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Is Railroading ever a good tactic?
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<blockquote data-quote="Peskara" data-source="post: 1510895" data-attributes="member: 5241"><p>Doesn't always work.</p><p></p><p>DM: So you all want to go have some desert adventures in Khavayin?</p><p>Players: Yeah, that would be cool!</p><p>DM: Okay everybody give me a list of cool things your characters might want to do there.</p><p>[Everybody, except the bard dutifully comes up with hooks for their characters in Khavayin and emails them to the DM.]</p><p></p><p>Next Session:</p><p>DM: Okay, you see one of the bad guys you'd presumed dead leaving port on a ship. A little investigation tells you the cargo ship on which he's booked passage is heading to Khavayin.</p><p>Other Players: Okay, we all need to find a way to fly out to the boat and arrest him before he gets too far away and make the boat return to port.</p><p>Me: Uh, guys, don't we want to follow him to Khavayin to find out what he's planning there?</p><p>Other Players: No! We can capture him and the Marshals will make him talk.</p><p>Me: The Marshals said to be subtle about chasing these guys down. Using huge amounts of magic in public to make a ship return to port with no evidence of wrongdoing isn't exactly subtle. Plus he probably <em>won't</em> talk. He's a fanatic priest of the god of slaughter and bloodshed.</p><p> (Chaotic player hijinks ensue as the wizard polymorphs into a giant magical beast that no one around the city has ever seen before to get the Marshals to come out and give him permission to fly out and get the ship to return. The DM was being kind and didn't have the city watch or the local army or navy garrisons shoot him down.)</p><p>Me (OOC): Guys, I thought we all wanted to go to Khavayin.</p><p>Other Players: We do!</p><p></p><p>I eventually talked them into going to Khavayin to find out what the bad guy was plotting there by refusing to fly out to the ship, and since I was one of only two characters (out of 5) that had any means of flying, that pretty much killed that idea. My character had good reason to refuse though as any time she's been in a fight that involved boats she's nearly drowned.</p><p></p><p>This game only gets run once or twice a year since the DM and I live 5 hours away from the other players, so he'd been planning the Khavayin adventures for months after all the players agreed they'd like an excuse to go have some adventures there. He could have probably winged it and run a less than satisfying shipboard combat where we capture or kill the evil priest, but it would have eliminated a whole story arc that the players said they wanted to get into.</p><p></p><p>Other times the players (different group) just have no clue, in spite of all the options the DM lays out for them for how to track down the next adventure. I think they must be used to real railroading DMs. So occasionally I help put them on the track to get the adventure moving, because our DM doesn't like to railroad the players in any way. Some players just aren't proactive enough to prosper in that kind of game.</p></blockquote><p></p>
[QUOTE="Peskara, post: 1510895, member: 5241"] Doesn't always work. DM: So you all want to go have some desert adventures in Khavayin? Players: Yeah, that would be cool! DM: Okay everybody give me a list of cool things your characters might want to do there. [Everybody, except the bard dutifully comes up with hooks for their characters in Khavayin and emails them to the DM.] Next Session: DM: Okay, you see one of the bad guys you'd presumed dead leaving port on a ship. A little investigation tells you the cargo ship on which he's booked passage is heading to Khavayin. Other Players: Okay, we all need to find a way to fly out to the boat and arrest him before he gets too far away and make the boat return to port. Me: Uh, guys, don't we want to follow him to Khavayin to find out what he's planning there? Other Players: No! We can capture him and the Marshals will make him talk. Me: The Marshals said to be subtle about chasing these guys down. Using huge amounts of magic in public to make a ship return to port with no evidence of wrongdoing isn't exactly subtle. Plus he probably [I]won't[/I] talk. He's a fanatic priest of the god of slaughter and bloodshed. (Chaotic player hijinks ensue as the wizard polymorphs into a giant magical beast that no one around the city has ever seen before to get the Marshals to come out and give him permission to fly out and get the ship to return. The DM was being kind and didn't have the city watch or the local army or navy garrisons shoot him down.) Me (OOC): Guys, I thought we all wanted to go to Khavayin. Other Players: We do! I eventually talked them into going to Khavayin to find out what the bad guy was plotting there by refusing to fly out to the ship, and since I was one of only two characters (out of 5) that had any means of flying, that pretty much killed that idea. My character had good reason to refuse though as any time she's been in a fight that involved boats she's nearly drowned. This game only gets run once or twice a year since the DM and I live 5 hours away from the other players, so he'd been planning the Khavayin adventures for months after all the players agreed they'd like an excuse to go have some adventures there. He could have probably winged it and run a less than satisfying shipboard combat where we capture or kill the evil priest, but it would have eliminated a whole story arc that the players said they wanted to get into. Other times the players (different group) just have no clue, in spite of all the options the DM lays out for them for how to track down the next adventure. I think they must be used to real railroading DMs. So occasionally I help put them on the track to get the adventure moving, because our DM doesn't like to railroad the players in any way. Some players just aren't proactive enough to prosper in that kind of game. [/QUOTE]
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