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<blockquote data-quote="ptolemy18" data-source="post: 3848521" data-attributes="member: 24970"><p>So, SO true. A million zillion times true.</p><p></p><p>A good DM has either (1) the courage and quick-wittedness to let the players break their carefully constructed plot and roll with it or (2) the tenacity and quick-wittedness to somehow railroad them back into the plot, even if they *do* make some insanely unlikely roll or kill some important NPC/monster/whatever.</p><p></p><p>This is why I dislike railroading and "you must do this and this and this in this order" tube-structured, quest-structured linear adventures. They are always inflexible and a good party can always "break" them if they want to. Give me an oldschool module where there's just a dungeon map and let the PCs figure out how to defeat the dungeon and where to enter and so forth. Or give me a module where it's all about diplomacy and clashing factions and there's just a list of statted NPCs and no real structure and it's up to the PCs and the DM to figure out how they interact and how they meet eachother. This is the meat and drink of gaming. </p><p></p><p>This whole discussion reminds me of that awesome KoDT comic where Brian sacrifices his own character to insta-kill the vampire lord who they were supposed to spend the entire campaign fighting.</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 3848521, member: 24970"] So, SO true. A million zillion times true. A good DM has either (1) the courage and quick-wittedness to let the players break their carefully constructed plot and roll with it or (2) the tenacity and quick-wittedness to somehow railroad them back into the plot, even if they *do* make some insanely unlikely roll or kill some important NPC/monster/whatever. This is why I dislike railroading and "you must do this and this and this in this order" tube-structured, quest-structured linear adventures. They are always inflexible and a good party can always "break" them if they want to. Give me an oldschool module where there's just a dungeon map and let the PCs figure out how to defeat the dungeon and where to enter and so forth. Or give me a module where it's all about diplomacy and clashing factions and there's just a list of statted NPCs and no real structure and it's up to the PCs and the DM to figure out how they interact and how they meet eachother. This is the meat and drink of gaming. This whole discussion reminds me of that awesome KoDT comic where Brian sacrifices his own character to insta-kill the vampire lord who they were supposed to spend the entire campaign fighting. [/QUOTE]
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