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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="Tigerbunny" data-source="post: 4581660" data-attributes="member: 21857"><p>As Unofficial Devil's Advocate of the thread, I'll even point out a kind of play/player for which tightly scripted adventures such as Dragonlance can provide meaningful choices that give them what they want out of play.</p><p></p><p>I have certainly played with some players for whom the principal choices they are interested in are not "how will the story turn out", "how will I beat the monsters", or even "what kind of person is my character." Some players are most interested in portrayal of their character. They want to chew scenery, strike poses, and generally do all the stuff that "a ---- does."</p><p></p><p>For that player, the important freedom of choice is more about spotlight time and expression of character. They want to be able to play their character fully - and pesky chance, risk, and realism be damned. Their reward is in seeing events unfold and reacting to them in character - usually with lots of in-character talk, florid narration, and flashy but impractical stunts.</p><p></p><p>For that player, knowing that the DM has everything all mapped out - there will be a villain, some people to rescue, a MacGuffin, a spectacular set, a tavern full of colorful extras, and a happy ending where they get medals and feasts - is a real plus. They can just go nuts playing their character and not worry about effectiveness or not getting to see all the scenes (because they have this GREAT one-liner planned for that final confrontation with the villain!).</p><p></p><p>Those choices are choices too. Not all choices are game-playing, win/loss resource allocation choices. Some are expressive.</p><p></p><p>And yeah, you can railroad those players too. Usually you do it by repeatedly quashing their ideas with appeals to "realism" or overly challenging encounters, or by not giving them enough space and time (and willing NPC partners) in scenes to roleplay.</p></blockquote><p></p>
[QUOTE="Tigerbunny, post: 4581660, member: 21857"] As Unofficial Devil's Advocate of the thread, I'll even point out a kind of play/player for which tightly scripted adventures such as Dragonlance can provide meaningful choices that give them what they want out of play. I have certainly played with some players for whom the principal choices they are interested in are not "how will the story turn out", "how will I beat the monsters", or even "what kind of person is my character." Some players are most interested in portrayal of their character. They want to chew scenery, strike poses, and generally do all the stuff that "a ---- does." For that player, the important freedom of choice is more about spotlight time and expression of character. They want to be able to play their character fully - and pesky chance, risk, and realism be damned. Their reward is in seeing events unfold and reacting to them in character - usually with lots of in-character talk, florid narration, and flashy but impractical stunts. For that player, knowing that the DM has everything all mapped out - there will be a villain, some people to rescue, a MacGuffin, a spectacular set, a tavern full of colorful extras, and a happy ending where they get medals and feasts - is a real plus. They can just go nuts playing their character and not worry about effectiveness or not getting to see all the scenes (because they have this GREAT one-liner planned for that final confrontation with the villain!). Those choices are choices too. Not all choices are game-playing, win/loss resource allocation choices. Some are expressive. And yeah, you can railroad those players too. Usually you do it by repeatedly quashing their ideas with appeals to "realism" or overly challenging encounters, or by not giving them enough space and time (and willing NPC partners) in scenes to roleplay. [/QUOTE]
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