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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="Greg K" data-source="post: 4586487" data-attributes="member: 5038"><p><strong></strong></p><p><strong></strong></p><p><strong>I won't say that I have never used illusionism or railroad. I have on occassion when it makes sense. </strong></p><p><strong></strong></p><p><strong>Example 1: To bring the party together to a certain point for the initial adventure. However, I use the character backgrounds and motivations as a hook for them to be there. After that, the players are pretty much on their own and in charge of the direction by following hooks or finding other things of their own to follow (although I may, occassionally, throw in a side adventure along their journey to follow up on friends or enemies that the players have made or provide them with events to create a sense of the world around them (and possible hooks)). However, the players are free to have their characters ignore this except when the enemy an enemy puts the players in an immediate reactive position (e.g, ambushes the player, attempts to steal an item both are pursuing, etc.) </strong></p><p><strong></strong></p><p><strong>Example 2: the players made enemies earlier in the campaign. The enemy has been sending emissaries to various kingdoms to set up an alliance and the players, knowing that the emissaries will magically kill any ruler refusing the alliance (they have their reasons which are unknown to the players), take it upon themselves to warn the castle.</strong></p><p><strong></strong></p><p><strong>As for player happiness, any time someone else tries to give me a break from DMing, the other players will ask me when I'll be ready to run again so that they can resume playing their character.</strong></p></blockquote><p></p>
[QUOTE="Greg K, post: 4586487, member: 5038"] [b] I won't say that I have never used illusionism or railroad. I have on occassion when it makes sense. Example 1: To bring the party together to a certain point for the initial adventure. However, I use the character backgrounds and motivations as a hook for them to be there. After that, the players are pretty much on their own and in charge of the direction by following hooks or finding other things of their own to follow (although I may, occassionally, throw in a side adventure along their journey to follow up on friends or enemies that the players have made or provide them with events to create a sense of the world around them (and possible hooks)). However, the players are free to have their characters ignore this except when the enemy an enemy puts the players in an immediate reactive position (e.g, ambushes the player, attempts to steal an item both are pursuing, etc.) Example 2: the players made enemies earlier in the campaign. The enemy has been sending emissaries to various kingdoms to set up an alliance and the players, knowing that the emissaries will magically kill any ruler refusing the alliance (they have their reasons which are unknown to the players), take it upon themselves to warn the castle. As for player happiness, any time someone else tries to give me a break from DMing, the other players will ask me when I'll be ready to run again so that they can resume playing their character.[/b] [/QUOTE]
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Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?
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