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Advice on balancing an encounter
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<blockquote data-quote="General Barron" data-source="post: 2782752" data-attributes="member: 32468"><p>I fail to see how that isn't railroading. Instead of having the players participate in the background events, I have just narrated it to them. The end result is the same, except now the players will have less of a connection to the story, since they are only being read the background, instead of actually 'being there' for it.</p><p></p><p></p><p>Most of the countries in the region are allied, and in such a high-profile murder, extradition would be likely. So they would have to run far away, or go deep into hiding. Neither option is very appealing when you are actually innocent, and can prove it (they just need to figure out how). Also, one of the characters is a paladin, and he especially should have ethical problems with hiding like a rat, when he is truly innocent.</p><p></p><p>Besides, my players have told me they want a story-driven campaign, as opposed to an open-ended one. So from a metagaming perspective, I see no reason why they would run from the story, when that is exactly what they are looking for.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2782752, member: 32468"] I fail to see how that isn't railroading. Instead of having the players participate in the background events, I have just narrated it to them. The end result is the same, except now the players will have less of a connection to the story, since they are only being read the background, instead of actually 'being there' for it. Most of the countries in the region are allied, and in such a high-profile murder, extradition would be likely. So they would have to run far away, or go deep into hiding. Neither option is very appealing when you are actually innocent, and can prove it (they just need to figure out how). Also, one of the characters is a paladin, and he especially should have ethical problems with hiding like a rat, when he is truly innocent. Besides, my players have told me they want a story-driven campaign, as opposed to an open-ended one. So from a metagaming perspective, I see no reason why they would run from the story, when that is exactly what they are looking for. [/QUOTE]
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