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*Dungeons & Dragons
Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="Rya.Reisender" data-source="post: 6810795" data-attributes="member: 6801585"><p>Yeah, several replies here makes me wonder what people mean exactly when they say railroading is a dealbreaker.</p><p></p><p>If I start Lost Mine of Phandelver and the first thing they do is decide to return to Neverwinter and steal the goods on the wagon and I'm not allowing that, is that already railroading and bad?</p><p>If through narration I make it pretty clear where they NEED to go, without giving them much of a choice, but when they are there still give them the choice e.g. if they take the main entrance or look for a secret passage or even allow them to think of their own ideas (like climbing the building and destroying the ceiling and jump in), is that railroading?</p><p></p><p>I wonder the same thing about what "Too strict" means. If a player want to sheathe his sword, draw a bow and shoot in the same turn and I say it's not allowed per rules, is that already so strict that it's a dealbreaker? Or does that refer more to DMs that are unable to adjudicate good ideas of players into advantage through existing rules? (Many of the ideas can be interpreted as "Help" action even though narrated completely different, or simply as granting advantage/disadvantage, which the DM is free to give at any time, so that's perfectly within the rules.)</p><p></p><p>Would be cool to see example of "Too much railroading" and "Too strict on the rules" that made players really stand up and quit.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 6810795, member: 6801585"] Yeah, several replies here makes me wonder what people mean exactly when they say railroading is a dealbreaker. If I start Lost Mine of Phandelver and the first thing they do is decide to return to Neverwinter and steal the goods on the wagon and I'm not allowing that, is that already railroading and bad? If through narration I make it pretty clear where they NEED to go, without giving them much of a choice, but when they are there still give them the choice e.g. if they take the main entrance or look for a secret passage or even allow them to think of their own ideas (like climbing the building and destroying the ceiling and jump in), is that railroading? I wonder the same thing about what "Too strict" means. If a player want to sheathe his sword, draw a bow and shoot in the same turn and I say it's not allowed per rules, is that already so strict that it's a dealbreaker? Or does that refer more to DMs that are unable to adjudicate good ideas of players into advantage through existing rules? (Many of the ideas can be interpreted as "Help" action even though narrated completely different, or simply as granting advantage/disadvantage, which the DM is free to give at any time, so that's perfectly within the rules.) Would be cool to see example of "Too much railroading" and "Too strict on the rules" that made players really stand up and quit. [/QUOTE]
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