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General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="Manbearcat" data-source="post: 9383041" data-attributes="member: 6696971"><p>It takes some creative interpretation to not read the above as a straightforward manual for Railroading101.</p><p></p><p>There are multiple iterations (both contemporary and dating to 20+ years ago) of words and sentences to communicate to the GM (a) an anti-railroad ethos and (b) <em>how</em> to pull that off. The above? That ain't it.</p><p></p><p>I think the most important area of examination in terms of GM Force (which subverts system or player input, controls instances of play, and compels overall play toward a Railroad paradigm) are:</p><p></p><ul> <li data-xf-list-type="ul">Who decides what play is about; <em>who has the breadcrumbs, the players/system or the GM?</em></li> </ul><p></p><ul> <li data-xf-list-type="ul">In the blow-by-blow of play, is the GM framing situations and decision-points in response to players' breadcrumb-trails or in response to <em>hitting GM-conceived waypoints and/or endpoint?</em></li> </ul><p></p><p>But again, for the millionth time recently, people shouldn't be ashamed of their APs and their Railroads. There is obviously an abundance of GMs and players who want to run/play a Railroad and aspire to run them/play them well. If I was designing advice for such GMs and players, the above advice in the quote is very solid toward achieving that end.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9383041, member: 6696971"] It takes some creative interpretation to not read the above as a straightforward manual for Railroading101. There are multiple iterations (both contemporary and dating to 20+ years ago) of words and sentences to communicate to the GM (a) an anti-railroad ethos and (b) [I]how[/I] to pull that off. The above? That ain't it. I think the most important area of examination in terms of GM Force (which subverts system or player input, controls instances of play, and compels overall play toward a Railroad paradigm) are: [LIST] [*]Who decides what play is about; [I]who has the breadcrumbs, the players/system or the GM?[/I] [/LIST] [LIST] [*]In the blow-by-blow of play, is the GM framing situations and decision-points in response to players' breadcrumb-trails or in response to [I]hitting GM-conceived waypoints and/or endpoint?[/I] [/LIST] [I][/I] But again, for the millionth time recently, people shouldn't be ashamed of their APs and their Railroads. There is obviously an abundance of GMs and players who want to run/play a Railroad and aspire to run them/play them well. If I was designing advice for such GMs and players, the above advice in the quote is very solid toward achieving that end. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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