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Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7076854" data-attributes="member: 6778044"><p>Not that it matters in the specific discussion, but there's a fourth option (among, as I'm sure, others):</p><p></p><p>In my campaign it's explicitly stated that in a world where things like magic and shapeshifting exist, that something like the simply prospect of imprisoning somebody is different than in our world. Suspected spell casters, or possibly everyone, is bound and gagged, often in a position that makes it difficult to overcome (such as chaining them in a spread eagle position on a wall). In addition, it's also noted that a reason for the druid's unwillingness to wear metal armor is that wearing metal can interfere with their druidic abilities, including shapeshifting. Metal manacles are enough to prevent this.</p><p></p><p>Not all locations will take all such precautions against all prisoners. But the fact that the world addresses imprisonment differently in a mundane way, not to mention potential magical precautions, means that they aren't always going to have an easy chance of escaping by spell or shape changing. </p><p></p><p>Overall, I'm more concerned with developing an internal consistency within the world, so the players have a framework to understand it a bit better. On the other hand, most jails are designed to hold "most" people, and particularly the types of people that are regularly imprisoned in that town, city, etc. So they may not have sufficient protections against higher level spell casters, every type of spell caster, or every special ability.</p><p></p><p>Defenses against flying creatures and spells is another thing that many have to be prepared for, as another example. Town armories typically have a supply of silver arrows on hand in the event of a lycanthrope attack is another.</p><p></p><p>Regardless, and important factor is to frame things and set expectations so the players have a good base of understanding to make decisions. Even if something wasn't explicitly described before hand, if you're good at setting expectations and establishing trust with the players, then when there is a new situation that is a bit of a surprise, it's not viewed as a punitive attempt to shut down a character's special ability.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7076854, member: 6778044"] Not that it matters in the specific discussion, but there's a fourth option (among, as I'm sure, others): In my campaign it's explicitly stated that in a world where things like magic and shapeshifting exist, that something like the simply prospect of imprisoning somebody is different than in our world. Suspected spell casters, or possibly everyone, is bound and gagged, often in a position that makes it difficult to overcome (such as chaining them in a spread eagle position on a wall). In addition, it's also noted that a reason for the druid's unwillingness to wear metal armor is that wearing metal can interfere with their druidic abilities, including shapeshifting. Metal manacles are enough to prevent this. Not all locations will take all such precautions against all prisoners. But the fact that the world addresses imprisonment differently in a mundane way, not to mention potential magical precautions, means that they aren't always going to have an easy chance of escaping by spell or shape changing. Overall, I'm more concerned with developing an internal consistency within the world, so the players have a framework to understand it a bit better. On the other hand, most jails are designed to hold "most" people, and particularly the types of people that are regularly imprisoned in that town, city, etc. So they may not have sufficient protections against higher level spell casters, every type of spell caster, or every special ability. Defenses against flying creatures and spells is another thing that many have to be prepared for, as another example. Town armories typically have a supply of silver arrows on hand in the event of a lycanthrope attack is another. Regardless, and important factor is to frame things and set expectations so the players have a good base of understanding to make decisions. Even if something wasn't explicitly described before hand, if you're good at setting expectations and establishing trust with the players, then when there is a new situation that is a bit of a surprise, it's not viewed as a punitive attempt to shut down a character's special ability. [/QUOTE]
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