Paul Farquhar
Legend
The thing about Pharaoh is, it isn't very different to earlier adventures, such as White Plume Mountain. The only innovation is the dungeon has a better narrative, beyond "a mad dungeon master did it". Which means when the players do what they normally do - complete the dungeon - they are rewarded with a satisfying cutscene, rather than a pile of pretend money.
It's when you start hooking these things together into a campaign that railroading becomes a problem. The sequels, that became the Desert of Desolation campaign, depend on the players unleashing an evil efreet in a random encounter in the first adventure. What if the players didn't free the efreet? What if they didn't have that encounter at all? What if they don't care? If the DM is determined to run the sequels they have to force the players to act in a certain way.
To tie into the OP, the efreet is the Chekhov's gun.
It's when you start hooking these things together into a campaign that railroading becomes a problem. The sequels, that became the Desert of Desolation campaign, depend on the players unleashing an evil efreet in a random encounter in the first adventure. What if the players didn't free the efreet? What if they didn't have that encounter at all? What if they don't care? If the DM is determined to run the sequels they have to force the players to act in a certain way.
To tie into the OP, the efreet is the Chekhov's gun.
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