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Is Railroading ever a good tactic?
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<blockquote data-quote="S'mon" data-source="post: 1510852" data-attributes="member: 463"><p>Yes! Ask your players what they want to do _before_ you spend weeks prepping a module, make sure they're keen on doing what you intend to run. If they don't want to spend months hacking through the TOEE, don't try to force them to do it! If they have other plans, run with it - you'll get a much better game. Of course, if you've bought the module, you can still mine it for stuff - maybe the Temple, unstopped, eventually succeeds in its goals and Much Badness Is Unleashed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Also, be ready to change plans in mid-game if things aren't working. I was all fired up to run Necropolis. A few weeks into it, we realised that IT SUCKED BIG TIME. We abandoned the scenario ASAP and everyone was much happier, me included. More commonly, the players are keen to finish the scenario, but come up with a way to do so the authors didn't foresee - playing Lost City of Gaxmoor, my players decided to raise an army and reconquer the city. The module didn't deal with this as an option, but I went with it and it made a good game.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1510852, member: 463"] Yes! Ask your players what they want to do _before_ you spend weeks prepping a module, make sure they're keen on doing what you intend to run. If they don't want to spend months hacking through the TOEE, don't try to force them to do it! If they have other plans, run with it - you'll get a much better game. Of course, if you've bought the module, you can still mine it for stuff - maybe the Temple, unstopped, eventually succeeds in its goals and Much Badness Is Unleashed. :cool: Also, be ready to change plans in mid-game if things aren't working. I was all fired up to run Necropolis. A few weeks into it, we realised that IT SUCKED BIG TIME. We abandoned the scenario ASAP and everyone was much happier, me included. More commonly, the players are keen to finish the scenario, but come up with a way to do so the authors didn't foresee - playing Lost City of Gaxmoor, my players decided to raise an army and reconquer the city. The module didn't deal with this as an option, but I went with it and it made a good game. [/QUOTE]
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