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DM Issues: Railroading
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<blockquote data-quote="Nagol" data-source="post: 5586084" data-attributes="member: 23935"><p>I disagree. The players now get to play how their deeply rooted characters deal with hell breaking loose on the world thay care for. If the DM sets up a situation (I hate to call it a plot since that suggests a defined set of actions and known end state which my sandbox does not have) and the PCs ignore or decline to engage then that situation evolves over time to its natural end. That doesn't mean it'll always end horrifically; sometimes NPCs will turn it around (which can also happen if the PCs do get involved though it tends to be more rare since PCs tend to make quick work of things that raise their ire) or the master villain will make a fatal mistake. After all, the game is about the PCs and how they act and react to changes. This is just a larger change than is common.</p><p></p><p>Now, that doesn't mean properly advertising campaign structure and premise isn't important; I find it absolutely is. I despise bait-and-switch character creation where the premise provided for constructing the characters is invalidated in the first adventure (e.g. "I have an idea for a light social intrigue; surprise! Zombies are rising!" or "Build some good adventurers for a vanilla D&D campaign -- surprise! The mists you just walked through led to the Demiplane of Dread"). But if the dire situation introduced is within scope of the premise, so be it.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5586084, member: 23935"] I disagree. The players now get to play how their deeply rooted characters deal with hell breaking loose on the world thay care for. If the DM sets up a situation (I hate to call it a plot since that suggests a defined set of actions and known end state which my sandbox does not have) and the PCs ignore or decline to engage then that situation evolves over time to its natural end. That doesn't mean it'll always end horrifically; sometimes NPCs will turn it around (which can also happen if the PCs do get involved though it tends to be more rare since PCs tend to make quick work of things that raise their ire) or the master villain will make a fatal mistake. After all, the game is about the PCs and how they act and react to changes. This is just a larger change than is common. Now, that doesn't mean properly advertising campaign structure and premise isn't important; I find it absolutely is. I despise bait-and-switch character creation where the premise provided for constructing the characters is invalidated in the first adventure (e.g. "I have an idea for a light social intrigue; surprise! Zombies are rising!" or "Build some good adventurers for a vanilla D&D campaign -- surprise! The mists you just walked through led to the Demiplane of Dread"). But if the dire situation introduced is within scope of the premise, so be it. [/QUOTE]
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