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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="Krensky" data-source="post: 4580993" data-attributes="member: 30936"><p>From an encounter perspective, they get waylayed by pirates or a street gang. Of course, it may not make narrative sense, it depends why they were going to get jumped by the bandits. The trick is not to limit the choices, but to influence the outcome. If the plot requires someone to show up when the players are getting done with a good carouse, gasp out a message, press a MacGuffin in their hand, and die, it's gonna happen the next time they go a drinking. You don't plan encounters in the typical D&D sense, you outline scenes and beats. Much easier to adjust reality when you have some improve notes rather then a tight script.</p><p></p><p></p><p></p><p>I never said it's a panacea, just that it's an important tool. I also reject your premise that the GM will have to either railroad or throw his notes out. Most of my games run using stock elements re-skinned as needed and hung on the appropriate structure.</p><p></p><p></p><p></p><p></p><p>Really? I'd bet you eighty percent or so of those adventures are or could easily be interchangeable on the back-end. I know in my games they are. They get different descriptions, some tweaks to pacing, names, swap a few antagonists, and the climax is obviously different, but yeah... same structure and stats for a lot of both of those.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4580993, member: 30936"] From an encounter perspective, they get waylayed by pirates or a street gang. Of course, it may not make narrative sense, it depends why they were going to get jumped by the bandits. The trick is not to limit the choices, but to influence the outcome. If the plot requires someone to show up when the players are getting done with a good carouse, gasp out a message, press a MacGuffin in their hand, and die, it's gonna happen the next time they go a drinking. You don't plan encounters in the typical D&D sense, you outline scenes and beats. Much easier to adjust reality when you have some improve notes rather then a tight script. I never said it's a panacea, just that it's an important tool. I also reject your premise that the GM will have to either railroad or throw his notes out. Most of my games run using stock elements re-skinned as needed and hung on the appropriate structure. Really? I'd bet you eighty percent or so of those adventures are or could easily be interchangeable on the back-end. I know in my games they are. They get different descriptions, some tweaks to pacing, names, swap a few antagonists, and the climax is obviously different, but yeah... same structure and stats for a lot of both of those. [/QUOTE]
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