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<blockquote data-quote="takasi" data-source="post: 4864932" data-attributes="member: 20194"><p>It's not about the option to do something, it's about the option to avoid something. When you can't avoid it then it's a rail. It's an edge you can't get around. The consequences are inevitable. </p><p></p><p>And it's not black and white. Some hooks may involve events that may never unfold, or may take a very long time to happen. The amount of time and pressure on a player determines how wide and tall the railing is. </p><p></p><p></p><p></p><p>The DM knows the personality of the character and can also change the world. He has the power of a god and can toy with you at his leisure. This becomes a major railroad when 'The Call Knows Where You Live'. A DM learns that a character cares about something, so he can put that something in danger and call it 'motivation'. Personally I'd be unhappy as a player if the DM then turned around and said 'well, you can always change your character's personality and NOT care about it right? So now tell me about your new personality and what you care about again? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />' </p><p></p><p></p><p></p><p>If you truly don't feel that changing the world through evil plots and general mayhem puts any pressure on someone living in that world, in character, then I'm intrigued. Do you create worlds where stress simply doesn't exist? Where everyone is just apathetic and lazy? Are they under mind control? </p><p></p><p></p><p></p><p>As I said before, it's in character rewards. Players might high five each other when they get insanity points in a game of Cthulhu, but I would hardly call that a reward for the character.</p><p></p><p></p><p></p><p>Thanks. It can be surprising what a group will find fun and motivating when left to their own devices.</p></blockquote><p></p>
[QUOTE="takasi, post: 4864932, member: 20194"] It's not about the option to do something, it's about the option to avoid something. When you can't avoid it then it's a rail. It's an edge you can't get around. The consequences are inevitable. And it's not black and white. Some hooks may involve events that may never unfold, or may take a very long time to happen. The amount of time and pressure on a player determines how wide and tall the railing is. The DM knows the personality of the character and can also change the world. He has the power of a god and can toy with you at his leisure. This becomes a major railroad when 'The Call Knows Where You Live'. A DM learns that a character cares about something, so he can put that something in danger and call it 'motivation'. Personally I'd be unhappy as a player if the DM then turned around and said 'well, you can always change your character's personality and NOT care about it right? So now tell me about your new personality and what you care about again? :P' If you truly don't feel that changing the world through evil plots and general mayhem puts any pressure on someone living in that world, in character, then I'm intrigued. Do you create worlds where stress simply doesn't exist? Where everyone is just apathetic and lazy? Are they under mind control? As I said before, it's in character rewards. Players might high five each other when they get insanity points in a game of Cthulhu, but I would hardly call that a reward for the character. Thanks. It can be surprising what a group will find fun and motivating when left to their own devices. [/QUOTE]
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