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3.5e Module Train Wreck / Opinion Thread
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<blockquote data-quote="Beginning of the End" data-source="post: 5422456" data-attributes="member: 55271"><p>Nagol did a pretty good job of breaking down one example from your description. There appeared to be a good many other places where you were also attempting to force a predetermined outcome so that the adventure would "work".</p><p></p><p>Railroading usually leads to trouble in any case. It particularly leads to trouble when you (a) want the PCs to accomplish a specific goal; (b) put an obstacle in their way; and then (c) insist that they deal with that obstacle only in the way you predetermined they "should" deal with it.</p><p></p><p>For example, re-reading your description of the PCs trying to deliver the refugee caravan makes it clear that you had <em>some</em> sort of predetermined outcome in mind. But even reading your description I honestly couldn't tell you what it was, and can only imagine the frustration of the players sitting at the table being told that they can't do any of the things that look like reasonable options to them.</p><p></p><p>Check out these essays on adventure design:</p><p></p><p><a href="http://www.thealexandrian.net/creations/misc/three-clue-rule.html" target="_blank">Three Clue Rule</a></p><p><a href="http://www.thealexandrian.net/creations/misc/prep-scenario.html" target="_blank">Don't Prep Plots</a></p><p><a href="http://www.thealexandrian.net/creations/misc/node-design/node-design.html" target="_blank">Node-Based Scenario Design</a></p><p></p><p></p><p></p><p>"My dog seems to be having some trouble breathing in his collar. The solution must be to tighten it even more!"</p><p></p><p>I think you're heading in the wrong direction here.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5422456, member: 55271"] Nagol did a pretty good job of breaking down one example from your description. There appeared to be a good many other places where you were also attempting to force a predetermined outcome so that the adventure would "work". Railroading usually leads to trouble in any case. It particularly leads to trouble when you (a) want the PCs to accomplish a specific goal; (b) put an obstacle in their way; and then (c) insist that they deal with that obstacle only in the way you predetermined they "should" deal with it. For example, re-reading your description of the PCs trying to deliver the refugee caravan makes it clear that you had [i]some[/i] sort of predetermined outcome in mind. But even reading your description I honestly couldn't tell you what it was, and can only imagine the frustration of the players sitting at the table being told that they can't do any of the things that look like reasonable options to them. Check out these essays on adventure design: [url=http://www.thealexandrian.net/creations/misc/three-clue-rule.html]Three Clue Rule[/url] [url=http://www.thealexandrian.net/creations/misc/prep-scenario.html]Don't Prep Plots[/url] [url=http://www.thealexandrian.net/creations/misc/node-design/node-design.html]Node-Based Scenario Design[/url] "My dog seems to be having some trouble breathing in his collar. The solution must be to tighten it even more!" I think you're heading in the wrong direction here. [/QUOTE]
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