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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7064960" data-attributes="member: 29398"><p>Sure they do. Pretty much every week, in fact.</p><p></p><p>How?</p><p></p><p>Difference of scale.</p><p></p><p>The first apex - the overarching plots and story arcs, the prefered (but not necessarily always achieved) outcomes, the directional nudging - that happens on the macro level: what adventure comes next (or in my case, even what party gets played next after this adventure's done), how those adventures are introduced/framed/placed, and how it all gets logged after the fact. And even then, if the players decide to do something else that's what will happen; though I'll make sure the meta-plot rears its ugly head again at some point down the road. This is noteworthy as it's what we'll all see when we read back over the game logs later and tie it all together.</p><p></p><p>The second apex - the impartial rules knowledge and application, the sink-or-swim outcomes, the engaging decision points - that happens on a more micro session-to-session and even within-session level: the actual run of play at the table at any given time or session or adventure. This is noteworthy in that it's what we all see and experience every week.</p><p></p><p>Ah, but I do; on the macro level. But it's malleable and there's numerous possible storylines, so if one falters I can always ooze over to another...unless the players have their own ideas for what to do, which IME doesn't happen as often as it might.</p><p></p><p>Also, keep in mind that my campaign is open ended in terms of time (see comments in previous post about number of years) which gives me nigh-endless opportunity to weave the story back in if the game goes off on a diversion for a while.</p><p></p><p>Lan-"it's easier than you think"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7064960, member: 29398"] Sure they do. Pretty much every week, in fact. How? Difference of scale. The first apex - the overarching plots and story arcs, the prefered (but not necessarily always achieved) outcomes, the directional nudging - that happens on the macro level: what adventure comes next (or in my case, even what party gets played next after this adventure's done), how those adventures are introduced/framed/placed, and how it all gets logged after the fact. And even then, if the players decide to do something else that's what will happen; though I'll make sure the meta-plot rears its ugly head again at some point down the road. This is noteworthy as it's what we'll all see when we read back over the game logs later and tie it all together. The second apex - the impartial rules knowledge and application, the sink-or-swim outcomes, the engaging decision points - that happens on a more micro session-to-session and even within-session level: the actual run of play at the table at any given time or session or adventure. This is noteworthy in that it's what we all see and experience every week. Ah, but I do; on the macro level. But it's malleable and there's numerous possible storylines, so if one falters I can always ooze over to another...unless the players have their own ideas for what to do, which IME doesn't happen as often as it might. Also, keep in mind that my campaign is open ended in terms of time (see comments in previous post about number of years) which gives me nigh-endless opportunity to weave the story back in if the game goes off on a diversion for a while. Lan-"it's easier than you think"-efan [/QUOTE]
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