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<blockquote data-quote="Imaro" data-source="post: 6813833" data-attributes="member: 48965"><p>So you're just stating your belief... with no actual proof or play examples where you pre-authored and then it caused you to railroad your players... okay got it, just wanted to make sure @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=99817" target="_blank">chaochou</a></u></strong></em> was aware that were just stating what we believe without a shred of evidence...</p><p></p><p></p><p></p><p>So then you do concede that no system can eliminate it in all DM's 100% of the time... which is exactly what I stated above and you made it a point to say you didn't concede anything...</p><p></p><p></p><p></p><p>While in general I agree one should choose a system that doesn't actively go against ones preferred playstyle... I will say that all GM's aren't even aware they have a preferred playstyle, much less analyze themselves and their games to the point where they can become self-aware of what they prefer... and even if you are involved in the hobby enough to hash all of this out, you still may want to experiment with games to see if they are for you or work with how you want to run them (irregardless of the games mechanics or agenda). On top of that house rules are (at least to the majority of gamers) an accepted part of the hobby so you also have to have an understanding of how the pieces of the game work to enforce agenda or risk changing something (knowingly or unknowingly) that can change how play turns out. </p><p></p><p>If I am creating the outcomes of failures from pre-authored material am I breaking any of the rules you stated above?? </p><p></p><p>) The players roll ALL dice.... sure since I'll be deciding the difficulty, or deciding outcomes if they fail... why not.</p><p></p><p>2) The resolution mechanics are unified, simplified/streamlined, and completely transparent (I call that "elegant").... cool... sounds like many OSR games. </p><p></p><p>3) The GM has explicit, non-negotiable instruction to:</p><p></p><p>a) Follow the Rules... not breaking any rules (especially those that allow me to decide the outcomes of failures)</p><p></p><p>b) Fill the Character's Lives with Danger/Adventure... can definitely do this with pre-authored content...</p><p></p><p>c) Play to Find Out What Happens... Here we go, of course even if I use pre-authored content I'm still playing to see what happens since </p><p></p><p>1. I only decide the outcomes for failures</p><p></p><p>2. It's the trip to the outcome that will vary, thus me knowing the destination (the dragon's lair) or even the path to get there (At the top of Fire Mountain) does not in and of itself invalidate playing to see what happens... </p><p></p><p>d) Draw Maps, Leave Blanks... Most maps are incomplete at some level...</p><p></p><p>Which is to say IMO (as I said earlier) shows that true railroading is GM/DM dependent, not a result of chosen playstyle. Masochist or not, no game can guarantee a GM who wants the PC's to end up somewhere, do a specific thing, experience a particular event etc. can't make it happen.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6813833, member: 48965"] So you're just stating your belief... with no actual proof or play examples where you pre-authored and then it caused you to railroad your players... okay got it, just wanted to make sure @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=99817"]chaochou[/URL][/U][/B][/I] was aware that were just stating what we believe without a shred of evidence... So then you do concede that no system can eliminate it in all DM's 100% of the time... which is exactly what I stated above and you made it a point to say you didn't concede anything... While in general I agree one should choose a system that doesn't actively go against ones preferred playstyle... I will say that all GM's aren't even aware they have a preferred playstyle, much less analyze themselves and their games to the point where they can become self-aware of what they prefer... and even if you are involved in the hobby enough to hash all of this out, you still may want to experiment with games to see if they are for you or work with how you want to run them (irregardless of the games mechanics or agenda). On top of that house rules are (at least to the majority of gamers) an accepted part of the hobby so you also have to have an understanding of how the pieces of the game work to enforce agenda or risk changing something (knowingly or unknowingly) that can change how play turns out. If I am creating the outcomes of failures from pre-authored material am I breaking any of the rules you stated above?? ) The players roll ALL dice.... sure since I'll be deciding the difficulty, or deciding outcomes if they fail... why not. 2) The resolution mechanics are unified, simplified/streamlined, and completely transparent (I call that "elegant").... cool... sounds like many OSR games. 3) The GM has explicit, non-negotiable instruction to: a) Follow the Rules... not breaking any rules (especially those that allow me to decide the outcomes of failures) b) Fill the Character's Lives with Danger/Adventure... can definitely do this with pre-authored content... c) Play to Find Out What Happens... Here we go, of course even if I use pre-authored content I'm still playing to see what happens since 1. I only decide the outcomes for failures 2. It's the trip to the outcome that will vary, thus me knowing the destination (the dragon's lair) or even the path to get there (At the top of Fire Mountain) does not in and of itself invalidate playing to see what happens... d) Draw Maps, Leave Blanks... Most maps are incomplete at some level... Which is to say IMO (as I said earlier) shows that true railroading is GM/DM dependent, not a result of chosen playstyle. Masochist or not, no game can guarantee a GM who wants the PC's to end up somewhere, do a specific thing, experience a particular event etc. can't make it happen. [/QUOTE]
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