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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="Melba Toast" data-source="post: 4586643" data-attributes="member: 80591"><p>This is exactly the "improvisational slight-of-hand" I referred to earlier. If you craft a dungeon in advance, and the players don't catch the adventure hook that you intended the dungeon for, the dungeon should be prepared so that it could be recycled for another adventure hook. It could be the same dungeon, but there may be multiple reasons to enter it.</p><p></p><p></p><p>Another alternative is to have a world that is so completely realized in your mind that you can let your players run free in it. Most DMs don't have the time to construct such lavish worlds, but, if you keep the PCs trapped within a very small geographical area, it could be done.</p><p></p><p>It's not hard to keep your PCs grounded in a small area if traveling is dangerous, time consuming or difficult. Think about being a teenager in suburbia with no car. Where are you going to go? What are you going to do with your time? You heard there's an old abandoned incinerator just beyond the woods. Might as well break in and have a look around. Similarly, what adventurous soul trapped in a quiet farming village would resist the temptation to explore the old cave or ruins just over yonder?</p><p></p><p>I do think DMs rush the traveling component of their game. It should be hard to travel from town to town. I don't buy this "skip ahead three days and you arrive in Waterdeep" crap. There's a reason people didn't travel much before the invention of cars. </p><p></p><p>Someone brought up DM fiat with regard to starting a campaign. This is an interesting point that should be discussed further. If you give your players free range to act as they desire, what's the best way to tie a group together? I never liked "Welcome to the Gameworld, you are all sitting around at a Pub together" approach.</p></blockquote><p></p>
[QUOTE="Melba Toast, post: 4586643, member: 80591"] This is exactly the "improvisational slight-of-hand" I referred to earlier. If you craft a dungeon in advance, and the players don't catch the adventure hook that you intended the dungeon for, the dungeon should be prepared so that it could be recycled for another adventure hook. It could be the same dungeon, but there may be multiple reasons to enter it. Another alternative is to have a world that is so completely realized in your mind that you can let your players run free in it. Most DMs don't have the time to construct such lavish worlds, but, if you keep the PCs trapped within a very small geographical area, it could be done. It's not hard to keep your PCs grounded in a small area if traveling is dangerous, time consuming or difficult. Think about being a teenager in suburbia with no car. Where are you going to go? What are you going to do with your time? You heard there's an old abandoned incinerator just beyond the woods. Might as well break in and have a look around. Similarly, what adventurous soul trapped in a quiet farming village would resist the temptation to explore the old cave or ruins just over yonder? I do think DMs rush the traveling component of their game. It should be hard to travel from town to town. I don't buy this "skip ahead three days and you arrive in Waterdeep" crap. There's a reason people didn't travel much before the invention of cars. Someone brought up DM fiat with regard to starting a campaign. This is an interesting point that should be discussed further. If you give your players free range to act as they desire, what's the best way to tie a group together? I never liked "Welcome to the Gameworld, you are all sitting around at a Pub together" approach. [/QUOTE]
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Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?
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