That must have been before the game was published.Hussar said:Heck, there were no rules for swimming for a pretty long time.
Swimming rules are on page 33 of Volume 3.
That must have been before the game was published.Hussar said:Heck, there were no rules for swimming for a pretty long time.
I am interpreting you as being confused as toI think you're interpreting me as a critic of D&D for being so open.
Fritz Leiber said:The Mouser smiled thinly before returning the parchment to its deep pocket. "The guess that a pouch of stars might be a bag of gems," he listed, "the story that Nehwon's biggest diamond is called the Heart of Light, a few words on a ramskin scrap in the topmost room of a desert tower locked and sealed for centuries -- small hints, these, to draw two men across this murdering, monotonous Cold waste. Tell me, Old Horse, were you just homesick for the miserable white meadows of your birth to pretend to believe 'em?"
Whereas the glossary in the 1st DMG offers:S'mon said:4e's encounter-based design can be very bad this way, if the DM has put a lot of work into encounters he may want to ensure they're all used, and WoTC module writers certainly seem to think that way.
If we've got to go through ABC... because the GM has determined that we shall, then that is EXACTLY what "railroad" means to me.pemerton said:No railroad, because the GM's work is a response to the hooks that the players have put into the game at character build; but a tighter framework for GM preparation than a sandbox tends to provide.
Well said.Again, it's entirely possible that the game consists of a number of encounters, with combat and traps and puzzles, in a very straightforward classic sense — but the motivation is romance, and the PCs are fighting their way through a dungeon that is, say, a fey labyrinth. Romance is content, but it's also at heart a theme, not a plot or a ruleset.
I get the impression here that you really have no experience with games that are run on tight situations. There is no plot. There is no predetermined order, no predetermined events, and in most games that are run in this way, every encounter is created exactly in accordance with what you cite as the definition of an encounter. Namely, that they are not planned out in advance, they are unexpected, even for the GM in those games that still insist on having such traditional structure.If we've got to go through ABC... because the GM has determined that we shall, then that is EXACTLY what "railroad" means to me.pemerton said:No railroad, because the GM's work is a response to the hooks that the players have put into the game at character build; but a tighter framework for GM preparation than a sandbox tends to provide.
I guess this is archaic in a certain subculture, but "normal" people seem still to understand it quite readily:
Where there is game, there is no plot. Where there is plot, there is no game. A thing that is as a whole called "a game" is not necessarily game -- as opposed to plot, or sheer randomness, or something else -- throughout.
Or your could do this through actual play, instead of metagaming.The only requirement, as pemerton has stated upthread, is a little preparatory metagaming to create the situation, one that will interest the players and involve the PCs.
Ariosto, I really don't get this. You're writing as if you think I've never read your posts, or the D&D rulebooks you draw on - which I clearly have read - or else as if I have the reading comprehension of a schoolchild - which I will confidently assert that I do not.I am interpreting you as being confused as to
(a) where it is (and is meant to remain) wide open, and
(b) where it is as practically focused as most games in the wide world of games, from Mancala to Halo 3.
Specifically, it comes from the field of wargames campaigns. In D&D, you have objectives in general terms (survive and score points), but it is up to you as to how to pursue them.
Nameless1 has said a lot of sensible stuff in response to this. But I'll add a bit.If we've got to go through ABC... because the GM has determined that we shall, then that is EXACTLY what "railroad" means to me.
Like I said upthread, I suspect the way I play is a bit more traditional than you. I still use geographic maps, for example (but using skill challenges to resolve movement across them makes it play more like an indie game and less like Traveller or 1st ed AD&D).The only requirement, as pemerton has stated upthread, is a little preparatory metagaming to create the situation, one that will interest the players and involve the PCs. Create your game not with a geographic map but with a relationship map, and include significant amounts of conflicting interests, and you get all the benefits of a sandbox, with all the benefits of a railroaded plot, but in essence no more prep than a sandbox, and different if not significantly less prep than a plot. Depending on game system of course. D&D is definitely possible to run this way, even if it will take a little getting used to in order to figure out how to properly prep encounters in a situation based game.
Or your could do this through actual play, instead of metagaming.
Doing this out-of-game is a preference, not a requirement.