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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7059044" data-attributes="member: 6785785"><p>[MENTION=16814]Ovinomancer[/MENTION] </p><p></p><p>Good stuff, thanks for sharing. The term interstating does seem to fit. I like the idea of small linked sandboxes. My style is likely close to yours as I tend to mix lots of playstyles and material into it. </p><p></p><p>For instance, in my prep for this coming Friday, I kind of loosely plotted out 3 distinct paths that the players are likely to take. They certainly could surprise me and force me to adapt, but I'm not very concerned about the possibility as they are pretty invested in the ongoing stories that form our campaign.</p><p></p><p>They're currently in Sigil, which is kind of their home base. They recently learned of some information that may lead them to the prime material world of Golarion, or they may return to their home world of Toril, where the bustling town of Phandalin is being threatened by the spread of elemental cults from the Dessarin Valley. Or, they may hold off on leaving Sigil and may instead investigate some connections between various plot threads that they recently learned about, involving the disappearance and possible death of a group of a powerful group of allies.</p><p></p><p>So I have material planned for any of those options...remaining in Sigil, heading to Golarion, or returning to Toril. Each is pretty sandboxy in its own way....although the trip to Golarion does require a set encounter at the portal they will need to use. However, once they reach the location in Golarion, they're free to go about things however they like.</p><p></p><p>I suppose I'm always a bit surprised when folks try to advocate player agency in such a broad sense as the players literally determining every step of the campaign. I've never had a situation where the players and I didn't try to work together to make sure that their characters were invested in the world. The players deciding to go radically "off script" isn't a concern for me because they've contributed to and enjoy the "script". There's plenty of flexibility for them to pursue their goals however they like, but enough of a framework where I can at least partially see how they may do so.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7059044, member: 6785785"] [MENTION=16814]Ovinomancer[/MENTION] Good stuff, thanks for sharing. The term interstating does seem to fit. I like the idea of small linked sandboxes. My style is likely close to yours as I tend to mix lots of playstyles and material into it. For instance, in my prep for this coming Friday, I kind of loosely plotted out 3 distinct paths that the players are likely to take. They certainly could surprise me and force me to adapt, but I'm not very concerned about the possibility as they are pretty invested in the ongoing stories that form our campaign. They're currently in Sigil, which is kind of their home base. They recently learned of some information that may lead them to the prime material world of Golarion, or they may return to their home world of Toril, where the bustling town of Phandalin is being threatened by the spread of elemental cults from the Dessarin Valley. Or, they may hold off on leaving Sigil and may instead investigate some connections between various plot threads that they recently learned about, involving the disappearance and possible death of a group of a powerful group of allies. So I have material planned for any of those options...remaining in Sigil, heading to Golarion, or returning to Toril. Each is pretty sandboxy in its own way....although the trip to Golarion does require a set encounter at the portal they will need to use. However, once they reach the location in Golarion, they're free to go about things however they like. I suppose I'm always a bit surprised when folks try to advocate player agency in such a broad sense as the players literally determining every step of the campaign. I've never had a situation where the players and I didn't try to work together to make sure that their characters were invested in the world. The players deciding to go radically "off script" isn't a concern for me because they've contributed to and enjoy the "script". There's plenty of flexibility for them to pursue their goals however they like, but enough of a framework where I can at least partially see how they may do so. [/QUOTE]
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