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Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?
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<blockquote data-quote="Chainsaw" data-source="post: 4575136" data-attributes="member: 70196"><p><span style="font-family: 'Verdana'"><span style="color: white">Well, I certainly don't consider myself a really great DM compared with all the amazing people on this board (seriously), so maybe this thread doesn’t really apply to me, but what the heck, here's what I do.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I guess I should probably admit up front that I’m not sure you can even have an intricate storyline without a little railroading – otherwise you’re constantly rewriting the story arc intra-session and inter-session. Of course, I’m sure there are probably some DM’s who can do this successfully, depending on what ‘intricate’ means, but I can’t, at least not while working a regular job, giving my family the proper attention, etc. So anyway, for anyone not gifted with 25 intelligence or tons of extra time, here’s what I do (probably the same thing you do)…</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">First, before starting, my players and I try to get a feel for what we want from the campaign by discussing the players' needs and their characters' motivations. Here are a couple examples: a) If the players want to simulate the Dragonlance storyline or just 'go along for the ride' on some story I've written, that's fine - but we get it out there ahead of time so that there aren’t any complaints if something occasionally feels forced; b) If they're all playing Paladins and love fighting undead, I would arrange a very general overarching story with undead themes. If I've got a mix of classes and motivations, then people have to realize up front that every single session isn't necessarily going to be oriented at their particular need, but that I'll try to include something for everyone whenever possible and definitely <em><span style="font-family: 'Verdana'">over time</span></em>. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Second, I try to plant my/their hooks a session or two ahead of time, so that I have time to prepare for whatever they're interesting in doing. This helps me avoid forcing certain circumstances or results because of what I'd already planned out. If my players decide to 'explore the old ruins' at the end of session #2, then show up in session #3 and say, "Well, we totally changed our minds, we want to fight the pirates instead," then that’s fine – but they have to accept that that session's experience may be less than stellar. They have to accept that I'm only human.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Third, assuming we've agreed on campaign style x and adventure x1 for the next session, I try not to include intra-session plot developments that require PC's to win or lose die rolls. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I realize a lot of this is probably easier said than done, heh.</span></span></p></blockquote><p></p>
[QUOTE="Chainsaw, post: 4575136, member: 70196"] [FONT=Verdana][COLOR=white]Well, I certainly don't consider myself a really great DM compared with all the amazing people on this board (seriously), so maybe this thread doesn’t really apply to me, but what the heck, here's what I do.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I guess I should probably admit up front that I’m not sure you can even have an intricate storyline without a little railroading – otherwise you’re constantly rewriting the story arc intra-session and inter-session. Of course, I’m sure there are probably some DM’s who can do this successfully, depending on what ‘intricate’ means, but I can’t, at least not while working a regular job, giving my family the proper attention, etc. So anyway, for anyone not gifted with 25 intelligence or tons of extra time, here’s what I do (probably the same thing you do)…[/COLOR][/FONT] [FONT=Verdana][COLOR=white]First, before starting, my players and I try to get a feel for what we want from the campaign by discussing the players' needs and their characters' motivations. Here are a couple examples: a) If the players want to simulate the Dragonlance storyline or just 'go along for the ride' on some story I've written, that's fine - but we get it out there ahead of time so that there aren’t any complaints if something occasionally feels forced; b) If they're all playing Paladins and love fighting undead, I would arrange a very general overarching story with undead themes. If I've got a mix of classes and motivations, then people have to realize up front that every single session isn't necessarily going to be oriented at their particular need, but that I'll try to include something for everyone whenever possible and definitely [I][FONT=Verdana]over time[/FONT][/I]. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Second, I try to plant my/their hooks a session or two ahead of time, so that I have time to prepare for whatever they're interesting in doing. This helps me avoid forcing certain circumstances or results because of what I'd already planned out. If my players decide to 'explore the old ruins' at the end of session #2, then show up in session #3 and say, "Well, we totally changed our minds, we want to fight the pirates instead," then that’s fine – but they have to accept that that session's experience may be less than stellar. They have to accept that I'm only human.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Third, assuming we've agreed on campaign style x and adventure x1 for the next session, I try not to include intra-session plot developments that require PC's to win or lose die rolls. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]I realize a lot of this is probably easier said than done, heh.[/COLOR][/FONT] [/QUOTE]
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