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How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="ThoughtfulOwl" data-source="post: 2341249" data-attributes="member: 11563"><p>About railroading, IMX it comes in degrees, which can cause some confusion. In the end, it boils down to putting limits on PC choices and/or to the scope of their consequences, but <em>some</em> limitations may well be within the limits of believability.</p><p></p><p>It could almost be a feat tree:</p><p></p><p><strong>Railroading:</strong> While you are careful to keep limitations believable, you put so many of them that the players feel powerless before the almighty power of Plot, as there is only one path available and any other choice would be meaningless; after all, what's the point of interactive storytelling if you take the 'interactive' part away?</p><p></p><p><strong>Improved Railroading:</strong> Beyond ordinary railroading, you go to the lenght of having Fate itself conspiring against the players; any deviation from the intended plot is nullified by nonsensical NPC behavior, extreme coincidences and targeted application of Murphy's law. By doing so you destroy believability and estabilish a confrontational stance.</p><p></p><p><strong>Advanced Railroading:</strong> The apex of railroading; you discard the inefficient lesser methods and either you just tell the players what their PCs do or you retroactively edit their actions.</p></blockquote><p></p>
[QUOTE="ThoughtfulOwl, post: 2341249, member: 11563"] About railroading, IMX it comes in degrees, which can cause some confusion. In the end, it boils down to putting limits on PC choices and/or to the scope of their consequences, but [I]some[/I] limitations may well be within the limits of believability. It could almost be a feat tree: [B]Railroading:[/B] While you are careful to keep limitations believable, you put so many of them that the players feel powerless before the almighty power of Plot, as there is only one path available and any other choice would be meaningless; after all, what's the point of interactive storytelling if you take the 'interactive' part away? [B]Improved Railroading:[/B] Beyond ordinary railroading, you go to the lenght of having Fate itself conspiring against the players; any deviation from the intended plot is nullified by nonsensical NPC behavior, extreme coincidences and targeted application of Murphy's law. By doing so you destroy believability and estabilish a confrontational stance. [B]Advanced Railroading:[/B] The apex of railroading; you discard the inefficient lesser methods and either you just tell the players what their PCs do or you retroactively edit their actions. [/QUOTE]
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