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<blockquote data-quote="GMforPowergamers" data-source="post: 8695875" data-attributes="member: 67338"><p>I don't see how players making a choice, that choice changing the flow of the game, and weather they succssed or fail (by die roll or just cause something isn't possible (but they then learn why it isn't, and even THAT changes cause they can do things to MAKE it possible) is in any definition railroad...</p><p></p><p>if tomorrow night (witch I doubt the game is new and I doubt they would think of it yet) they declaired they wanted to find a way to plane shift to the city of brass (just an example it could be spell jame to kryn or what ever) they would have to reserch and quest for the ability to do so... that adventure, that research and quest would look VERY diffrent thenif they instead said "I want to research vampires... are there any to hunt in your game world?" and that too would require reserch that would lead to a quest (and as I sit here typing I don't know the answer cause I don't have any vampires stated as anything important yet) but that again would not be what I expect...</p><p></p><p>well they don't have to use the words "I am going to look for a blacksmith" they might do 100 things that bring up the fire... but there are also 100 things that wont. I know the fire is a plot hook (I always have 3-5 but sometimes I have WAY more) but I also know my game doesn't depend on them finding the plot hook or demand they take it... maybe they just see it as a fun cool story about why there isn't a blacksmith... or maybe they investigate.</p><p></p><p>MY entire current style (except for pre written adventures) is what ever the players put effort or time into is what i run with.</p><p></p><p>you mean make them play there role as a character... and tell them what happens as they play the role and make decisions?</p><p></p><p>um... how would a DM EVER tell a player the results of what they are looking for by your way?</p><p></p><p>no it isn't</p><p></p><p></p><p>edit: my group is pretty liberal with control... we are all DMs at some point or another (although with varying levels of success) and we all know the rules well, and we all have experience with our group house rules and my individual house rules...PCs often in my games add things to the world.. but it is still the DM that unfolds what happens, I can't understand how else it would work?</p><p></p><p>WOuld a player say "I go to the blacksmith, spend 7gp and buy a shield and he tells me that the villian is weak to cold iron"? what if the DM already had set up and even hinted (if the PCs got it or not) that the villian was weak to adamantine does that then change it to cold iron?</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8695875, member: 67338"] I don't see how players making a choice, that choice changing the flow of the game, and weather they succssed or fail (by die roll or just cause something isn't possible (but they then learn why it isn't, and even THAT changes cause they can do things to MAKE it possible) is in any definition railroad... if tomorrow night (witch I doubt the game is new and I doubt they would think of it yet) they declaired they wanted to find a way to plane shift to the city of brass (just an example it could be spell jame to kryn or what ever) they would have to reserch and quest for the ability to do so... that adventure, that research and quest would look VERY diffrent thenif they instead said "I want to research vampires... are there any to hunt in your game world?" and that too would require reserch that would lead to a quest (and as I sit here typing I don't know the answer cause I don't have any vampires stated as anything important yet) but that again would not be what I expect... well they don't have to use the words "I am going to look for a blacksmith" they might do 100 things that bring up the fire... but there are also 100 things that wont. I know the fire is a plot hook (I always have 3-5 but sometimes I have WAY more) but I also know my game doesn't depend on them finding the plot hook or demand they take it... maybe they just see it as a fun cool story about why there isn't a blacksmith... or maybe they investigate. MY entire current style (except for pre written adventures) is what ever the players put effort or time into is what i run with. you mean make them play there role as a character... and tell them what happens as they play the role and make decisions? um... how would a DM EVER tell a player the results of what they are looking for by your way? no it isn't edit: my group is pretty liberal with control... we are all DMs at some point or another (although with varying levels of success) and we all know the rules well, and we all have experience with our group house rules and my individual house rules...PCs often in my games add things to the world.. but it is still the DM that unfolds what happens, I can't understand how else it would work? WOuld a player say "I go to the blacksmith, spend 7gp and buy a shield and he tells me that the villian is weak to cold iron"? what if the DM already had set up and even hinted (if the PCs got it or not) that the villian was weak to adamantine does that then change it to cold iron? [/QUOTE]
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