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<blockquote data-quote="pemerton" data-source="post: 8695596" data-attributes="member: 42582"><p>To me, this reads like a recipe for GM-authored and GM-dominated play.</p><p></p><p>The way to allow choices, in my experience, is to allow the players to decide what their PCs do, and why they do it, and what they hope to achieve by doing it.</p><p></p><p>Who decided this adventure? Who decided that bandits would be a focus of play? Why do the players have their characters agree to help the town? What counts as <em>helping the town</em> and <em>stopping the bandits</em>? Until we have answers to those questions, how can we possibly tell whether or not we are talking about a railroad?</p><p></p><p>Probably the most important way the players contribute to the shared fiction is by deciding what is at stake. There are very many ways this can be done, more or less formal depending on the RPG being played. The most formal approach to this in D&D has been 4e's player-authored quests. But it can be done informally.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8695596, member: 42582"] To me, this reads like a recipe for GM-authored and GM-dominated play. The way to allow choices, in my experience, is to allow the players to decide what their PCs do, and why they do it, and what they hope to achieve by doing it. Who decided this adventure? Who decided that bandits would be a focus of play? Why do the players have their characters agree to help the town? What counts as [i]helping the town[/i] and [i]stopping the bandits[/i]? Until we have answers to those questions, how can we possibly tell whether or not we are talking about a railroad? Probably the most important way the players contribute to the shared fiction is by deciding what is at stake. There are very many ways this can be done, more or less formal depending on the RPG being played. The most formal approach to this in D&D has been 4e's player-authored quests. But it can be done informally. [/QUOTE]
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