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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Wicht" data-source="post: 6197522" data-attributes="member: 221"><p>I tend to call it an adventure.</p><p></p><p>With problems to be solved, enemies to be overcome, treasures to be won, and hard choices that have to be made.</p><p></p><p>A game full of easy choices does not appeal to me, and part of the job of the DM, imo, is to present meaningful choices over the course of a campaign. </p><p></p><p>Now, none of this is to say that a good railroad cannot be enjoyable. The one Convention adventure I have written and got the most praise for is pretty much a railroad where the players have the illusion of choice but there is really only one option open to them. But, the adventure is so much fun, and engrossing enough, that I have never had a single complaint about it and have had more than one player (total strangers) enthusiastically shake my hand for having written it. So railroads are not something I am necessarily dead-set against.</p><p></p><p>But most of my campaigns, while story driven (I have been using APs) very much allow the PCs to make decisions about how they want to approach the story, the sort of characters they want, and how they want to try and resolve story elements. They are not railroads. I know the difference and we are not talking about railroading, unless you want to drastically redefine the word.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6197522, member: 221"] I tend to call it an adventure. With problems to be solved, enemies to be overcome, treasures to be won, and hard choices that have to be made. A game full of easy choices does not appeal to me, and part of the job of the DM, imo, is to present meaningful choices over the course of a campaign. Now, none of this is to say that a good railroad cannot be enjoyable. The one Convention adventure I have written and got the most praise for is pretty much a railroad where the players have the illusion of choice but there is really only one option open to them. But, the adventure is so much fun, and engrossing enough, that I have never had a single complaint about it and have had more than one player (total strangers) enthusiastically shake my hand for having written it. So railroads are not something I am necessarily dead-set against. But most of my campaigns, while story driven (I have been using APs) very much allow the PCs to make decisions about how they want to approach the story, the sort of characters they want, and how they want to try and resolve story elements. They are not railroads. I know the difference and we are not talking about railroading, unless you want to drastically redefine the word. [/QUOTE]
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