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General Tabletop Discussion
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Players: Does anyone else not mind railroading?
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<blockquote data-quote="Azgulor" data-source="post: 5170682" data-attributes="member: 14291"><p>Here's how I do it. The degree of success varies but overall, it works.</p><p></p><p>1. Campaign Start: Quiz the players on the type of game they'd like to play. This can be an informal Q&A but in my experience, you get vague answers. Alternatively, you can provide a shopping list of campaign starters or themes. However, unless you have a very clear picture of how you expect the campaign to evolve (like an AP outline level of detail), be sure to acknowledge that not every session will be tied to that starter or theme.</p><p></p><p>2. Develop Threads: 3-5 threads/plot seeds should have at least a bare-bones outline. I'm talking a paragraph or two or bullet list for each. Plot, key NPCs, and timeline (if any).</p><p></p><p>3. Session #1: Bait your hooks. Cook up a straightforward intro session. Create a situation where all the players can be involved and where it will be difficult to avoid being drawn in to some degree. Dangle the threads/seeds in front of the players and see what grabs their interest.</p><p></p><p>4. Session #2: Flesh out the two threads of greatest interest to the party (it always pays to have a backup plan). If the players are proactive rather than reactive, they'll steer you towards the things that need greater attention/focus. If the players are reactive, pick the thread of greatest interest to you and "depart for the next station on the rail". </p><p></p><p>IMO, most railroading fails when the GM thinks the route AND destination are set.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5170682, member: 14291"] Here's how I do it. The degree of success varies but overall, it works. 1. Campaign Start: Quiz the players on the type of game they'd like to play. This can be an informal Q&A but in my experience, you get vague answers. Alternatively, you can provide a shopping list of campaign starters or themes. However, unless you have a very clear picture of how you expect the campaign to evolve (like an AP outline level of detail), be sure to acknowledge that not every session will be tied to that starter or theme. 2. Develop Threads: 3-5 threads/plot seeds should have at least a bare-bones outline. I'm talking a paragraph or two or bullet list for each. Plot, key NPCs, and timeline (if any). 3. Session #1: Bait your hooks. Cook up a straightforward intro session. Create a situation where all the players can be involved and where it will be difficult to avoid being drawn in to some degree. Dangle the threads/seeds in front of the players and see what grabs their interest. 4. Session #2: Flesh out the two threads of greatest interest to the party (it always pays to have a backup plan). If the players are proactive rather than reactive, they'll steer you towards the things that need greater attention/focus. If the players are reactive, pick the thread of greatest interest to you and "depart for the next station on the rail". IMO, most railroading fails when the GM thinks the route AND destination are set. [/QUOTE]
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