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DM Issues: Railroading
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<blockquote data-quote="Nagol" data-source="post: 5587192" data-attributes="member: 23935"><p>In my case the starting situation would remain exactly the same. The unfolding narrative is likely to be highly different depending on the areas the PCs engage, their choices, and the relationships explored. I do not author the game. I present the starting context and let the players choices guide the narrative. </p><p></p><p>I have experience that the player choices strongly affect the way the narrative and situation unfolds. Several times, I've been asked to run a 2nd or 3rd simultaneous campaign with a different group. In order to cut down on my workload, I start the new group in the original situation with the same starting parameters. Typically, by the third session, the circumstances have changed enough that I no longer have a reduced workload. The situations evolve away from each other quite quickly from the differences in PC choice and success.</p><p></p><p></p><p></p><p></p><p></p><p>I constantly rework the forestory and the current situation by adding previously undefined elements. Once an element is in play, its nature remains constant. As an example, from a much earlier discussion; under my scheme if a PCs long-lost mother is known to be in an orcish camp for sacrifice and the PCs leave without interrupting the ritual then the mother is sacrificed. The backstory is not modified because <em>I think</em> the player may want to further engage the NPC in a thematic way. I let the players choose what interests them from the milieu. Perhaps the players wants the angst of knowing he failed to save her? Perhaps the player originally had her long-lost because he doesn't want to interact with the mother at all? Allowing the players to author the story by respecting their choices -- both good and bad -- is a form of empowerment.</p><p></p><p>As a player my interests are ecletic and best known by me not the DM. I'll engage those things that catch my fancy and drop them again just as quickly if they don't keep my interest. Having someone rebuild to feed my apparent interest would be disconcerting and likely frustrating for the other person.</p><p></p><p></p><p></p><p>Of course, I take responsibility for my designs and game play. I am upfront with the prospective players about my style, the starting situation, and base expectation for the game. I despise bait-and-switch gaems where the character is designed under one premise and rapidly thrust into a different one without player choice because it is deceptive on the part of the DM regarding design and game play.</p><p></p><p>I insist the players take responsibility for their designs and game play too. The unfolding narrative is constructed out their actions and consequences. The PCs do not instigate all actions; they may not appreciate all developments; but the PCs can affect any outcome. If a player doesn't want this form of play, as a DM I hope he takes the responsible route and finds a game more to his taste.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5587192, member: 23935"] In my case the starting situation would remain exactly the same. The unfolding narrative is likely to be highly different depending on the areas the PCs engage, their choices, and the relationships explored. I do not author the game. I present the starting context and let the players choices guide the narrative. I have experience that the player choices strongly affect the way the narrative and situation unfolds. Several times, I've been asked to run a 2nd or 3rd simultaneous campaign with a different group. In order to cut down on my workload, I start the new group in the original situation with the same starting parameters. Typically, by the third session, the circumstances have changed enough that I no longer have a reduced workload. The situations evolve away from each other quite quickly from the differences in PC choice and success. I constantly rework the forestory and the current situation by adding previously undefined elements. Once an element is in play, its nature remains constant. As an example, from a much earlier discussion; under my scheme if a PCs long-lost mother is known to be in an orcish camp for sacrifice and the PCs leave without interrupting the ritual then the mother is sacrificed. The backstory is not modified because [I]I think[/I] the player may want to further engage the NPC in a thematic way. I let the players choose what interests them from the milieu. Perhaps the players wants the angst of knowing he failed to save her? Perhaps the player originally had her long-lost because he doesn't want to interact with the mother at all? Allowing the players to author the story by respecting their choices -- both good and bad -- is a form of empowerment. As a player my interests are ecletic and best known by me not the DM. I'll engage those things that catch my fancy and drop them again just as quickly if they don't keep my interest. Having someone rebuild to feed my apparent interest would be disconcerting and likely frustrating for the other person. Of course, I take responsibility for my designs and game play. I am upfront with the prospective players about my style, the starting situation, and base expectation for the game. I despise bait-and-switch gaems where the character is designed under one premise and rapidly thrust into a different one without player choice because it is deceptive on the part of the DM regarding design and game play. I insist the players take responsibility for their designs and game play too. The unfolding narrative is constructed out their actions and consequences. The PCs do not instigate all actions; they may not appreciate all developments; but the PCs can affect any outcome. If a player doesn't want this form of play, as a DM I hope he takes the responsible route and finds a game more to his taste. [/QUOTE]
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