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DM Issues: Railroading
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<blockquote data-quote="Morrus" data-source="post: 5584506" data-attributes="member: 1"><p>Railroading has become an emotive term.</p><p> </p><p>There is a balance - if your DM has written an adventure, you should play that adventure. You don't have the right to demand the DM create any adventure you wish to play at a moment's whim. The balance of that is that the DM should be able to accomodate <em>reasonable</em> deviations.</p><p> </p><p>One extreme is "I don't want to explore the evil dungeon, I want to explore the obsidian glacier - write an new adventure for me <em>now</em>, bitch!" The skill of the DM lies in accomodating player freedom to choose with what is, essentially, a workload. And the job of a player is to accept certain restrictions out of respect for his friend who's trying to write an adventure for you and who isn't your slave. In the long run, even when the<em> player</em> has no real freedom to choose the adventure, though, it should feel like his <em>character </em>had.</p><p> </p><p>It's a tricky balance to take, but "railroading" isn't, by definition, a bad thing unless done to extremes; it's merely a play-style. A fully sandbox world? That's a LOT of work. It's possible, but it's not something I'm ever prepared to run, because I simply don't have 26 hours a day to design it. So my players accept that there's a plot, and they go along with it in the interests of everyone having fun.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5584506, member: 1"] Railroading has become an emotive term. There is a balance - if your DM has written an adventure, you should play that adventure. You don't have the right to demand the DM create any adventure you wish to play at a moment's whim. The balance of that is that the DM should be able to accomodate [I]reasonable[/I] deviations. One extreme is "I don't want to explore the evil dungeon, I want to explore the obsidian glacier - write an new adventure for me [I]now[/I], bitch!" The skill of the DM lies in accomodating player freedom to choose with what is, essentially, a workload. And the job of a player is to accept certain restrictions out of respect for his friend who's trying to write an adventure for you and who isn't your slave. In the long run, even when the[I] player[/I] has no real freedom to choose the adventure, though, it should feel like his [I]character [/I]had. It's a tricky balance to take, but "railroading" isn't, by definition, a bad thing unless done to extremes; it's merely a play-style. A fully sandbox world? That's a LOT of work. It's possible, but it's not something I'm ever prepared to run, because I simply don't have 26 hours a day to design it. So my players accept that there's a plot, and they go along with it in the interests of everyone having fun. [/QUOTE]
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