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Judgement calls vs "railroading"
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<blockquote data-quote="Maxperson" data-source="post: 7056513" data-attributes="member: 23751"><p>The following are quotes from the 1e DMG with regard to the campaign.</p><p></p><p>"<strong>You will order the universe and direct the activities in each game</strong>, becoming one of the elite group of campaign referees referred to as DMs in the vernacular of AD&D."</p><p></p><p>"This will typically result in<strong> your giving them a brief background, placing them in a settlement</strong>, and stating that they should prepare themselves to find and explore the dungeon/ruin they know is nearby. As background<strong> you inform them that</strong> they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment"</p><p></p><p>"In short, <strong>you will have to create the social and ecological parameters of a good part of a make-believe world. </strong>The more painstakingly this is done, the more "real" this creation will become."</p><p></p><p>"Whatever you settle upon as a starting point, be it your own design or one the many modular settings which are commercially available, remember to have some overall plan of your milieu in mind. The campaign might grow slowly, or it might mushroom. <strong>Be prepared for either event with more adventure areas, and the reasons for everything which exists and happens</strong>." </p><p></p><p>"It is no exaggeration to state that the fantasy world builds itself, <strong>almost as if the milieu actually takes on a life and reality of its own.</strong>"</p><p></p><p>"Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples."</p><p></p><p>Surprisingly, as the personalities of player characters and <strong>non-player characters in AD&D world <strong>will take on even more of their own direction and life</strong>. What this all boils down to is that once the compaign is set in motion, you will become more of a recorder of events, <strong>while the milieu seemingly charts its own course! </strong>"</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>How is that not a DM driven game? How is that not the world coming to life and moving on its own, as well as with the PCs? Much of that was also from the "Setting Things in Motion" section. </strong></p><p><strong></strong></p><p><strong>From the "Ongoing Campaign" section.</strong></p><p><strong></strong></p><p><strong>"Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities."</strong></p><p><strong></strong></p><p><strong>That says outright that there are ongoing struggles and interactions between other entities that the players should become involved in. Those struggles don't happen when the PCs arrive. They are already ongoing and have been determined by the DM.</strong></p></blockquote><p></p>
[QUOTE="Maxperson, post: 7056513, member: 23751"] The following are quotes from the 1e DMG with regard to the campaign. "[B]You will order the universe and direct the activities in each game[/B], becoming one of the elite group of campaign referees referred to as DMs in the vernacular of AD&D." "This will typically result in[B] your giving them a brief background, placing them in a settlement[/B], and stating that they should prepare themselves to find and explore the dungeon/ruin they know is nearby. As background[B] you inform them that[/B] they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment" "In short, [B]you will have to create the social and ecological parameters of a good part of a make-believe world. [/B]The more painstakingly this is done, the more "real" this creation will become." "Whatever you settle upon as a starting point, be it your own design or one the many modular settings which are commercially available, remember to have some overall plan of your milieu in mind. The campaign might grow slowly, or it might mushroom. [B]Be prepared for either event with more adventure areas, and the reasons for everything which exists and happens[/B]." "It is no exaggeration to state that the fantasy world builds itself, [B]almost as if the milieu actually takes on a life and reality of its own.[/B]" "Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples." Surprisingly, as the personalities of player characters and [B]non-player characters in AD&D world [B]will take on even more of their own direction and life[/B]. What this all boils down to is that once the compaign is set in motion, you will become more of a recorder of events, [B]while the milieu seemingly charts its own course! [/B]" How is that not a DM driven game? How is that not the world coming to life and moving on its own, as well as with the PCs? Much of that was also from the "Setting Things in Motion" section. From the "Ongoing Campaign" section. "Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities." That says outright that there are ongoing struggles and interactions between other entities that the players should become involved in. Those struggles don't happen when the PCs arrive. They are already ongoing and have been determined by the DM.[/B] [/QUOTE]
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