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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7090849" data-attributes="member: 29398"><p>Calling my crew 'adversarial' paints us in a slightly misleading light, though it has its moments of truth. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In general, I'd say as players:</p><p></p><p>- we enjoy the game having mystery to it, both in its play* and in how it is run**; and while we generally subscribe to the idea that the DM's word is law we also trust those DMs to be open to fair criticism and good ideas. </p><p>- we see the game world as something to be - each to a greater or lesser extent - explored, changed, conquered, immersed in, and full of potential for adventure and derring-do; while also realizing it is a living breathing thing that existed long before our PCs ever got to it and will continue to go on existing long after we leave (<span style="font-size: 9px">unless we break it; it's happened</span>).</p><p>- we see our characters as small fish in a very big pond and no matter how big we eventually get there's always going to be bigger fish, and some of them will try to defeat us. We are not special snowflakes. We do not have plot protection, or immunity from death, or from level loss or any other disaster. The game world is filled with dangers and we either have to fight those dangers (PCs vs. the world, hence players vs. DM) or succumb to them.</p><p>- while we're aware that some aspects of realism must be sacrificed in order for the game to be and remain playable, in situations where there's a choice between realism and "gamism" we usually prefer (or choose) the more realistic approach for reasons of believability, consistency (with the real world), and immersion.</p><p>- we recognize that first and foremost it's the DM's game, if for no other reason than while a game can usually survive the departure of a player no game can survive the departure of its DM. That said, we also trust the DM to be both willing and able to hit whatever curveballs we can pitch; and on the flip side we also accept that now and then the DM is likely going to railroad us as we trust that such is being done in the good faith intention of producing a better play experience.</p><p></p><p>* - some may frown on secret backstory but we'd think there's something very wrong if there wasn't any; part of the long-term fun lies in uncovering the secret backstory and then trying to integrate ourselves into it should we so desire</p><p>** - were I not a DM myself I probably wouldn't want to know <strong>anything</strong> about what goes on behind the screen or what's involved in "producing" the table experience.</p><p></p><p>I hope this puts some context around some of what I've been posting in here.</p><p></p><p>Lan-"where's my beer? where's my dice? there's orcs to be killin'!"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7090849, member: 29398"] Calling my crew 'adversarial' paints us in a slightly misleading light, though it has its moments of truth. :) In general, I'd say as players: - we enjoy the game having mystery to it, both in its play* and in how it is run**; and while we generally subscribe to the idea that the DM's word is law we also trust those DMs to be open to fair criticism and good ideas. - we see the game world as something to be - each to a greater or lesser extent - explored, changed, conquered, immersed in, and full of potential for adventure and derring-do; while also realizing it is a living breathing thing that existed long before our PCs ever got to it and will continue to go on existing long after we leave ([SIZE=1]unless we break it; it's happened[/SIZE]). - we see our characters as small fish in a very big pond and no matter how big we eventually get there's always going to be bigger fish, and some of them will try to defeat us. We are not special snowflakes. We do not have plot protection, or immunity from death, or from level loss or any other disaster. The game world is filled with dangers and we either have to fight those dangers (PCs vs. the world, hence players vs. DM) or succumb to them. - while we're aware that some aspects of realism must be sacrificed in order for the game to be and remain playable, in situations where there's a choice between realism and "gamism" we usually prefer (or choose) the more realistic approach for reasons of believability, consistency (with the real world), and immersion. - we recognize that first and foremost it's the DM's game, if for no other reason than while a game can usually survive the departure of a player no game can survive the departure of its DM. That said, we also trust the DM to be both willing and able to hit whatever curveballs we can pitch; and on the flip side we also accept that now and then the DM is likely going to railroad us as we trust that such is being done in the good faith intention of producing a better play experience. * - some may frown on secret backstory but we'd think there's something very wrong if there wasn't any; part of the long-term fun lies in uncovering the secret backstory and then trying to integrate ourselves into it should we so desire ** - were I not a DM myself I probably wouldn't want to know [B]anything[/B] about what goes on behind the screen or what's involved in "producing" the table experience. I hope this puts some context around some of what I've been posting in here. Lan-"where's my beer? where's my dice? there's orcs to be killin'!"-efan [/QUOTE]
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