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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="tomBitonti" data-source="post: 7087258" data-attributes="member: 13107"><p>An issue here seems to be when the GM establishes a story outline (the kingdom is overrun by Orcs), and the players initially set a goal which cannot be achieved within that outline.</p><p></p><p>Say:</p><p></p><p>Orcs attack a village. The PCs drive them off, and set a goal to keep the village safe.</p><p></p><p>Either, the players gather intelligence that a much larger group of orcs is approaching. Or they don't.</p><p></p><p>If the intelligence is gathered, the players see that they are outmatched, and gather up as many villagers as they can and flee.</p><p></p><p>Or, the players try to sneak into the orc encampment and prevent the attack, even though it is described as well beyond their abilities.</p><p></p><p>If the intelligence is not gathered, the players are rudely interrupted by the much larger force of orcs, and must gather what few supplies and villagers they can, or make a hopeless stand against the orcs.</p><p></p><p>Here, the structure dictates three most likely outcomes:</p><p></p><p>1) The players are defeated by the orcs. For story continuation, the GM has it that the players being captured.</p><p></p><p>2) The players flee with advance warning.</p><p></p><p>3) The players flee with little warning.</p><p></p><p>There are other unusual outcomes, say, the players choose to join the orcs.</p><p></p><p>Key is that the structure imposes limits on what the PCs can do. The GM has designed in that the players almost certainly cannot defeat the orcs. They must either flee or be captured.</p><p></p><p>Does this story structure "railroad" the PCs?</p><p></p><p>Thx!</p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 7087258, member: 13107"] An issue here seems to be when the GM establishes a story outline (the kingdom is overrun by Orcs), and the players initially set a goal which cannot be achieved within that outline. Say: Orcs attack a village. The PCs drive them off, and set a goal to keep the village safe. Either, the players gather intelligence that a much larger group of orcs is approaching. Or they don't. If the intelligence is gathered, the players see that they are outmatched, and gather up as many villagers as they can and flee. Or, the players try to sneak into the orc encampment and prevent the attack, even though it is described as well beyond their abilities. If the intelligence is not gathered, the players are rudely interrupted by the much larger force of orcs, and must gather what few supplies and villagers they can, or make a hopeless stand against the orcs. Here, the structure dictates three most likely outcomes: 1) The players are defeated by the orcs. For story continuation, the GM has it that the players being captured. 2) The players flee with advance warning. 3) The players flee with little warning. There are other unusual outcomes, say, the players choose to join the orcs. Key is that the structure imposes limits on what the PCs can do. The GM has designed in that the players almost certainly cannot defeat the orcs. They must either flee or be captured. Does this story structure "railroad" the PCs? Thx! TomB [/QUOTE]
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