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DM - Adversarial or Permissive?
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<blockquote data-quote="Hussar" data-source="post: 5840473" data-attributes="member: 22779"><p>Y'know, it's funny. People talk about "consequences" in their campaigns. "My campaign has consequences! The PC's did something and this is the consequence of that action."</p><p></p><p>But, if you notice, the consequences are 100% in favor of whatever the DM wants to have happen and completely against the player. The consequences never fall in the PC's favor. I mean, it could be just as reasonable of a consequence for the PC to flee the town, the girl to feel bad about what happened and confess to the sheriff that there was nothing to the charges. Presuming that the PC hangs around to clear his name, the problem goes away and we're all good.</p><p></p><p>Heck, the girl could catch up with the PC (being a local and knowing a nifty shortcut to the watering hole where the PC was watering his horse) and tell him that she'll confess everything if he just comes back to town with her.</p><p></p><p>But, no. The only "consequence" that is being allowed here is that if the PC doesn't go along with what the DM wants to have happen, his character gets ejected from the campaign.</p><p></p><p>And that, apparently, is not heavy handed DMing or railroading. It's just the "consequences" of the game world. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> This is exactly why I say it's just as easy to railroad in a sandbox as a linear game. This is a textbook example. Go here or your character effectively dies.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5840473, member: 22779"] Y'know, it's funny. People talk about "consequences" in their campaigns. "My campaign has consequences! The PC's did something and this is the consequence of that action." But, if you notice, the consequences are 100% in favor of whatever the DM wants to have happen and completely against the player. The consequences never fall in the PC's favor. I mean, it could be just as reasonable of a consequence for the PC to flee the town, the girl to feel bad about what happened and confess to the sheriff that there was nothing to the charges. Presuming that the PC hangs around to clear his name, the problem goes away and we're all good. Heck, the girl could catch up with the PC (being a local and knowing a nifty shortcut to the watering hole where the PC was watering his horse) and tell him that she'll confess everything if he just comes back to town with her. But, no. The only "consequence" that is being allowed here is that if the PC doesn't go along with what the DM wants to have happen, his character gets ejected from the campaign. And that, apparently, is not heavy handed DMing or railroading. It's just the "consequences" of the game world. :uhoh: This is exactly why I say it's just as easy to railroad in a sandbox as a linear game. This is a textbook example. Go here or your character effectively dies. [/QUOTE]
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