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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="Evilhalfling" data-source="post: 4583570" data-attributes="member: 16991"><p>I am currently running H2: thunderspire labyrinth - it Is the first published work that I have run in six years. The players have been complaining about railroading, and WoW like quest givers, as everyone in the Hall seems to want them for something. </p><p></p><p>Its odd because what attracted me to the adventure was the open order of events and quests. I also strengthened some of the plot hooks, like having an ex-PC disappear, leaving a few dead Gnolls behind. Currently they are following rumors of the Gnolls, putting the chase for known slavers on hold. </p><p></p><p>They accidently solved one of the side quests, following a red herring by their choice, and are trying to figure out how to get paid for it. I think they settled on Blackmail. </p><p></p><p>I think part of the problem is that are too aware that there are set encounters, and feel like they are moving in a set path from one to another, even though from my point of view they are lurching around the adventure like drunken pirates. </p><p></p><p>One player even wants to visit the “Hall of the Broken Dragon”, The only in game reason seems to be It <em>sounds interesting, lets go see whats there</em>. This is fine by me – I wrote it up several encounters from its 1 paragraph description, but the other players want to stay with missions based on the story. ie stopping slavers or finding lost friends.</p><p></p><p>There was a bit of illusionism getting them to the Hall. I admitted I wanted to run the modual and created several pre-adventure plot hooks led to it. (2 vanished allies, increase in demand for slaves from underground, and a obscure letter addressed to 7PH) </p><p>But since they got there each new action was dictated by them. I even considered some reactions if the PCs chose a unexpected course - like becoming slavers themselves or not taking care of a major threat.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 4583570, member: 16991"] I am currently running H2: thunderspire labyrinth - it Is the first published work that I have run in six years. The players have been complaining about railroading, and WoW like quest givers, as everyone in the Hall seems to want them for something. Its odd because what attracted me to the adventure was the open order of events and quests. I also strengthened some of the plot hooks, like having an ex-PC disappear, leaving a few dead Gnolls behind. Currently they are following rumors of the Gnolls, putting the chase for known slavers on hold. They accidently solved one of the side quests, following a red herring by their choice, and are trying to figure out how to get paid for it. I think they settled on Blackmail. I think part of the problem is that are too aware that there are set encounters, and feel like they are moving in a set path from one to another, even though from my point of view they are lurching around the adventure like drunken pirates. One player even wants to visit the “Hall of the Broken Dragon”, The only in game reason seems to be It [I]sounds interesting, lets go see whats there[/I]. This is fine by me – I wrote it up several encounters from its 1 paragraph description, but the other players want to stay with missions based on the story. ie stopping slavers or finding lost friends. There was a bit of illusionism getting them to the Hall. I admitted I wanted to run the modual and created several pre-adventure plot hooks led to it. (2 vanished allies, increase in demand for slaves from underground, and a obscure letter addressed to 7PH) But since they got there each new action was dictated by them. I even considered some reactions if the PCs chose a unexpected course - like becoming slavers themselves or not taking care of a major threat. [/QUOTE]
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