beverson
First Post
LostSoul said:That's just wrong.
For YOU. If it works for him in his game, I say rock out.
LostSoul said:That's just wrong.
Mourn said:Agreed. I often use a technique that Robert Aspirin called "the magician's force" in the MythAdventure series: I'd present the players with the illusion of a choice (door 1 or door 2), but no matter their choice, things on my end remain unchanged (it's an illusionary choice to help make them feel like it was their decision to do what I had already planned). So long as you can think on your feet fast enough to tweak whatever choice they make, you can railroad your players with them none the wiser.
Agreed. Very solid and practical advice. It's not high falutin' prose, and it acknowledges the realities of player management, while keeping it all fun. Very, very good.hong said:This is EXCELLENT stuff. This is exactly the sort of stuff that a novice DM or casual DM should see. If this is a primer for what the DMG contains, I'm all for it.
This is a great rule. I've always wanted to use it since I read Burning Wheel, but haven't had an opportunity. I also like the JohnSnow's idea of awarding Action Points for this rather than XP.Mr. Wilson said:I always have rewarded quest XP. But my favorite way to add bonus XP was letting the players vote for session MVP.
It's only "constraining" if you give them that one quest, refuse to give them any other quests, and frustrate all attempts to turn right or left. And that would be your fault, not the games'.MindWanderer said:Is that a good thing? I'm not sure. It wastes less of the DM's prep time, but it also railroads. I bet few players will say "screw the quest reward, we'll go do something else." That constrains their actions considerably.
See edits.Wormwood said:Clear, informative and useful.
Which isgreat forexpected of the DMG anddoubly so forvery strange to see in a hong post.
You wouldn't know if you were exposed to it, thoughThe Highway Man said:I would so unhappy at this game table! You're entitled to do this, but that's typically the kind of railroading I hate when playing the game.
LostSoul said:That's just wrong.
Yeah, well it just wouldn't work with my players. They're thorough. "There was a door back there we didn't check out - let's hit it."med stud said:You wouldn't know if you were exposed to it, though. The beauty of Mourn's way of DMing is that since the players don't know about it, they don't feel railroaded. If the players get to know it, you have to change it.