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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Crimson Longinus" data-source="post: 9511155" data-attributes="member: 7025508"><p>And then they intentionally take steps to block the game veering outside of that.</p><p></p><p></p><p>Railroading is about controlling the overall trajectory of the game, not about individual details. Now several individual details of course can be used to control the overall trajectory, but that requires intentionality.</p><p></p><p></p><p>Perhaps. Except if the GM has unshared information in light of which they would be implausible. Dut I assume you don't like that.</p><p></p><p></p><p>No. When framing a scene as GM, do you not have something you wish to communicate? Fact,s themes, mood etc. It is the GM's job to do this, and the "vibes" of the setting are their responsibility just like the "vibes" of the characters are of the players. Though of course these will influence each other as the world affects the characters and the characters influence the world.</p><p></p><p></p><p>There are<em> a lot </em>of things that could plausibly happen and exist, especially in a completely made up fantasy world. If we accept as axiomatic that the GM is not to block player suggestions regarding the setting, then using this to solve problems becomes a valid gameplay strategy for the players. And like I said in another post, D&D is not designed to be played that way and will not handle it well.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9511155, member: 7025508"] And then they intentionally take steps to block the game veering outside of that. Railroading is about controlling the overall trajectory of the game, not about individual details. Now several individual details of course can be used to control the overall trajectory, but that requires intentionality. Perhaps. Except if the GM has unshared information in light of which they would be implausible. Dut I assume you don't like that. No. When framing a scene as GM, do you not have something you wish to communicate? Fact,s themes, mood etc. It is the GM's job to do this, and the "vibes" of the setting are their responsibility just like the "vibes" of the characters are of the players. Though of course these will influence each other as the world affects the characters and the characters influence the world. There are[I] a lot [/I]of things that could plausibly happen and exist, especially in a completely made up fantasy world. If we accept as axiomatic that the GM is not to block player suggestions regarding the setting, then using this to solve problems becomes a valid gameplay strategy for the players. And like I said in another post, D&D is not designed to be played that way and will not handle it well. [/QUOTE]
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