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<blockquote data-quote="Ariosto" data-source="post: 5148389" data-attributes="member: 80487"><p>Even in the RPGA scenarios, which are extremely linear in their overall structure, there is some expectation of players "having a clue" enough not to be totally perverse.</p><p></p><p>Something bad is going on, the villagers say, and the source seems to be over yonder in the fairy woods/ abandoned temple/ creepy sea-caves / wherever. Or there's something some patron wants and will reward them as fetch it. Or some other such lead.</p><p></p><p>That's where the <em>only</em> adventure at hand is to be found, and yet I have <em>never</em> seen players miss the clues. I have not seen them decide to pass it up entirely. I have not seen them sitting around doing nothing for four hours.</p><p></p><p>If people have <em>more than one</em> way to turn, if indeed <em>whichever way they turn</em> these core assumptions of the D&D world (courtesy of the 4e DMG, p. 150) apply ...</p><p></p><p><strong>The World Is A Fantastic Place</strong></p><p><strong></strong></p><p><strong>The World Is Ancient</strong></p><p><strong></strong></p><p><strong>The World Is Mysterious</strong></p><p><strong></strong></p><p><strong>Monsters Are Everywhere</strong></p><p><strong></strong></p><p><strong>Adventurers Are Exceptional</strong></p><p></p><p>... then people have to work harder to <em>avoid</em> adventure. </p><p></p><p>The only really <em>heavy-handed</em> railroading I have seen in RPGA was when players were "supposed to" go through a combat or a skill challenge but wanted to respond to a particular sub-situation in another way.</p><p></p><p>Even in those cases, it was (I am pretty sure) not an RPGA requirement. It was a matter of the DMs' unwillingness to improvise. I would chalk up those occasions alongside DMs who would not allow people even to try things, rather than applying the "page 42" guidelines.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5148389, member: 80487"] Even in the RPGA scenarios, which are extremely linear in their overall structure, there is some expectation of players "having a clue" enough not to be totally perverse. Something bad is going on, the villagers say, and the source seems to be over yonder in the fairy woods/ abandoned temple/ creepy sea-caves / wherever. Or there's something some patron wants and will reward them as fetch it. Or some other such lead. That's where the [i]only[/i] adventure at hand is to be found, and yet I have [i]never[/i] seen players miss the clues. I have not seen them decide to pass it up entirely. I have not seen them sitting around doing nothing for four hours. If people have [i]more than one[/i] way to turn, if indeed [i]whichever way they turn[/i] these core assumptions of the D&D world (courtesy of the 4e DMG, p. 150) apply ... [b]The World Is A Fantastic Place The World Is Ancient The World Is Mysterious Monsters Are Everywhere Adventurers Are Exceptional[/b] ... then people have to work harder to [i]avoid[/i] adventure. The only really [i]heavy-handed[/i] railroading I have seen in RPGA was when players were "supposed to" go through a combat or a skill challenge but wanted to respond to a particular sub-situation in another way. Even in those cases, it was (I am pretty sure) not an RPGA requirement. It was a matter of the DMs' unwillingness to improvise. I would chalk up those occasions alongside DMs who would not allow people even to try things, rather than applying the "page 42" guidelines. [/QUOTE]
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