context.So far I mostly saw you as an oldschool DM that does challenge the players, but this post is something else
Yes, for this one specific example. I was talking more in generl.Not quite. The players in-character (and, I assume, out-of-character) weren't interested in the demons adventures, so in-character they instead jumped on a ship and sailed far away to do other adventuring instead.
I agree.The point is to let the players (and characters) know that the mess they left behind them has had some long-term consequences. This is the exact opposite of the DM allowing the players to wish away the demons: the players had their characters leave the demons but the demons are still there, and someone else in the setting had to deal with them.
I agree the players can walk away....but it will have consequences. If on day two the PCs heard the Dark Lords army is closing in on the town of AppleCrust. And the PCs ignore it. When they come back to Applecrust on the 25th they find the town occupied by the Dark Army. And when the PCs want to buy potions, they find the Dark Lord imprisoned the alchemist and closed the shop.Now if you're suggesting the DM here should have had the demons chase the PCs down, or that the PCs shouldn't have been allowed to walk away from the demon adventures in the first place, we're just not going to agree further.
And yes, at least some hooks will follow the characters. Like bounty hunters or npcs looking for revenge, for example.
Thanks. Real banks in real life do this. I watch a lot of the History Channel.Hidden vault inside the vault. Nice.
I avoid using the "R" word online.....no one understands.That won't be a popular notion in these parts. A small amount of judicious railroading on rare occasions is fine and can sometimes be necessary, but all railroad all the time does tend to play hell with player agency...and annoy the players.
True. But there is a BIG difference between picking the right character and picking the right math.In fairness, one would think they'd try to pick the best character for the task at hand anyway. Whether the actual DC number is known in advance or not shouldn't change this.
Like how some games do this:
The DM tells the DC of 15.
The player rolls and adds their basic stuff and gets a total of 13. Then the player looks through their stuff for something to add the couple more that they need. Then they use whatever, and say 'ok, DM I beat your DC with 16".