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DM Issues: Railroading
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<blockquote data-quote="Bedrockgames" data-source="post: 5585074" data-attributes="member: 85555"><p>This is a difficult issue to address because some GMs can take offense, and there may be a misunderstanding about expectations. </p><p></p><p>A certain amount of railroading isn't a problem in my view. Sometimes it helps get things started. Most adventures are a pretty good mix of linear and non linear. Personally I run a lot of investigation-like campaigns, so often times the hook is a little railroady, but the remainder of the adventure is pretty open (within the scope the hook has established). </p><p></p><p>However, I also run a lot of open-style mafia campaigns, with pretty much no railroading. These are much harder to prepare for, because it all boils down to the individual characters and their motivations. So I don't even really prepare events, I prepare NPCs and power groups, then let them react with what the PCs are doing. </p><p></p><p>In the later case, player initiative is very important. If my players didn't set goals for their characters and pursue them, I'd probably have to resort to some railroading. This may be helpful in your case. I don't know the specifics, but consider things from your GM's point of view: have you indicated an interested in or out of game of persuing your own goals and taking initiative? Sometimes when the players start doing interesting things, it makes ad-libbing easier for the GM and it lightens his load a little.</p><p></p><p>It sounds like things have changed somehow in your game. Like the GM used to have a more open style but has shifted to a more linear one. This could be because he has more personal responsibilities, or it could even be because he was following a thread like this and was persuaded to change his approach (I've definitely seen this happen). </p><p></p><p>It definitely doesn't hurt to ask him. You could be diplomatic by asking him general questions about how he prepares for adventures (just as an exchange of ideas), and work it in. Or you could be more direct and politely explain you think his adventures are great but you want to have more choices. </p><p></p><p>It would probably be helpful if you explain the kinds of choices you would like to see in game. As a GM I love it when players give me feedback, but general feedback that isn't specific can be counter productive. If someone says "Less railroading", that gives me an idea, but that could mean anything from "I want 10 adventures to choose from at the beginning of each session" to "I want more interesting pathways to choose from during the adventure." If you are going to give him feedback, the more detailed you are about your own expectations the better.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5585074, member: 85555"] This is a difficult issue to address because some GMs can take offense, and there may be a misunderstanding about expectations. A certain amount of railroading isn't a problem in my view. Sometimes it helps get things started. Most adventures are a pretty good mix of linear and non linear. Personally I run a lot of investigation-like campaigns, so often times the hook is a little railroady, but the remainder of the adventure is pretty open (within the scope the hook has established). However, I also run a lot of open-style mafia campaigns, with pretty much no railroading. These are much harder to prepare for, because it all boils down to the individual characters and their motivations. So I don't even really prepare events, I prepare NPCs and power groups, then let them react with what the PCs are doing. In the later case, player initiative is very important. If my players didn't set goals for their characters and pursue them, I'd probably have to resort to some railroading. This may be helpful in your case. I don't know the specifics, but consider things from your GM's point of view: have you indicated an interested in or out of game of persuing your own goals and taking initiative? Sometimes when the players start doing interesting things, it makes ad-libbing easier for the GM and it lightens his load a little. It sounds like things have changed somehow in your game. Like the GM used to have a more open style but has shifted to a more linear one. This could be because he has more personal responsibilities, or it could even be because he was following a thread like this and was persuaded to change his approach (I've definitely seen this happen). It definitely doesn't hurt to ask him. You could be diplomatic by asking him general questions about how he prepares for adventures (just as an exchange of ideas), and work it in. Or you could be more direct and politely explain you think his adventures are great but you want to have more choices. It would probably be helpful if you explain the kinds of choices you would like to see in game. As a GM I love it when players give me feedback, but general feedback that isn't specific can be counter productive. If someone says "Less railroading", that gives me an idea, but that could mean anything from "I want 10 adventures to choose from at the beginning of each session" to "I want more interesting pathways to choose from during the adventure." If you are going to give him feedback, the more detailed you are about your own expectations the better. [/QUOTE]
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