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I wanna get back on the railroad
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<blockquote data-quote="howandwhy99" data-source="post: 4789400" data-attributes="member: 3192"><p>based on the original post, here's my advice:</p><p></p><p>1. If you are not going to railroad, "pacing" / speed and direction of play are up to the players not you.</p><p></p><p>2. You cannot make the players do anything. They decide their own actions. You relay the consequences of them. If you want to force the players to roleplay a certain way, you don't want to be a DM. Simply allow them to play the roles they've selected and win or lose as appropriate under the rules.</p><p></p><p>3. Start off with a goal everyone is going to want to achieve and then allow the players to determine their own from there. If the players do not wish to act as a team, then switch between them. Sometimes intra-party competition can be part of this split and that's fun too. Or if it is too difficult to DM or not fun for the players to play separate groups, let them know they need to decide whether they wish to stay together or play in separate games. Don't let "character motivations" get in the way. Those aren't relevant to roleplaying games. Give players the option to retire characters permanently or temporarily that the group has split from.</p><p></p><p>Also, if you find you need to keep "pulling stuff out of your butt" like the mephit, you may want to examine the modules you're running or the campaign design. Improv isn't really acceptable from a DM (when they're not playing an NPC).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4789400, member: 3192"] based on the original post, here's my advice: 1. If you are not going to railroad, "pacing" / speed and direction of play are up to the players not you. 2. You cannot make the players do anything. They decide their own actions. You relay the consequences of them. If you want to force the players to roleplay a certain way, you don't want to be a DM. Simply allow them to play the roles they've selected and win or lose as appropriate under the rules. 3. Start off with a goal everyone is going to want to achieve and then allow the players to determine their own from there. If the players do not wish to act as a team, then switch between them. Sometimes intra-party competition can be part of this split and that's fun too. Or if it is too difficult to DM or not fun for the players to play separate groups, let them know they need to decide whether they wish to stay together or play in separate games. Don't let "character motivations" get in the way. Those aren't relevant to roleplaying games. Give players the option to retire characters permanently or temporarily that the group has split from. Also, if you find you need to keep "pulling stuff out of your butt" like the mephit, you may want to examine the modules you're running or the campaign design. Improv isn't really acceptable from a DM (when they're not playing an NPC). [/QUOTE]
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