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<blockquote data-quote="Mort" data-source="post: 8697989" data-attributes="member: 762"><p>There might not be a difference from the player side UNLESS the DM gets caught railroading (especially if it's egregious), which I have seen happen a few times. And it has not done wonders for the group!</p><p></p><p>As for set up in session 0 if you plan to use a lot of illusionism etc? 1. Ask the players if they care how the sausage is made. If they all say "no, not at all we just want to be entertained..." you're basically done. if some say yes then 2. explain that you might not always be upfront with how their choices ACTUALLY impact the story and go over what that means how comfortable are they with agency limitations (and to what degree). </p><p></p><p>If you're running published material, the talk might be a bit different. 1. Ensure everyone is comfortable staying within the confines of any given module and that's mostly it. You might also want to let them know if you plan to make significant changes (in case the player later wants to run the module or whatever), some players want the "authentic" experience and actually get miffed at too many changes (I've only ever encountered 1, but they do exist).</p></blockquote><p></p>
[QUOTE="Mort, post: 8697989, member: 762"] There might not be a difference from the player side UNLESS the DM gets caught railroading (especially if it's egregious), which I have seen happen a few times. And it has not done wonders for the group! As for set up in session 0 if you plan to use a lot of illusionism etc? 1. Ask the players if they care how the sausage is made. If they all say "no, not at all we just want to be entertained..." you're basically done. if some say yes then 2. explain that you might not always be upfront with how their choices ACTUALLY impact the story and go over what that means how comfortable are they with agency limitations (and to what degree). If you're running published material, the talk might be a bit different. 1. Ensure everyone is comfortable staying within the confines of any given module and that's mostly it. You might also want to let them know if you plan to make significant changes (in case the player later wants to run the module or whatever), some players want the "authentic" experience and actually get miffed at too many changes (I've only ever encountered 1, but they do exist). [/QUOTE]
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