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General Tabletop Discussion
*TTRPGs General
Players: Does anyone else not mind railroading?
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<blockquote data-quote="Jeff Wilder" data-source="post: 5169251" data-attributes="member: 5122"><p>As a player:</p><p></p><p>I am most comfortable if I have a clear goal. I am not comfortable deciding what the other players' goal is going to be. I don't like playing "60 minute" RPGs, where the characters' goals are so fractured that out of a five-hour game session, each player gets 60 minutes with the DM, and spends the other four hours doing whatever.</p><p></p><p>Taken together, this means that, as a player, I don't care for sandbox play.</p><p></p><p>In general, though, I want real choice ... but I'm willing for the DM (or adventure writer) to have winnowed the possibilities down to a few (plus whatever the DM can successfully adjudicate on the fly).</p><p></p><p>So I guess you could say that I want real choice ... but I don't expect infinite choice (and, in fact, am not comfortable with it). So I'm okay being on the railroad ... as long as I get to choose whether to go through Chicago, Kansas City, or Louisville.</p><p></p><p>As a GM:</p><p></p><p>In a prep-heavy system (3.5, for instance), I simply don't have the time for the preparation I'd need to not have to improvise vast swaths of adventure, and I'm not particularly good at improvising "big picture" stuff. The default choice for me ends up being approximately what I enjoy as a player.</p><p></p><p>In a prep-light system (M&M, for instance), most of my preparation time can go into "big picture" stuff, and I'm much more comfortable with simply presenting the world and letting the PCs do literally anything they like. (My PCs are really good about swallowing hook, line, <em>and</em> sinker, so I usually have a very good idea of where things are going. But they definitely don't have to go there.)</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 5169251, member: 5122"] As a player: I am most comfortable if I have a clear goal. I am not comfortable deciding what the other players' goal is going to be. I don't like playing "60 minute" RPGs, where the characters' goals are so fractured that out of a five-hour game session, each player gets 60 minutes with the DM, and spends the other four hours doing whatever. Taken together, this means that, as a player, I don't care for sandbox play. In general, though, I want real choice ... but I'm willing for the DM (or adventure writer) to have winnowed the possibilities down to a few (plus whatever the DM can successfully adjudicate on the fly). So I guess you could say that I want real choice ... but I don't expect infinite choice (and, in fact, am not comfortable with it). So I'm okay being on the railroad ... as long as I get to choose whether to go through Chicago, Kansas City, or Louisville. As a GM: In a prep-heavy system (3.5, for instance), I simply don't have the time for the preparation I'd need to not have to improvise vast swaths of adventure, and I'm not particularly good at improvising "big picture" stuff. The default choice for me ends up being approximately what I enjoy as a player. In a prep-light system (M&M, for instance), most of my preparation time can go into "big picture" stuff, and I'm much more comfortable with simply presenting the world and letting the PCs do literally anything they like. (My PCs are really good about swallowing hook, line, [I]and[/I] sinker, so I usually have a very good idea of where things are going. But they definitely don't have to go there.) [/QUOTE]
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