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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7095610" data-attributes="member: 29398"><p style="margin-left: 20px"></p> <p style="margin-left: 20px">(3) establishes the setting in which this all takes place</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(4) links it all together into a coherent and more or less structured story. </p><p></p><p>And (3), and sometimes (4).</p><p></p><p>Which just comes right back to something I said many pages ago: are the PCs (and players) proactive or reactive.</p><p></p><p>You seem to want the PCs/players to default to proactive and the game world/DM always be reactive (or passive if the PCs do nothing), which seems like a very one-way street. Doesn't seem like a fit for either relatively passive or reactive players, or for chaotic types like me.</p><p></p><p>Traditional D&D looks for more of a mix - if the PCs/players proactively stick their necks out somehow, the game world/DM reacts then quickly shifts to proactive as it tries to beat their heads in, and the PC/players are in react mode until that bit is done. But if the PCs/players do nothing (are passive) the game world/DM will proactively bring the action to them either by baiting adventure hooks or attacking them in their inn rooms or whatever. Lots more give and take, and lots of room for different player types.</p><p></p><p>Lan-"proactively reacting to passivity"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7095610, member: 29398"] [indent] (3) establishes the setting in which this all takes place (4) links it all together into a coherent and more or less structured story. [/indent] And (3), and sometimes (4). Which just comes right back to something I said many pages ago: are the PCs (and players) proactive or reactive. You seem to want the PCs/players to default to proactive and the game world/DM always be reactive (or passive if the PCs do nothing), which seems like a very one-way street. Doesn't seem like a fit for either relatively passive or reactive players, or for chaotic types like me. Traditional D&D looks for more of a mix - if the PCs/players proactively stick their necks out somehow, the game world/DM reacts then quickly shifts to proactive as it tries to beat their heads in, and the PC/players are in react mode until that bit is done. But if the PCs/players do nothing (are passive) the game world/DM will proactively bring the action to them either by baiting adventure hooks or attacking them in their inn rooms or whatever. Lots more give and take, and lots of room for different player types. Lan-"proactively reacting to passivity"-efan [/QUOTE]
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