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DM - Adversarial or Permissive?
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<blockquote data-quote="catsclaw227" data-source="post: 5838057" data-attributes="member: 14197"><p>Which is an AP and by definition going to have some railroady elements that might cause problems if a player decides his PC is going to jump off the train and leave everyone else on it. </p><p></p><p></p><p>I am not a fan of the "false accusation of rape" plot point either. Even if people agree that they can handle adult themes, this one can charge subconscious emotions in ways that players can't really anticipate.</p><p></p><p>In my opinion the game set-up was messed up from the beginning before this encounter even happened. </p><p></p><p>First, the players and PCs didn't all know each other or have ties to each other so that in the event of a difficult situation they would have incentive to band together and work as a team. The OP admitted this himself a few pages back. </p><p></p><p>Second, since it is an AP, I am guessing that either the players weren't told in advance that it was an AP or that they didn't understand that they were getting into a game that had a relatively linear narrative structure by nature. If they did, in fact, know and understand this, and agreed (which is a totally fine playstyle -- APs are VERY popular), then they weren't truly committed to the social contract they accepted when the game started.</p><p></p><p>Yes, it's metagamey, but it's an important distinction to understand if a group of players want to have an enjoyable table experience.</p><p></p><p>I never, ever downplay the importance of establishing the social contract between players and DM before starting a campaign, whether it's defining house rules or having a thorough playstyle discussion beforehand.</p><p></p><p></p><p>I agree with this, but as I stated above, it sounds like a lot was left on the table (so to speak) when it came to setting the game up in the first place.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 5838057, member: 14197"] Which is an AP and by definition going to have some railroady elements that might cause problems if a player decides his PC is going to jump off the train and leave everyone else on it. I am not a fan of the "false accusation of rape" plot point either. Even if people agree that they can handle adult themes, this one can charge subconscious emotions in ways that players can't really anticipate. In my opinion the game set-up was messed up from the beginning before this encounter even happened. First, the players and PCs didn't all know each other or have ties to each other so that in the event of a difficult situation they would have incentive to band together and work as a team. The OP admitted this himself a few pages back. Second, since it is an AP, I am guessing that either the players weren't told in advance that it was an AP or that they didn't understand that they were getting into a game that had a relatively linear narrative structure by nature. If they did, in fact, know and understand this, and agreed (which is a totally fine playstyle -- APs are VERY popular), then they weren't truly committed to the social contract they accepted when the game started. Yes, it's metagamey, but it's an important distinction to understand if a group of players want to have an enjoyable table experience. I never, ever downplay the importance of establishing the social contract between players and DM before starting a campaign, whether it's defining house rules or having a thorough playstyle discussion beforehand. I agree with this, but as I stated above, it sounds like a lot was left on the table (so to speak) when it came to setting the game up in the first place. [/QUOTE]
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