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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="apoptosis" data-source="post: 4581699" data-attributes="member: 3226"><p>I agree i dont think its a trichotomous choice. I think most games provide a bit of illusionism, railroading and sandbox with varying thresholds of success vs impairment. there are also other options (player defined narrative in setting, scenes and goals).</p><p></p><p>A lot of what is talked about is determining what is a meaningful choice to the players.</p><p></p><p>Cadfans example, for me, in a general FRPG campaign would not be considered a meaningful choice, though i could imagine if i was playing in a specific game where the dramatic events of the BBG battle was what i was interested in, his approach would not be bad.</p><p></p><p>Personally i generally prefer a style of sandbox play that is player driven (my terms might be conflictual but you probably understand what i mean). This means that player choices are paramount to the game and the more i do to impair player choice the less i as a GM enjoy the game. </p><p></p><p>I caveat this with the fact as you have mentioned that there are different types of player choice and what the meaningful choices are will depend on the overall type of game.</p><p></p><p>In a generic FRPG player choices generally 'for me' need to include 'real' tangible (as tangible as a imaginative game can allow) impacting the world and setting.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4581699, member: 3226"] I agree i dont think its a trichotomous choice. I think most games provide a bit of illusionism, railroading and sandbox with varying thresholds of success vs impairment. there are also other options (player defined narrative in setting, scenes and goals). A lot of what is talked about is determining what is a meaningful choice to the players. Cadfans example, for me, in a general FRPG campaign would not be considered a meaningful choice, though i could imagine if i was playing in a specific game where the dramatic events of the BBG battle was what i was interested in, his approach would not be bad. Personally i generally prefer a style of sandbox play that is player driven (my terms might be conflictual but you probably understand what i mean). This means that player choices are paramount to the game and the more i do to impair player choice the less i as a GM enjoy the game. I caveat this with the fact as you have mentioned that there are different types of player choice and what the meaningful choices are will depend on the overall type of game. In a generic FRPG player choices generally 'for me' need to include 'real' tangible (as tangible as a imaginative game can allow) impacting the world and setting. [/QUOTE]
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