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Illusionism: Where Do You Stand?
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<blockquote data-quote="MGibster" data-source="post: 9082410" data-attributes="member: 4534"><p>This is where I am. I don't believe I railroad players, rather I set up the situation, I know exactly what's going to happen if the player's don't interfere, and I leave them free to decide how best to handle things. Like I said earlier in the thread, it's only railroading if you don't allow players to make meaningful choices. If I want to introduce an adventure hook, it's necessary for me to contrive a situation where it's introduced. Instead of ogres, maybe it's a merchant with a broken wagon. It doesn't matter which direction the PCs go in, they're going to encounter this merchant, but it's up to them what they do at this point. </p><p></p><p></p><p>You would think so, but I've had occasion to see my players avoid encounters and plot hooks during campaigns and even strangers at one-shots at my local gaming store. In my <em>Hell on Earth Campaign, </em>the PCs were out on a mission when they discovered evidence that their city's two main enemies, mutants and cyborgs, were working together. They had a brief discussion amongst themselves, and one of them turned to me and said, "This isn't what we're here for, we continue on our way." I accepted their decision of course, but I'm a consequences GM, and their lack of action meant their city didn't have adequate warning that their enemies had formed an alliance and in combination with their other decisions the campaign ended with a pyrrhic victory. They exiled the big bad evil spirits from Earth but their city was utterly destroyed in the process.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9082410, member: 4534"] This is where I am. I don't believe I railroad players, rather I set up the situation, I know exactly what's going to happen if the player's don't interfere, and I leave them free to decide how best to handle things. Like I said earlier in the thread, it's only railroading if you don't allow players to make meaningful choices. If I want to introduce an adventure hook, it's necessary for me to contrive a situation where it's introduced. Instead of ogres, maybe it's a merchant with a broken wagon. It doesn't matter which direction the PCs go in, they're going to encounter this merchant, but it's up to them what they do at this point. You would think so, but I've had occasion to see my players avoid encounters and plot hooks during campaigns and even strangers at one-shots at my local gaming store. In my [I]Hell on Earth Campaign, [/I]the PCs were out on a mission when they discovered evidence that their city's two main enemies, mutants and cyborgs, were working together. They had a brief discussion amongst themselves, and one of them turned to me and said, "This isn't what we're here for, we continue on our way." I accepted their decision of course, but I'm a consequences GM, and their lack of action meant their city didn't have adequate warning that their enemies had formed an alliance and in combination with their other decisions the campaign ended with a pyrrhic victory. They exiled the big bad evil spirits from Earth but their city was utterly destroyed in the process. [/QUOTE]
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Illusionism: Where Do You Stand?
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