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Judgement calls vs "railroading"
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7055046" data-attributes="member: 6846794"><p>Well, I wouldn't call it 'shared fiction' for starters. More like, 'Shared exploration of a simulation'. We're not looking to engage with the DM's idea of a story. The stories come from the telling of the events that occurred - after play - when folks recount the various things that happened and why. Which I think is the clear difference in our table styles.</p><p></p><p>The things are there because.. they are there. They are not the only things. And if the players want other things, they can explore elsewhere. It's really that simply. Nudges help deter some actions, typically if the gravity of the consequences have not been communicated, which could be due to the DM simply not anticipating a player might an action a player might wish to take or because not every element requires flagging as clearly as others at all times. Our DMs wouldn't say, 'Are you suuuuure you want to go to the site of High Level Monsters and Stuff?' but they would hint to a player where an action, outside of their knowledge, might result in death or something similar. <em>'The thing is 30' tall. I did mention it was chowing down on three armoured knights, right? These guys look considerably tougher than you.'</em> That, for me, is a nudge I'm fine with. I can choose to have my character about turn or crack on.</p><p></p><p>We have great fun doing it - maybe Gygax wouldn't. Though to be fair, it's not his game - its our game. The challenge for us is - where do we go, what do we find, how do we deal with it. Sometimes that means taking a turn into places where death is almost inevitable. But those places, and the choice and chance to engage with such places, must be possible, else we're not truly exploring the world as we wish.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7055046, member: 6846794"] Well, I wouldn't call it 'shared fiction' for starters. More like, 'Shared exploration of a simulation'. We're not looking to engage with the DM's idea of a story. The stories come from the telling of the events that occurred - after play - when folks recount the various things that happened and why. Which I think is the clear difference in our table styles. The things are there because.. they are there. They are not the only things. And if the players want other things, they can explore elsewhere. It's really that simply. Nudges help deter some actions, typically if the gravity of the consequences have not been communicated, which could be due to the DM simply not anticipating a player might an action a player might wish to take or because not every element requires flagging as clearly as others at all times. Our DMs wouldn't say, 'Are you suuuuure you want to go to the site of High Level Monsters and Stuff?' but they would hint to a player where an action, outside of their knowledge, might result in death or something similar. [I]'The thing is 30' tall. I did mention it was chowing down on three armoured knights, right? These guys look considerably tougher than you.'[/I] That, for me, is a nudge I'm fine with. I can choose to have my character about turn or crack on. We have great fun doing it - maybe Gygax wouldn't. Though to be fair, it's not his game - its our game. The challenge for us is - where do we go, what do we find, how do we deal with it. Sometimes that means taking a turn into places where death is almost inevitable. But those places, and the choice and chance to engage with such places, must be possible, else we're not truly exploring the world as we wish. [/QUOTE]
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