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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7064745" data-attributes="member: 6785785"><p>I think you can enjoy benefits from different styles. I definitely have storytelling aspects in my campaign...there is an overarching plot, but there are many subplots that I've thrown out into play to see what the players want to do. I don't think that the fact that I do have some pre-determined elements means that's I cannot also play to find out. Things come up in play all the time that surprise me. The players do something unexpected, or some inspiration strikes me as the GM in the right moment, or (more likely) some combination of those two things happens, and the story veers in a new direction. </p><p></p><p>There are perhaps some games where this is less likely, or even almost impossible; some published adventures are very close to true railroads, and I expect many people learn how to run a game by emulating the published material that they know. I know that's how I first started. </p><p></p><p>But if we're actually talking about a blend or combination of styles, then play can benefit from both styles. I don't think that having storytelling elements or ongoing plots preclude the players earning anything. Their choices still matter a great deal.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7064745, member: 6785785"] I think you can enjoy benefits from different styles. I definitely have storytelling aspects in my campaign...there is an overarching plot, but there are many subplots that I've thrown out into play to see what the players want to do. I don't think that the fact that I do have some pre-determined elements means that's I cannot also play to find out. Things come up in play all the time that surprise me. The players do something unexpected, or some inspiration strikes me as the GM in the right moment, or (more likely) some combination of those two things happens, and the story veers in a new direction. There are perhaps some games where this is less likely, or even almost impossible; some published adventures are very close to true railroads, and I expect many people learn how to run a game by emulating the published material that they know. I know that's how I first started. But if we're actually talking about a blend or combination of styles, then play can benefit from both styles. I don't think that having storytelling elements or ongoing plots preclude the players earning anything. Their choices still matter a great deal. [/QUOTE]
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