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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7057304" data-attributes="member: 29398"><p>But, when the PCs leave said room does it (have to) become static again? I think that's the crux here, particularly when you replace "room" with "town" or "region" or anything else.</p><p></p><p>Then I posit your definition of railroading is, simply put, far too broad.</p><p></p><p>If you're ever up here in BC let's put that to the test, shall we?</p><p></p><p>The PCs impose their will on such of the fiction as they can access, but they can't be everywhere at once and where they're not, life goes on. This to me seems goes-without-saying blindingly obvious if one's intent is to run a living breathing game world, and by no means whatsoever is it railroading in any accepted sense of the word I've ever heard of - other than what you've posted here.</p><p></p><p>I'm not so much confused that other approaches exist, but I am confused as to how they are able to function while maintaining consistency, keeping character knowledge and player knowledge in step, and allowing long-term secrets or hidden backstory to be part of the plot. (never mind allowing some plot layout in advance)</p><p></p><p>I got into a discussion with some of our crew last night about this, in fact, where we quite quickly (and unanimously) concluded - though using different terms for it - it's not usually the player's place to impose their will on the fiction in any great degree, but instead to react and deal with what is already there. We-as-players can change it, steer it, tip it on its head, even crumple it into little balls and throw it in the corner, but we cannot generate it from nothing and nor can we expect it to go away if we ignore it. We also can't expect the world to stay still over there while we take care of this mission over here.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7057304, member: 29398"] But, when the PCs leave said room does it (have to) become static again? I think that's the crux here, particularly when you replace "room" with "town" or "region" or anything else. Then I posit your definition of railroading is, simply put, far too broad. If you're ever up here in BC let's put that to the test, shall we? The PCs impose their will on such of the fiction as they can access, but they can't be everywhere at once and where they're not, life goes on. This to me seems goes-without-saying blindingly obvious if one's intent is to run a living breathing game world, and by no means whatsoever is it railroading in any accepted sense of the word I've ever heard of - other than what you've posted here. I'm not so much confused that other approaches exist, but I am confused as to how they are able to function while maintaining consistency, keeping character knowledge and player knowledge in step, and allowing long-term secrets or hidden backstory to be part of the plot. (never mind allowing some plot layout in advance) I got into a discussion with some of our crew last night about this, in fact, where we quite quickly (and unanimously) concluded - though using different terms for it - it's not usually the player's place to impose their will on the fiction in any great degree, but instead to react and deal with what is already there. We-as-players can change it, steer it, tip it on its head, even crumple it into little balls and throw it in the corner, but we cannot generate it from nothing and nor can we expect it to go away if we ignore it. We also can't expect the world to stay still over there while we take care of this mission over here. Lanefan [/QUOTE]
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