Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Can you railroad a willing player? (Forked from "Is World Building Necessary?")
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4734249" data-attributes="member: 5143"><p>I, on the other hand, am not. I don't think most DMs are. I will throw out red herrings, but if they explore it for too long then I will arrange things so they figure out it was a red herring. I know my players get really frustrated if they spend 2 hours tracking down a clue that meant absolutely nothing. They feel like their time is wasted because it got them no benefit at all.</p><p></p><p>If the PCs dither while the world is about to be destroyed, I'm going to remind them in character any way I can that they are wasting time. I'm going to start offering them more incentive to save the world, and if none of that works, I'll step out of character and say "Alright guys, if you don't want to go on this mission then I don't have anything else planned. The world is actually going to end if you keep wasting time like this. Your characters aren't going to be spared because they are PCs or anything. The game just pretty much ends. So, really, we have 2 choices: You go on the mission or the game is over and maybe someone else wants to DM."</p><p></p><p>I've even had to do it once before.</p><p></p><p>I think almost everyone does this. You need to restrict the choices to things you can handle. No one can imagine every single possible option in a near infinite universe. Some people are better at adapting on the fly than others, true. But at any particular moment the words that come out of one of the player's mouths could be...anything. It could be, "You know, I know we've spent the last 2 years of real time trying to track down this villain and my character was the most enthusiastic about the mission...but...I've decided to retire and give up. I'm going to sail to a country not even on this map given to us by the DM and I'm going to start a new religion."</p><p></p><p>Luckily, people are more predictable than that...they rarely change so drastically all of a sudden. Which is good, because none of us can keep track of millions of NPCs, thousands of "events", all happening at the same time. Instead, we cut it down to a couple of things that we can easily keep track of and present those as options to our players while cutting out the rest.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4734249, member: 5143"] I, on the other hand, am not. I don't think most DMs are. I will throw out red herrings, but if they explore it for too long then I will arrange things so they figure out it was a red herring. I know my players get really frustrated if they spend 2 hours tracking down a clue that meant absolutely nothing. They feel like their time is wasted because it got them no benefit at all. If the PCs dither while the world is about to be destroyed, I'm going to remind them in character any way I can that they are wasting time. I'm going to start offering them more incentive to save the world, and if none of that works, I'll step out of character and say "Alright guys, if you don't want to go on this mission then I don't have anything else planned. The world is actually going to end if you keep wasting time like this. Your characters aren't going to be spared because they are PCs or anything. The game just pretty much ends. So, really, we have 2 choices: You go on the mission or the game is over and maybe someone else wants to DM." I've even had to do it once before. I think almost everyone does this. You need to restrict the choices to things you can handle. No one can imagine every single possible option in a near infinite universe. Some people are better at adapting on the fly than others, true. But at any particular moment the words that come out of one of the player's mouths could be...anything. It could be, "You know, I know we've spent the last 2 years of real time trying to track down this villain and my character was the most enthusiastic about the mission...but...I've decided to retire and give up. I'm going to sail to a country not even on this map given to us by the DM and I'm going to start a new religion." Luckily, people are more predictable than that...they rarely change so drastically all of a sudden. Which is good, because none of us can keep track of millions of NPCs, thousands of "events", all happening at the same time. Instead, we cut it down to a couple of things that we can easily keep track of and present those as options to our players while cutting out the rest. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Can you railroad a willing player? (Forked from "Is World Building Necessary?")
Top