EditorBFG
Explorer
Do it!
This idea works well and I've done similar things.
In my opinion, the key is, do not stress too much over whether the previous 48 hours do not happen in such a way that the characters get to the exact same spot. That way, railroading is not a problem, because you just don't bother to railroad at all. How will get away with this, you ask?
Because in my cases, the players hate inconsistency worse than you. As a DM, we expect the PCs to screw with our stuff, but if you just make it easy to get to the same spot, most players will not want a "plot paradox." It screws with their imagined experience, not just your "plan."
Besides, if it is a fantasy game, and things go totally different, you just dice out a similar battle over again when and if the time comes and say the PCs had a vision or dream or something of the first one. "This is the way it could've gone" or whatever.
I also did a version of this where the PCs started with combat, but at the end of each round I gave a couple sentences explaining how they got there instead of playing out the previous 48 hours or whatever. That worked great too, but is generally better in games that have a more organized premise than "a company of adventurers seeking fortune"-- something with a boss or a goal or whatever. But anything that works for you is right.
				
			This idea works well and I've done similar things.
In my opinion, the key is, do not stress too much over whether the previous 48 hours do not happen in such a way that the characters get to the exact same spot. That way, railroading is not a problem, because you just don't bother to railroad at all. How will get away with this, you ask?
Because in my cases, the players hate inconsistency worse than you. As a DM, we expect the PCs to screw with our stuff, but if you just make it easy to get to the same spot, most players will not want a "plot paradox." It screws with their imagined experience, not just your "plan."
Besides, if it is a fantasy game, and things go totally different, you just dice out a similar battle over again when and if the time comes and say the PCs had a vision or dream or something of the first one. "This is the way it could've gone" or whatever.
I also did a version of this where the PCs started with combat, but at the end of each round I gave a couple sentences explaining how they got there instead of playing out the previous 48 hours or whatever. That worked great too, but is generally better in games that have a more organized premise than "a company of adventurers seeking fortune"-- something with a boss or a goal or whatever. But anything that works for you is right.