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<blockquote data-quote="Jürgen Hubert" data-source="post: 1137982" data-attributes="member: 7177"><p>Generally, I find that a bit of railroading is neccessary at the begin of an adventure or a campaign. I have to draw in the PCs somehow so that they can participate in an adventure, and if I have to set up specific circumstances so that all the PCs get involved, so be it. Fortunately, my players are mature enough to accept it, and usually go along with it.</p><p></p><p>After the initial "hook", the PCs are usually sufficiently motivated to pursue the adventure themselves. I try to keep things fairly open at this point - there are all sorts of ways the PCs could investigate the situation further. And if they come up with something novel, I might even create a new clue where none existed before.</p><p></p><p>But if the PCs are truely unwilling to pursue a situation further for whatever reason, I'll wrap the session up and let it drop for now. Possibly the situation worsens thanks to the PCs inactivity, and they will learn about it later and realize that they made a big mistake. Or maybe not - it's a big world, and with the PCs wandering all over the place, they don't necessarily have to learn anything more.</p><p></p><p>It helps that I rarely plan out adventures in detail by more than one or two sessions in advance. Thus, when the PCs decide to drop something, I'm not emotionally attached to the current plot enough to railroad the PCs into following it...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1137982, member: 7177"] Generally, I find that a bit of railroading is neccessary at the begin of an adventure or a campaign. I have to draw in the PCs somehow so that they can participate in an adventure, and if I have to set up specific circumstances so that all the PCs get involved, so be it. Fortunately, my players are mature enough to accept it, and usually go along with it. After the initial "hook", the PCs are usually sufficiently motivated to pursue the adventure themselves. I try to keep things fairly open at this point - there are all sorts of ways the PCs could investigate the situation further. And if they come up with something novel, I might even create a new clue where none existed before. But if the PCs are truely unwilling to pursue a situation further for whatever reason, I'll wrap the session up and let it drop for now. Possibly the situation worsens thanks to the PCs inactivity, and they will learn about it later and realize that they made a big mistake. Or maybe not - it's a big world, and with the PCs wandering all over the place, they don't necessarily have to learn anything more. It helps that I rarely plan out adventures in detail by more than one or two sessions in advance. Thus, when the PCs decide to drop something, I'm not emotionally attached to the current plot enough to railroad the PCs into following it... [/QUOTE]
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