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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7064955" data-attributes="member: 29398"><p>I've added numbers to your list below to make it easier to reply to different bits.</p><p></p><p></p><p>From my end, running a 1e-based game with a somewhat predetermined backstory and also-pre-determined-but-untimately-malleable plot arc, I can agree with you on points 2 5 and 6 for different reasons. For 2, I trust the rules because my system is so kitbashed it's halfway to being my own system anyway, so I'd better trust it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Fully agree on 5. For 6, I do very little prep on a session-to-session basis; most of the prep was done before the campaign even started and now quite a bit of it kinda runs itself.</p><p></p><p>For points 1 and 3, for me it's more a matter of keeping an eye on what the run of play is potentially doing to the story, what the downstream effects might be (if any), and whether they've given me any ideas I hadn't thought of, to work in later. This speaks to point 7; it's not so much the "GM moves" that keep ideas flowing but a combination of player moves, external input, and new ideas that crop up over time.</p><p></p><p>4 is a bad idea. If I as DM start getting emotionally involved in the game I'm running that's a clear sign I'm about to start railroading it. Best I stay a little detached.</p><p></p><p>8 to 15 sessions? That's it? Hell, when I come up with a campaign I'm looking for it to last 8 to 15 years!</p><p></p><p>Which probably also explains our differing approach to things like backstory and pre-planned plot. For a campaign that's only intended to last 8-15 sessions it probably doesn't matter so much if it starts to wobble a bit as it'll soon be over anyway: you really can in effect make it up as you collectively go along. In my case I have to worry about things that happened in year 2 possibly affecting things happening in year 9; which in fact is exactly what happened in last night's session: the party revisited a dungeon site that was first played in 2009 by - except for one NPC who is along this time as a guide - an entirely different group of characters but still in the same campaign.</p><p></p><p>I disagree a bit here: a bad DM is a bad DM no matter what system she's running; and a good DM is a good DM ditto. Most DMs are best when running a system they both know and like, but that's only common sense; and they're unlikely to try (or to last long at) running a system they don't like.</p><p></p><p>Lan-"not sure I'll get 15 years out of this current campaign but as of this month I've got 9 and things look good for at least another 2 or 3"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7064955, member: 29398"] I've added numbers to your list below to make it easier to reply to different bits. From my end, running a 1e-based game with a somewhat predetermined backstory and also-pre-determined-but-untimately-malleable plot arc, I can agree with you on points 2 5 and 6 for different reasons. For 2, I trust the rules because my system is so kitbashed it's halfway to being my own system anyway, so I'd better trust it. :) Fully agree on 5. For 6, I do very little prep on a session-to-session basis; most of the prep was done before the campaign even started and now quite a bit of it kinda runs itself. For points 1 and 3, for me it's more a matter of keeping an eye on what the run of play is potentially doing to the story, what the downstream effects might be (if any), and whether they've given me any ideas I hadn't thought of, to work in later. This speaks to point 7; it's not so much the "GM moves" that keep ideas flowing but a combination of player moves, external input, and new ideas that crop up over time. 4 is a bad idea. If I as DM start getting emotionally involved in the game I'm running that's a clear sign I'm about to start railroading it. Best I stay a little detached. 8 to 15 sessions? That's it? Hell, when I come up with a campaign I'm looking for it to last 8 to 15 years! Which probably also explains our differing approach to things like backstory and pre-planned plot. For a campaign that's only intended to last 8-15 sessions it probably doesn't matter so much if it starts to wobble a bit as it'll soon be over anyway: you really can in effect make it up as you collectively go along. In my case I have to worry about things that happened in year 2 possibly affecting things happening in year 9; which in fact is exactly what happened in last night's session: the party revisited a dungeon site that was first played in 2009 by - except for one NPC who is along this time as a guide - an entirely different group of characters but still in the same campaign. I disagree a bit here: a bad DM is a bad DM no matter what system she's running; and a good DM is a good DM ditto. Most DMs are best when running a system they both know and like, but that's only common sense; and they're unlikely to try (or to last long at) running a system they don't like. Lan-"not sure I'll get 15 years out of this current campaign but as of this month I've got 9 and things look good for at least another 2 or 3"-efan [/QUOTE]
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