Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
DM Issues: Railroading
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5587307" data-attributes="member: 42582"><p>Nagol and S'mon, thanks for the replies - can't XP Nagol again yet, though.</p><p></p><p>We differ on the first of these - I fit the starting situation to the players and their PCs.</p><p></p><p>I'm not sure about the second - once an element is in play in my game, its <em>revealed</em> nature remains constant, but stuff that has not yet been revealed about it (eg perhaps its origin, or where it was/what it was doing 5 years ago) is still up for grabs. Often I'll have a loose notion of what some of these things might be, but will often precisify or change them on the fly as seems best-suited to push the game forward.</p><p></p><p>Good example. I could imagine handling this in different ways. Thus, in my game the players had a chance to rescue the mother of one of the PCs from a goblin fortress, but left her in a room on her own while they searched for a way out. When they came back, I explained that they found her dead. (I'd already decided that this would be the outcome unless very affirmative steps were taken to prevent it - and they weren't.)</p><p></p><p>But in circumstnaces where the PCs failure to protect his mother had a different cause - for example, he was doing something equally heroic elsewhere - then how I resolved the matter might be different.</p><p></p><p>I strongly agree with this. Relating it back to Starfox's scenario, the reason why the GDS trio ignored the world-ending issue is therefore crucial. If the players actively decided to continue planting, dancing and gazing in the knowledge that the world is soon doomed, then ending the world affirms those choices. But if - as Starfox seemed to have in mind - they are just not interested in the world-saving thing and treat it as an irrelevant distraction to the game they actually want to play, then I think that the GM insisting on his/her plot and ending the gameworld would tend to be the disempowering way of proceeding.</p><p></p><p></p><p>This works for me - the stuff on the right-hand side of "for one thing" especially. As I read Starfox and Vespucci, what you say there accords with what they're saying, namely, that the setting/timeline etc have a metagame as well as ingame significance, which a GM can't repudiate just by saying "But that's what is happening in the gameworld!"</p><p></p><p>What the actual metagame significance is, for whom, and how the play group as a whole should best respond to it, is going to be a particular matter for each group. I don't think any general rules - such as "stick to your prepared timeline or you'll invalidate player choices" or "always apply natural consequences to PC actions" - can be given here, because of the range of variation in interests, dynamics etc across groups.</p><p></p><p>I'm not sure what you mean here by "rebuild", so I'm not sure what you're describing.</p><p></p><p>But my general experience as a GM has been that players don't object when the parts of the gameworld that reach out to grab them are mostly the sorts of things that they are interested in engaging with (so, to give a very simple example, when the party contains a lot of Raven Queen worshippers they encounter more than the population average of Orcus cultists).</p><p></p><p>In my game the PCs do not appreciate all developments, but I try hard to ensure that the players do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5587307, member: 42582"] Nagol and S'mon, thanks for the replies - can't XP Nagol again yet, though. We differ on the first of these - I fit the starting situation to the players and their PCs. I'm not sure about the second - once an element is in play in my game, its [I]revealed[/I] nature remains constant, but stuff that has not yet been revealed about it (eg perhaps its origin, or where it was/what it was doing 5 years ago) is still up for grabs. Often I'll have a loose notion of what some of these things might be, but will often precisify or change them on the fly as seems best-suited to push the game forward. Good example. I could imagine handling this in different ways. Thus, in my game the players had a chance to rescue the mother of one of the PCs from a goblin fortress, but left her in a room on her own while they searched for a way out. When they came back, I explained that they found her dead. (I'd already decided that this would be the outcome unless very affirmative steps were taken to prevent it - and they weren't.) But in circumstnaces where the PCs failure to protect his mother had a different cause - for example, he was doing something equally heroic elsewhere - then how I resolved the matter might be different. I strongly agree with this. Relating it back to Starfox's scenario, the reason why the GDS trio ignored the world-ending issue is therefore crucial. If the players actively decided to continue planting, dancing and gazing in the knowledge that the world is soon doomed, then ending the world affirms those choices. But if - as Starfox seemed to have in mind - they are just not interested in the world-saving thing and treat it as an irrelevant distraction to the game they actually want to play, then I think that the GM insisting on his/her plot and ending the gameworld would tend to be the disempowering way of proceeding. This works for me - the stuff on the right-hand side of "for one thing" especially. As I read Starfox and Vespucci, what you say there accords with what they're saying, namely, that the setting/timeline etc have a metagame as well as ingame significance, which a GM can't repudiate just by saying "But that's what is happening in the gameworld!" What the actual metagame significance is, for whom, and how the play group as a whole should best respond to it, is going to be a particular matter for each group. I don't think any general rules - such as "stick to your prepared timeline or you'll invalidate player choices" or "always apply natural consequences to PC actions" - can be given here, because of the range of variation in interests, dynamics etc across groups. I'm not sure what you mean here by "rebuild", so I'm not sure what you're describing. But my general experience as a GM has been that players don't object when the parts of the gameworld that reach out to grab them are mostly the sorts of things that they are interested in engaging with (so, to give a very simple example, when the party contains a lot of Raven Queen worshippers they encounter more than the population average of Orcus cultists). In my game the PCs do not appreciate all developments, but I try hard to ensure that the players do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DM Issues: Railroading
Top