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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="SteveC" data-source="post: 9468712" data-attributes="member: 9053"><p>I think this is a really good point. The most common thing I've seen when people talk about railroading in an adventure, they're really saying they didn't want to engage with the premise of the adventure. Don't get me wrong: there are DMs who almost put people in a white room where the course of the adventure is literally the only thing they can do. That is just bad DMing. The "you're turned around and end up back in the room" as a response to the players going in a different direction is something that you really need an objection to.</p><p></p><p>And yet, when we think of an adventure like Ravenloft, when you're in Barovia, you're locked in until the adventure ends. I have seen situations where getting out of there ruined the whole campaign. If you're playing Ravenloft, you have to buy into the game at least that much. Of course, I find that kind of ironic because, with something like Curse of Strahd, you have a big opening railroad but then have some of the most freedom you'll ever see in a published adventure.</p><p></p><p>But you're talking about Illusionism here. I guess I'll say that if all the choices I make made for a fun evening, how much does it matter that I was going to fight ogres no matter which way I turned? If the ogres were interesting, I'll take it. But I'll give a huge caveat: an adventure like this is akin to going to a magic show. You know magic is just sleight of hand, but you'll enjoy the show a lot more if you don't deconstruct each trick.</p><p></p><p>And of course, everyone's milage may vary here: I 100% get why you might disagree with this opinion.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9468712, member: 9053"] I think this is a really good point. The most common thing I've seen when people talk about railroading in an adventure, they're really saying they didn't want to engage with the premise of the adventure. Don't get me wrong: there are DMs who almost put people in a white room where the course of the adventure is literally the only thing they can do. That is just bad DMing. The "you're turned around and end up back in the room" as a response to the players going in a different direction is something that you really need an objection to. And yet, when we think of an adventure like Ravenloft, when you're in Barovia, you're locked in until the adventure ends. I have seen situations where getting out of there ruined the whole campaign. If you're playing Ravenloft, you have to buy into the game at least that much. Of course, I find that kind of ironic because, with something like Curse of Strahd, you have a big opening railroad but then have some of the most freedom you'll ever see in a published adventure. But you're talking about Illusionism here. I guess I'll say that if all the choices I make made for a fun evening, how much does it matter that I was going to fight ogres no matter which way I turned? If the ogres were interesting, I'll take it. But I'll give a huge caveat: an adventure like this is akin to going to a magic show. You know magic is just sleight of hand, but you'll enjoy the show a lot more if you don't deconstruct each trick. And of course, everyone's milage may vary here: I 100% get why you might disagree with this opinion. [/QUOTE]
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