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Players: Does anyone else not mind railroading?
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<blockquote data-quote="steenan" data-source="post: 5169565" data-attributes="member: 23240"><p>Railroad, even defined as positively as in the first post, is not something I like. While I have no problems with being unable to do something for in-setting reasons, I become easily frustrated if I'm prevented from doing something that seams reasonable due to the GM not liking such option. If I'm going to passively participate, I may as well read a book or watch a movie. I'm playing an RPG to have my choices matter. Thus, railroading is a quick way to lose me as a player.</p><p>It's not that I very often do things the GM did not predict. I usually go with what he's got. But even a single time I hit the invisible wall of railroading means most of fun from the game is lost to me.</p><p></p><p>There are, however, several specific cases:</p><p></p><p>- In a game that has a strong genre, I'm perfectly willing to stay within its boundaries, as long as the GM does too. In a horror game I won't leave the shady motel as soon as strange things start happening, even if it is the most reasonable thing to do - but I will also expect not to be killed in the first hour of game because I made such choice. In a fantasy game I won't try to invent black powder (unless I'm playing an alchemist and the GM agreed to it before game), but I also expect noone else to do it.</p><p></p><p>- I will bite the first plot hook the GM throws at me. I have nothing against being railroaded a little at the beginning of an adventure, to get me to where the interesting things happen (and, as we mostly play one-shots, I prefer to do it quickly). But when I get there, I want to engage things in my own way.</p><p></p><p>- I have nothing against a linear plot, if it is this way because the GM is good at predicting my decisions. Being able to foresee my choices instead of limiting them is a sign of a good GM. But such GM will also be able to improvise if he was mistaken in his predictions and I get off the path.</p><p></p><p>- I'm perfectly fine with a game having a direction. I don't demand (and even don't like too much) total sandboxes. I just want to choose my own path, decide who I perceive as a friend or an enemy and make my own mistakes instead of falling into GM's traps.</p></blockquote><p></p>
[QUOTE="steenan, post: 5169565, member: 23240"] Railroad, even defined as positively as in the first post, is not something I like. While I have no problems with being unable to do something for in-setting reasons, I become easily frustrated if I'm prevented from doing something that seams reasonable due to the GM not liking such option. If I'm going to passively participate, I may as well read a book or watch a movie. I'm playing an RPG to have my choices matter. Thus, railroading is a quick way to lose me as a player. It's not that I very often do things the GM did not predict. I usually go with what he's got. But even a single time I hit the invisible wall of railroading means most of fun from the game is lost to me. There are, however, several specific cases: - In a game that has a strong genre, I'm perfectly willing to stay within its boundaries, as long as the GM does too. In a horror game I won't leave the shady motel as soon as strange things start happening, even if it is the most reasonable thing to do - but I will also expect not to be killed in the first hour of game because I made such choice. In a fantasy game I won't try to invent black powder (unless I'm playing an alchemist and the GM agreed to it before game), but I also expect noone else to do it. - I will bite the first plot hook the GM throws at me. I have nothing against being railroaded a little at the beginning of an adventure, to get me to where the interesting things happen (and, as we mostly play one-shots, I prefer to do it quickly). But when I get there, I want to engage things in my own way. - I have nothing against a linear plot, if it is this way because the GM is good at predicting my decisions. Being able to foresee my choices instead of limiting them is a sign of a good GM. But such GM will also be able to improvise if he was mistaken in his predictions and I get off the path. - I'm perfectly fine with a game having a direction. I don't demand (and even don't like too much) total sandboxes. I just want to choose my own path, decide who I perceive as a friend or an enemy and make my own mistakes instead of falling into GM's traps. [/QUOTE]
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