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Judgement calls vs "railroading"
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<blockquote data-quote="Ovinomancer" data-source="post: 7073432" data-attributes="member: 16814"><p>Oh, come now, you really can't imagine it? Take your example of the imprisoning of you player. You said that the consequence for the failed check was that the player couldn't escape on their own. Fair enough, but you picked that consequence. You could have easily allowed for the player to escape, but by doing so it would now directly harm something else they cared about. Say they had a belief about a fellow rogue, and in their attempt to escape, they placed that rogue in danger of their life. That's a manipulation you could pull by choosing the consequence according to something you want to have happen. </p><p></p><p>For further examples, if none of the player beliefs involved demons, but you really like demons and want demons to be a part of the game, you can then have consequences for failures rolled by the players in regard to their beliefs involve demons. Like when your player investigated the tower for the mace, you chose finding cursed arrows, but you could have had a demon appear, instead. Bam, you're now influencing the direction of the game with your preferred narratives. Sure, the players still get their licks in, as they have to engage their beliefs for a roll to occur, but you can frame the outcomes in terms of demons or demon related things. Soon enough, you'll have players proposing replacement beliefs in terms of demons. And now you have the game you wanted.</p><p></p><p>Can you force the exact outcome you want? No, not with BW. But you can most certainly shape the game strongly according to your desires as DM.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7073432, member: 16814"] Oh, come now, you really can't imagine it? Take your example of the imprisoning of you player. You said that the consequence for the failed check was that the player couldn't escape on their own. Fair enough, but you picked that consequence. You could have easily allowed for the player to escape, but by doing so it would now directly harm something else they cared about. Say they had a belief about a fellow rogue, and in their attempt to escape, they placed that rogue in danger of their life. That's a manipulation you could pull by choosing the consequence according to something you want to have happen. For further examples, if none of the player beliefs involved demons, but you really like demons and want demons to be a part of the game, you can then have consequences for failures rolled by the players in regard to their beliefs involve demons. Like when your player investigated the tower for the mace, you chose finding cursed arrows, but you could have had a demon appear, instead. Bam, you're now influencing the direction of the game with your preferred narratives. Sure, the players still get their licks in, as they have to engage their beliefs for a roll to occur, but you can frame the outcomes in terms of demons or demon related things. Soon enough, you'll have players proposing replacement beliefs in terms of demons. And now you have the game you wanted. Can you force the exact outcome you want? No, not with BW. But you can most certainly shape the game strongly according to your desires as DM. [/QUOTE]
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Judgement calls vs "railroading"
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