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How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="Henry" data-source="post: 2330956" data-attributes="member: 158"><p>Railroading is not really descriptive of your first example, and is more descriptive of the second answer. Railroading in small amounts isn't bad, per se, as long as the group enjoys it. However, true railroading is when your choices as a character make little difference, and the plot unfolds in the manner the DM wants whether you act or not. The ideal plot (to me) is what happens if the players DO NOT interfere. In other words, there should be consequences for inaction or failure, but enough clues should be in place where players can pick up on a plot element. If even the illusion of free will and consequence is gone, the game for me is no fun.</p><p></p><p>It's like DM's who refuse to kill off PC's even when players perform stupid actions. If you fall on your own sword, and the DM comes up with a silly reason why you live (like the hero's mother replaced it with a collapsible sword the night before) that's not only a dumb response but takes away all free will. Likewise, if you want to explore ruins but your DM forces you in some fashion to follow his plot (not even try to direct you, but forces you), that's too strict for me. I don't even mind biting a weak plot hook, but I don't want to be drug through the plot like a wild west hero drug through town on the villain's larriat.</p></blockquote><p></p>
[QUOTE="Henry, post: 2330956, member: 158"] Railroading is not really descriptive of your first example, and is more descriptive of the second answer. Railroading in small amounts isn't bad, per se, as long as the group enjoys it. However, true railroading is when your choices as a character make little difference, and the plot unfolds in the manner the DM wants whether you act or not. The ideal plot (to me) is what happens if the players DO NOT interfere. In other words, there should be consequences for inaction or failure, but enough clues should be in place where players can pick up on a plot element. If even the illusion of free will and consequence is gone, the game for me is no fun. It's like DM's who refuse to kill off PC's even when players perform stupid actions. If you fall on your own sword, and the DM comes up with a silly reason why you live (like the hero's mother replaced it with a collapsible sword the night before) that's not only a dumb response but takes away all free will. Likewise, if you want to explore ruins but your DM forces you in some fashion to follow his plot (not even try to direct you, but forces you), that's too strict for me. I don't even mind biting a weak plot hook, but I don't want to be drug through the plot like a wild west hero drug through town on the villain's larriat. [/QUOTE]
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