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<blockquote data-quote="pemerton" data-source="post: 8695100" data-attributes="member: 42582"><p>These don't seem to me the same as what you described upthread, of permitting the players to declare actions to try and travel to another world although you've already decided that that isn't possible and hence that those actions will fail.</p><p></p><p>But I tend to see much of what you describe here as railroading also. You are deciding in advance that certain actions fail, on the basis of your own authorial inclinations.</p><p></p><p>This is all you, as GM, making decisions. There's no <em>objective</em> reason why, to learn about the fire, the players have to have their PCs ask about a blacksmith. This is a contrivance that you as GM have set up. Likewise for the churches.</p><p></p><p>Setting up hoops for the players to jump through, while making the nature of those hoops obscure, again seems to me to fall within the general conception of railroading: the GM is deciding what happens in the fiction, perhaps using the actions that the players declare as cues, but the meaning (if any) of those actions is completely obscure to the players.</p><p> </p><p>This claim isn't true.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8695100, member: 42582"] These don't seem to me the same as what you described upthread, of permitting the players to declare actions to try and travel to another world although you've already decided that that isn't possible and hence that those actions will fail. But I tend to see much of what you describe here as railroading also. You are deciding in advance that certain actions fail, on the basis of your own authorial inclinations. This is all you, as GM, making decisions. There's no [i]objective[/i] reason why, to learn about the fire, the players have to have their PCs ask about a blacksmith. This is a contrivance that you as GM have set up. Likewise for the churches. Setting up hoops for the players to jump through, while making the nature of those hoops obscure, again seems to me to fall within the general conception of railroading: the GM is deciding what happens in the fiction, perhaps using the actions that the players declare as cues, but the meaning (if any) of those actions is completely obscure to the players. This claim isn't true. [/QUOTE]
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