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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="Cadfan" data-source="post: 4578029" data-attributes="member: 40961"><p>Fair enough, I think.</p><p></p><p>Basically, the PCs don't always know the full consequences of their actions. Sometimes its ok if every course of action they're likely to choose will lead to the same outcome, because they don't know that, and because getting to the outcome in a different way is a different experience, and makes the decisions that caused the differences "significant."</p><p></p><p>A simple example might be: the evil necromancer is trying to raise an army of zombies to attack the town. He's already raised some zombies, he wants to raise a lot more. If the PCs don't stop him from raising more zombies, he takes his army and attacks the town. If the PCs DO stop him from raising more zombies, he takes his remaining zombie hordes and attacks the town. Either way he attacks the town. Either way he brings the same number of zombies, because you as DM want to make sure the climactic fight scene is a tough one. </p><p></p><p>The difference is that one way the "plot" is one of the PCs making a last ditch stand after failing to thwart the necromancer's plans, and the other way the "plot" is one of the PCs heroically wiping out the last of the necromancer's threat.</p><p></p><p>The roleplaying is different. The experience is different. The only way anyone could possibly know that the outcome was going to be the same either way is if you told them, which you really shouldn't do.</p><p></p><p>I wouldn't count this as railroading. I might count it as railroading if the players figured out that no matter what they did they would have to engage in the same fight, but that's not the case if you DM well.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4578029, member: 40961"] Fair enough, I think. Basically, the PCs don't always know the full consequences of their actions. Sometimes its ok if every course of action they're likely to choose will lead to the same outcome, because they don't know that, and because getting to the outcome in a different way is a different experience, and makes the decisions that caused the differences "significant." A simple example might be: the evil necromancer is trying to raise an army of zombies to attack the town. He's already raised some zombies, he wants to raise a lot more. If the PCs don't stop him from raising more zombies, he takes his army and attacks the town. If the PCs DO stop him from raising more zombies, he takes his remaining zombie hordes and attacks the town. Either way he attacks the town. Either way he brings the same number of zombies, because you as DM want to make sure the climactic fight scene is a tough one. The difference is that one way the "plot" is one of the PCs making a last ditch stand after failing to thwart the necromancer's plans, and the other way the "plot" is one of the PCs heroically wiping out the last of the necromancer's threat. The roleplaying is different. The experience is different. The only way anyone could possibly know that the outcome was going to be the same either way is if you told them, which you really shouldn't do. I wouldn't count this as railroading. I might count it as railroading if the players figured out that no matter what they did they would have to engage in the same fight, but that's not the case if you DM well. [/QUOTE]
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