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How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2336653" data-attributes="member: 5143"><p>Yes, I agree with you. I'm not of the opinion that ALL railroading is bad. Sometimes to actually have a plot in your game, you need to change things.</p><p></p><p>So, if your general plot is "Ok, the players are looking for the kidnapper, so they will wander around looking for clues and eventually they will stumble upon the bloody dress in the tailor's shop." and the players suddenly pick up on something you had NO idea they'd even think was a clue, you are fully justified in having an NPC run up and say "I found something in the tailor shop". Railroading? Perhaps. A more interesting story? Likely instead of the players chasing red herrings for a bunch of game time.</p><p></p><p>The big thing is that you have to do it in such a way that the players don't think they are being railroaded. If they believe they made all the choices themselves, then they won't care. So, if you need to run an encounter and the players leave town, and you have the enemies in the next town they come into instead, they have no way of knowing they were supposed to be in the first town and won't care. Unless you tell them, of course, then they may be annoyed.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2336653, member: 5143"] Yes, I agree with you. I'm not of the opinion that ALL railroading is bad. Sometimes to actually have a plot in your game, you need to change things. So, if your general plot is "Ok, the players are looking for the kidnapper, so they will wander around looking for clues and eventually they will stumble upon the bloody dress in the tailor's shop." and the players suddenly pick up on something you had NO idea they'd even think was a clue, you are fully justified in having an NPC run up and say "I found something in the tailor shop". Railroading? Perhaps. A more interesting story? Likely instead of the players chasing red herrings for a bunch of game time. The big thing is that you have to do it in such a way that the players don't think they are being railroaded. If they believe they made all the choices themselves, then they won't care. So, if you need to run an encounter and the players leave town, and you have the enemies in the next town they come into instead, they have no way of knowing they were supposed to be in the first town and won't care. Unless you tell them, of course, then they may be annoyed. [/QUOTE]
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