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Judgement calls vs "railroading"
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<blockquote data-quote="Jester David" data-source="post: 7055281" data-attributes="member: 37579"><p>Just having the choice is often enough. While the players know they can eschew the plans at any time, that doesn't mean they want to. </p><p></p><p>After all, some players are happier with a little structure and rails. They just want to sit in the roller coaster and enjoy the ride. </p><p></p><p>And some DMs are just poor at improv. So their players know they'll have a better experience - that they'll have more fun - if they take the hook and stick to the plot. They can choose to vary if they wish - and usually will if it just makes more sense - but unless pushed to leave the rails they'll stick to the plot.</p><p></p><p>A skilled DM can hide the rails. If they can anticipate their player's actions and choices, they can plan the most likely paths. The players are on the rails the entire time and don't know it.</p><p></p><p>In previous campaigns I tended to write more structured and planned adventures. But I based them on the player's plans. They tell me they're doing "X" at the end of the session, so I plan for that. Basically writing a mini-module tied to the player's plans and ambitions.</p><p>(Usually. In my current campaign I'm improvising more and reacting to the players rather than planning as much.)</p><p></p><p></p><p>Yes. And? </p><p>The DM is a player too. They have stories they want to tell. They know what's going on in the world more than the PCs. The NPCs have character arcs and goals.</p><p></p><p>Additionally, the DM is often the person most invested in the game. They're often the one interested enough to buy the rulebooks and learn the rules. They're the most likely to spend time thinking about the game between sessions. </p><p>So, just by the very nature of devoting more brain power to the game, they'll think of more stories. </p><p></p><p></p><p>Because actions have consequences. Because the actions of the PCs never happen in a vacuum. Things ripple outward and cause big changes. The assassination of a Duke of a small nation can caused one of the bloodiest wars in history. </p><p>Because the unexpected happens. It rains at the wrong time. Winter comes early. There's a plague. Everyone's life is full of times where the unexpected completely derailed plans. </p><p></p><p>It matters because it makes the world feel real. It's larger and more cohesive, with places and people that don't cease to exist when the players aren't watching. Things change and progress. It's not static. It's a living, breathing world. It's not a videogame where the rest of the world pauses when the players are in another zone. </p><p></p><p></p><p>In many ways it can feel like an offscreen failure. They did something and succeeded, but then there are negative repercussions from their course of action. </p><p>I like that personally. I like that a lot. Players shouldn't expect to murderhobo through the world without consequences. If they blunder through the world not thinking about what happens next then they deserve some consequences. If they kill the green dragon that rules the forest they've removed the alpha predator from the region and there should be a spike in the wolves and deer populations. That's life. </p><p></p><p>Mid to high level PCs are big fish swimming through a small pond, and their passing causes ripples.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7055281, member: 37579"] Just having the choice is often enough. While the players know they can eschew the plans at any time, that doesn't mean they want to. After all, some players are happier with a little structure and rails. They just want to sit in the roller coaster and enjoy the ride. And some DMs are just poor at improv. So their players know they'll have a better experience - that they'll have more fun - if they take the hook and stick to the plot. They can choose to vary if they wish - and usually will if it just makes more sense - but unless pushed to leave the rails they'll stick to the plot. A skilled DM can hide the rails. If they can anticipate their player's actions and choices, they can plan the most likely paths. The players are on the rails the entire time and don't know it. In previous campaigns I tended to write more structured and planned adventures. But I based them on the player's plans. They tell me they're doing "X" at the end of the session, so I plan for that. Basically writing a mini-module tied to the player's plans and ambitions. (Usually. In my current campaign I'm improvising more and reacting to the players rather than planning as much.) Yes. And? The DM is a player too. They have stories they want to tell. They know what's going on in the world more than the PCs. The NPCs have character arcs and goals. Additionally, the DM is often the person most invested in the game. They're often the one interested enough to buy the rulebooks and learn the rules. They're the most likely to spend time thinking about the game between sessions. So, just by the very nature of devoting more brain power to the game, they'll think of more stories. Because actions have consequences. Because the actions of the PCs never happen in a vacuum. Things ripple outward and cause big changes. The assassination of a Duke of a small nation can caused one of the bloodiest wars in history. Because the unexpected happens. It rains at the wrong time. Winter comes early. There's a plague. Everyone's life is full of times where the unexpected completely derailed plans. It matters because it makes the world feel real. It's larger and more cohesive, with places and people that don't cease to exist when the players aren't watching. Things change and progress. It's not static. It's a living, breathing world. It's not a videogame where the rest of the world pauses when the players are in another zone. In many ways it can feel like an offscreen failure. They did something and succeeded, but then there are negative repercussions from their course of action. I like that personally. I like that a lot. Players shouldn't expect to murderhobo through the world without consequences. If they blunder through the world not thinking about what happens next then they deserve some consequences. If they kill the green dragon that rules the forest they've removed the alpha predator from the region and there should be a spike in the wolves and deer populations. That's life. Mid to high level PCs are big fish swimming through a small pond, and their passing causes ripples. [/QUOTE]
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