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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="EzekielRaiden" data-source="post: 9473142" data-attributes="member: 6790260"><p>I'd say it depends on whether this is:</p><p>(a) the premise you start off the campaign with</p><p>(b) a new adventure hook following up after a major resolved plot (e.g. "we just stopped Dagnast McBadguy")</p><p>or</p><p>(c) inflicted upon the players in order to <em>ensure</em> that they do, in fact, go to where they're "supposed" to go</p><p></p><p>A & B are fine. Good, even. The first is simply expecting that players be engaged with the game you've offered to run. The second is a natural starting premise for a new adventure; not necessarily one the players <em>explicitly</em> signed up for, but they kinda get the idea that yes, whenever they've completed some major objective, there will need to be a new adventure, and thus a new hook, even if this one is <em>slightly</em> heavy-handed.</p><p></p><p>C, on the other hand, is not okay. It is (effectively) saying, "Unless you play the game the way I want you to, I'll take everything away." It's a crappy, petty way to control player behavior.</p><p></p><p>And this illustrates an important point: <em>context matters</em>. It's incredibly important to know WHY and HOW something is happening. There's sort of a sliding scale between "perfectly reasonable no-problems DMing choices" on one end and "blatant bullcrap" on the other, and this specific thing, inflicting a disease on the party out of the blue? Yeah that falls in the grey-est of grey areas.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9473142, member: 6790260"] I'd say it depends on whether this is: (a) the premise you start off the campaign with (b) a new adventure hook following up after a major resolved plot (e.g. "we just stopped Dagnast McBadguy") or (c) inflicted upon the players in order to [I]ensure[/I] that they do, in fact, go to where they're "supposed" to go A & B are fine. Good, even. The first is simply expecting that players be engaged with the game you've offered to run. The second is a natural starting premise for a new adventure; not necessarily one the players [I]explicitly[/I] signed up for, but they kinda get the idea that yes, whenever they've completed some major objective, there will need to be a new adventure, and thus a new hook, even if this one is [I]slightly[/I] heavy-handed. C, on the other hand, is not okay. It is (effectively) saying, "Unless you play the game the way I want you to, I'll take everything away." It's a crappy, petty way to control player behavior. And this illustrates an important point: [I]context matters[/I]. It's incredibly important to know WHY and HOW something is happening. There's sort of a sliding scale between "perfectly reasonable no-problems DMing choices" on one end and "blatant bullcrap" on the other, and this specific thing, inflicting a disease on the party out of the blue? Yeah that falls in the grey-est of grey areas. [/QUOTE]
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