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Is railroading sometimes a necessary evil?
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<blockquote data-quote="Gez" data-source="post: 3674475" data-attributes="member: 1328"><p>1. Providing a starting point is not railroading. Railroading is forcing a pathway from A to B, not bringing the players to A and letting them know they should find a way to arrive at B.</p><p></p><p>Mage is a good example of a game in which it's quite hard for the player to go on his own adventure. What is he going to do? Create a cult? Rob a bank? After a few introduction adventures, the characters will be able to make up their own motivations -- help an ally, avenge a friend, defeat a foe... In D&D it's always possible to have the character go in a tavern and <em>gather informations</em> about a possible job, as a way of telling the DM "gimme an adventure!" but such mercenary ways are illogical in Mage's setting.</p><p></p><p>2. Railroading can be useful, even though it shouldn't be abused. The railroad ought to be logical -- not "an invisible wall prevents you to do that", so work the pretexts in the story. An example of bad railroading is in the OotS, when Miko defeat the whole gang in fight and chains them up to bring them to AC. It reeks of bad railroading because, to the player, it can easily look like the DM fudged and cheated to put them in that situation.</p></blockquote><p></p>
[QUOTE="Gez, post: 3674475, member: 1328"] 1. Providing a starting point is not railroading. Railroading is forcing a pathway from A to B, not bringing the players to A and letting them know they should find a way to arrive at B. Mage is a good example of a game in which it's quite hard for the player to go on his own adventure. What is he going to do? Create a cult? Rob a bank? After a few introduction adventures, the characters will be able to make up their own motivations -- help an ally, avenge a friend, defeat a foe... In D&D it's always possible to have the character go in a tavern and [i]gather informations[/i] about a possible job, as a way of telling the DM "gimme an adventure!" but such mercenary ways are illogical in Mage's setting. 2. Railroading can be useful, even though it shouldn't be abused. The railroad ought to be logical -- not "an invisible wall prevents you to do that", so work the pretexts in the story. An example of bad railroading is in the OotS, when Miko defeat the whole gang in fight and chains them up to bring them to AC. It reeks of bad railroading because, to the player, it can easily look like the DM fudged and cheated to put them in that situation. [/QUOTE]
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