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Is Critical Role Scripted
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<blockquote data-quote="Charlaquin" data-source="post: 9412981" data-attributes="member: 6779196"><p>I mean, technically we don’t know that <em>for sure</em>, but we can make some reasonable educated guesses. If, for example, villageberg is near the starting location of the adventure, there’s a good chance the players will travel there at some point. Especially if at any point an NPC hires them to, I don’t know, guard a shipment of supplies heading there or something.</p><p></p><p>So that the adventure isn’t entirely pulled out of the DM’s butt in the immediate moment. I’m just describing incredibly basic prep here.</p><p></p><p>Yes, which I was illustrating is not railroading, much less scripting.</p><p></p><p>Hence why I gave an example.</p><p></p><p>Simple. Pre-determined means something <em>will</em> happen, which in the context of running a game of D&D, you would need to be ignoring player decisions to guarantee. Pre-planned just means you are making plans for if it happens. Which, again, is not hard to make reasonable educated guesses about. Generally the further in advance one makes such plans, the less reliable such guesses get, but as long as you’re not over-preparing, it’s really not that hard.</p><p></p><p>Again, so you don’t have to improvise literally everything. You either plan something in advance or you come up with it on the spot. Surely you’re not suggesting that anything aside from purely improvised gameplay is railroading?</p><p></p><p>Significant as in big, dramatic. Something that might leave a strong impression. How far in advance it might be planned is something different DMs have different preferences for, and again, the further in advance you plan events, the less reliable any guesses you make about the players’ likely actions become. But, the alternative to making such guesses at all is to just wing everything.</p><p></p><p>I think the alternatives - don’t plan anything, or force things to go as you planned them - are both worse.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9412981, member: 6779196"] I mean, technically we don’t know that [I]for sure[/I], but we can make some reasonable educated guesses. If, for example, villageberg is near the starting location of the adventure, there’s a good chance the players will travel there at some point. Especially if at any point an NPC hires them to, I don’t know, guard a shipment of supplies heading there or something. So that the adventure isn’t entirely pulled out of the DM’s butt in the immediate moment. I’m just describing incredibly basic prep here. Yes, which I was illustrating is not railroading, much less scripting. Hence why I gave an example. Simple. Pre-determined means something [I]will[/I] happen, which in the context of running a game of D&D, you would need to be ignoring player decisions to guarantee. Pre-planned just means you are making plans for if it happens. Which, again, is not hard to make reasonable educated guesses about. Generally the further in advance one makes such plans, the less reliable such guesses get, but as long as you’re not over-preparing, it’s really not that hard. Again, so you don’t have to improvise literally everything. You either plan something in advance or you come up with it on the spot. Surely you’re not suggesting that anything aside from purely improvised gameplay is railroading? Significant as in big, dramatic. Something that might leave a strong impression. How far in advance it might be planned is something different DMs have different preferences for, and again, the further in advance you plan events, the less reliable any guesses you make about the players’ likely actions become. But, the alternative to making such guesses at all is to just wing everything. I think the alternatives - don’t plan anything, or force things to go as you planned them - are both worse. [/QUOTE]
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