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<blockquote data-quote="Man in the Funny Hat" data-source="post: 8695679" data-attributes="member: 32740"><p>I have never really had problems with railroading as a player or as DM - except when it was being done by published adventures. First time I can <em>remember</em> it becoming an issue is with A3-4 in the Slaver's series. PC's are all ko'd and captured. No saves. No other possible outcome. No alternative means even suggested to get them from the end of A3 to the start of A4. But that was excusable because those were tournament adventures and while it's uncreative as hell and obnoxious, it's still kind of a necessary evil (until you sell it unchanged as a general adventure series to drop into otherwise unmodified campaigns). The ones I recall that really set the gold standard and started the whole, "The DM is a <strong>storyteller</strong> and the PC's are just the little puppets dancing to a predetermined tune, and the players are just there to enjoy the part prepared for them - not to actually CHANGE it," were the Dragonlance adventures. Was not sad to see the end of those and have not cared to revisit them even a little bit.</p><p></p><p>Since then I've seen it now and again, but it's become easy enough to spot ahead of time and I've learned to ignore or get around the practice. A few times I think it's even been a good DMing exercise or betterment challenge to fix such things. Really I just learned to skip most published adventures and just let plots and adventures emerge more naturally from other ongoing play.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 8695679, member: 32740"] I have never really had problems with railroading as a player or as DM - except when it was being done by published adventures. First time I can [I]remember[/I] it becoming an issue is with A3-4 in the Slaver's series. PC's are all ko'd and captured. No saves. No other possible outcome. No alternative means even suggested to get them from the end of A3 to the start of A4. But that was excusable because those were tournament adventures and while it's uncreative as hell and obnoxious, it's still kind of a necessary evil (until you sell it unchanged as a general adventure series to drop into otherwise unmodified campaigns). The ones I recall that really set the gold standard and started the whole, "The DM is a [B]storyteller[/B] and the PC's are just the little puppets dancing to a predetermined tune, and the players are just there to enjoy the part prepared for them - not to actually CHANGE it," were the Dragonlance adventures. Was not sad to see the end of those and have not cared to revisit them even a little bit. Since then I've seen it now and again, but it's become easy enough to spot ahead of time and I've learned to ignore or get around the practice. A few times I think it's even been a good DMing exercise or betterment challenge to fix such things. Really I just learned to skip most published adventures and just let plots and adventures emerge more naturally from other ongoing play. [/QUOTE]
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