GwydapLlew said:
I'm in agreement with Ari. I create plot, and I encourage my players to follow that plot, but I don't consider it railroading. My players know that they can range freely, but they also know that I have a story I want to tell; it's part of fusangite's famous social contract within a gaming group.
Even though you want to tell a story, if you push the players into it, its railroading, even if it is to a less degree.
What you must remember, as a DM, is that the WORLD TURNS whether or not the players go along with the plot. So: if you set it up that the players hear a name of a villian, and they don't got after him, that Villian is now not being stopped, and in my opinion, he's gaining levels too. Villians dont just remain the same level in which you created them. So, for every gaming day that the players dont go after him, give the bad guy the experience that he'd get if he were a player for doing what he's done. Then, obvious, once he get more powerful, make it so that the players hear more and more about this guy, then, hopefully someone will go "hey, don't we know him?" then the prob is , they partially created this monster by not handleing it earlier.
So, in short, what I'm saying is this. Let the players do what they want, and go on with your story. The only problem is, that since the players are taking themselves out of the niche, once they get back in, it might be rougher now, and people might find out that they could've stopped him earlier but forwhat ever reason, chose not to.