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DM Issues: Railroading
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<blockquote data-quote="CuRoi" data-source="post: 5593284" data-attributes="member: 98032"><p>First - I'm replying directly to the OP without sifting through the entire thread. I'll get to it...I promise : )</p><p> </p><p>Second - I think all of your points are vaild further I think the DM's points are valid : )</p><p> </p><p>Railroading IMO can be just another tool in a DMs toolbox (the problem arises when its the ONLY tool). In some cases it can be used in a collaborative story to add dramatic tension and give players a sense they are involved in something "bigger than their characters". Something they feel compelled or coerced to go along with...for a time. </p><p> </p><p>However, the DM has to make sure the players are all buckled in and enjoying the ride. If some players are screaming for it to stop, the DM needs to a) hit the breaks and let the players make more decisions or b) let the players jump from the moving train and suffer the consequences.</p><p> </p><p>Solution A is necessary if the DM has just taken over the story. He needs the players to just smack him in the face and bring him back to a reality where he realizes he's not the only one at the table invested in the story. This may be your case. I don't even recommend discussing this "OOC". Just be obstinate about doing exactly what the DM is trying to railroad you into and reclaim your part in the story. If Elminster or whoever shows up and says "I want you to toss this ring in a volcano" tell him you've got plans, tell him you're allergic to volcanos, tell him he's got Teleport and he should do it his damn self. </p><p> </p><p>Scenario B, jumping from the moving train may be necessary if the DM planned the railroading as part of the overall plot/story. The players are allowed to exit the moving vehicle whenvever they wish but dramatic tension, sacrifice and other great story advancing things will happen when they make that abrupt departure.</p><p> </p><p>So, if your DM is serious about the "well there's a war going on" statement, he shouldn't be using it as an excuse to keep you guys on the tracks. He should let you bail. However, when you come back after several weeks of item making, vacationing, knitting, what have you, you may be dealing with a completely different threat. </p><p> </p><p>Perhaps the war is over, mercs are now having to answer for "War crimes". Perhaps your "side" is losing badly. Perhaps another merc company took up the slack and you are now competeing with them for jobs and for prestige. Who knows.</p><p> </p><p>EDIT: Just skimmed the thread. Great discussion on the definition and positives / negatives of differing play styles. I'll agree with the many posts that essentially say "play what your group wants to play!" Some poeple love railroaded "plots" where they are spectators of sorts to an entertaining story. Some people want to be able to build the story as they go. Some peopel want a bit of both. I will add that IMO, in high level games it's nigh impossible to accomplish railroading unless there is an implicit understanding between the players and DM. Plane Shift, Teleportation, Divinations, etc. etc. all pretty much beg the question of "can I really force the players along a single track of my choosing?" So it's definitely a group choice on how to play as opposed to anything dictated solely by DM or rules. Debating the differences or the value is purely academic.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5593284, member: 98032"] First - I'm replying directly to the OP without sifting through the entire thread. I'll get to it...I promise : ) Second - I think all of your points are vaild further I think the DM's points are valid : ) Railroading IMO can be just another tool in a DMs toolbox (the problem arises when its the ONLY tool). In some cases it can be used in a collaborative story to add dramatic tension and give players a sense they are involved in something "bigger than their characters". Something they feel compelled or coerced to go along with...for a time. However, the DM has to make sure the players are all buckled in and enjoying the ride. If some players are screaming for it to stop, the DM needs to a) hit the breaks and let the players make more decisions or b) let the players jump from the moving train and suffer the consequences. Solution A is necessary if the DM has just taken over the story. He needs the players to just smack him in the face and bring him back to a reality where he realizes he's not the only one at the table invested in the story. This may be your case. I don't even recommend discussing this "OOC". Just be obstinate about doing exactly what the DM is trying to railroad you into and reclaim your part in the story. If Elminster or whoever shows up and says "I want you to toss this ring in a volcano" tell him you've got plans, tell him you're allergic to volcanos, tell him he's got Teleport and he should do it his damn self. Scenario B, jumping from the moving train may be necessary if the DM planned the railroading as part of the overall plot/story. The players are allowed to exit the moving vehicle whenvever they wish but dramatic tension, sacrifice and other great story advancing things will happen when they make that abrupt departure. So, if your DM is serious about the "well there's a war going on" statement, he shouldn't be using it as an excuse to keep you guys on the tracks. He should let you bail. However, when you come back after several weeks of item making, vacationing, knitting, what have you, you may be dealing with a completely different threat. Perhaps the war is over, mercs are now having to answer for "War crimes". Perhaps your "side" is losing badly. Perhaps another merc company took up the slack and you are now competeing with them for jobs and for prestige. Who knows. EDIT: Just skimmed the thread. Great discussion on the definition and positives / negatives of differing play styles. I'll agree with the many posts that essentially say "play what your group wants to play!" Some poeple love railroaded "plots" where they are spectators of sorts to an entertaining story. Some people want to be able to build the story as they go. Some peopel want a bit of both. I will add that IMO, in high level games it's nigh impossible to accomplish railroading unless there is an implicit understanding between the players and DM. Plane Shift, Teleportation, Divinations, etc. etc. all pretty much beg the question of "can I really force the players along a single track of my choosing?" So it's definitely a group choice on how to play as opposed to anything dictated solely by DM or rules. Debating the differences or the value is purely academic. [/QUOTE]
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