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*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="tomBitonti" data-source="post: 7101095" data-attributes="member: 13107"><p>Additional text omitted.</p><p></p><p>I've been trying to place these ideas within examples which help to illuminate the several different perspectives:</p><p></p><p>(1) Players are exploring a fixed map. There are no random map elements: Creatures are in their specified location (with modifications due to schedules or alarms, but almost entirely predetermined). There are no wandering encounters: All of the creatures in the locale are exactly specified, as are the creature motivations and treasure.</p><p></p><p>(1.1) The same as (1), but with detail limited to a restricted selection of elements. For example, fixed encounters in outdoor areas, where the area detail is left undetermined. Or, say, when exploring a vast unmappable Space Hulk, again, with preset encounters placed according to a GM outline.</p><p></p><p>(2) A fixed map but with substantial random elements, most commonly, encounters and treasure. Player driven but to a slight degree, with, say, encounters generated according to whether the players are hasty or noisy. This is a lot of standard D&D of all editions, and, I am thinking, this mode predominates "mainstream" play.</p><p></p><p>(2.1) Players are exploring a random map with all elements randomly determined. However, all elements are generated based by a purely random process (say, a table lookup) which is not modifiable by the GM or by players except to prevent impossible placements. Player driven to a slight degree, as what area is generated next is according to player decisions. But, I'm thinking, most folks do not categorize this as player driven.</p><p></p><p>(3) Players are exploring a random map. Elements are added per the players and GM according to expressed interest, with some random modification of the results, and some modification of the elements based on the use of limited GM and player resources. This is more "indie" style -- from my limited perspective, which is very much with the more traditional style of D&D.</p><p></p><p>(3.1) Players are exploring a random map. Elements are added as in (3). Encounters, including the motivations of NPC actors, is also set or modified according to player and GM interest, again, possibly modified by the GM and players spending limited resources.</p><p></p><p>Thx!</p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 7101095, member: 13107"] Additional text omitted. I've been trying to place these ideas within examples which help to illuminate the several different perspectives: (1) Players are exploring a fixed map. There are no random map elements: Creatures are in their specified location (with modifications due to schedules or alarms, but almost entirely predetermined). There are no wandering encounters: All of the creatures in the locale are exactly specified, as are the creature motivations and treasure. (1.1) The same as (1), but with detail limited to a restricted selection of elements. For example, fixed encounters in outdoor areas, where the area detail is left undetermined. Or, say, when exploring a vast unmappable Space Hulk, again, with preset encounters placed according to a GM outline. (2) A fixed map but with substantial random elements, most commonly, encounters and treasure. Player driven but to a slight degree, with, say, encounters generated according to whether the players are hasty or noisy. This is a lot of standard D&D of all editions, and, I am thinking, this mode predominates "mainstream" play. (2.1) Players are exploring a random map with all elements randomly determined. However, all elements are generated based by a purely random process (say, a table lookup) which is not modifiable by the GM or by players except to prevent impossible placements. Player driven to a slight degree, as what area is generated next is according to player decisions. But, I'm thinking, most folks do not categorize this as player driven. (3) Players are exploring a random map. Elements are added per the players and GM according to expressed interest, with some random modification of the results, and some modification of the elements based on the use of limited GM and player resources. This is more "indie" style -- from my limited perspective, which is very much with the more traditional style of D&D. (3.1) Players are exploring a random map. Elements are added as in (3). Encounters, including the motivations of NPC actors, is also set or modified according to player and GM interest, again, possibly modified by the GM and players spending limited resources. Thx! TomB [/QUOTE]
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