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DM Issues: Railroading
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<blockquote data-quote="Vespucci" data-source="post: 5587249" data-attributes="member: 6675688"><p>As far as I can tell, we agree about "railroading".</p><p></p><p>For the rest: I'm not arguing against consequences. My sensible version of the storm example has consequences for the players decision to stay in a makeshift shelter. The debate is over scripting, with particularly emphasis on what that means about consequences for PC decisions. There's clearly a scale. Stormfox's example was one of scripting, from day 0 of the campaign, an end-of-the-world event to occur in two game years <em>and</em> expecting the players to deal with it, on pain of - the end of the world! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Interestingly, what looked to me like a bit of a straw man has actually attracted defenders. Because their approach is so radically different to mine, I don't think an intelligible debate can take place - all I can really do is explain why I don't like playing in strongly scripted games.</p><p></p><p>For completeness: I probably wouldn't play in your current game because I don't find the mafia to be particularly compelling. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But a different genre under the same style would be interesting.</p></blockquote><p></p>
[QUOTE="Vespucci, post: 5587249, member: 6675688"] As far as I can tell, we agree about "railroading". For the rest: I'm not arguing against consequences. My sensible version of the storm example has consequences for the players decision to stay in a makeshift shelter. The debate is over scripting, with particularly emphasis on what that means about consequences for PC decisions. There's clearly a scale. Stormfox's example was one of scripting, from day 0 of the campaign, an end-of-the-world event to occur in two game years [I]and[/I] expecting the players to deal with it, on pain of - the end of the world! :) Interestingly, what looked to me like a bit of a straw man has actually attracted defenders. Because their approach is so radically different to mine, I don't think an intelligible debate can take place - all I can really do is explain why I don't like playing in strongly scripted games. For completeness: I probably wouldn't play in your current game because I don't find the mafia to be particularly compelling. :) But a different genre under the same style would be interesting. [/QUOTE]
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