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DM Issues: Railroading
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<blockquote data-quote="pemerton" data-source="post: 5587396" data-attributes="member: 42582"><p>Sort of, but only despite the railroad. I was in a 2nd ed game for about a year, which was a GM-storyline PCs-have-to-decipher-the-prophecy style game. But the group was quite large (7 players, I think) and the GM spent most of his time paying attention to the PC at the centre of the prophecy. So despite the railroad the rest of us were able to have quite a good time roleplaying among ourselves - building up relationships between our PCs, various loyalties and points of difference and the like, and also relating all of that to the various elements of the gameworld and of the prophecy.</p><p></p><p>Then the GM teleported us all 100 years into the future. This killed off all the intragroup stuff, which had depended upon us being comfortable with our PCs' relationships to one another within the context of the gameworld as we understood it. It put the focus firmly back on the GM's railroad. I don't know if the GM did it to deliberately have this effect, or because he'd become too confused by his own convoluted prophecy, or a bit of both, or for some other reason. In any event, I left the game a session or two after this, as it killed off everything that I enjoyed about the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5587396, member: 42582"] Sort of, but only despite the railroad. I was in a 2nd ed game for about a year, which was a GM-storyline PCs-have-to-decipher-the-prophecy style game. But the group was quite large (7 players, I think) and the GM spent most of his time paying attention to the PC at the centre of the prophecy. So despite the railroad the rest of us were able to have quite a good time roleplaying among ourselves - building up relationships between our PCs, various loyalties and points of difference and the like, and also relating all of that to the various elements of the gameworld and of the prophecy. Then the GM teleported us all 100 years into the future. This killed off all the intragroup stuff, which had depended upon us being comfortable with our PCs' relationships to one another within the context of the gameworld as we understood it. It put the focus firmly back on the GM's railroad. I don't know if the GM did it to deliberately have this effect, or because he'd become too confused by his own convoluted prophecy, or a bit of both, or for some other reason. In any event, I left the game a session or two after this, as it killed off everything that I enjoyed about the game. [/QUOTE]
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