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Players railroading dungeonmasters
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<blockquote data-quote="jgsugden" data-source="post: 8215616" data-attributes="member: 2629"><p>They make a lot of assumptions that are not true in most games. In the games where their assumptions are true, the DM usually wants that input to create storylines. They're essentially saying, "We don't want to be bothered by player interests - we just want to run our game and have the players be our tools to play with rather than see them contribute."</p><p></p><p>I work with the players to gether hooks. I make it clear that they won't see every hook acted upon, but I'll make use of as much as I see fit. And, just because it is what their PC believes to be true, it does not mean that it is the actual truth. For example, one PC won a set of fighting gloves in their backstory as a prize. When they eventually had a greater restoration cast upon them, their memory was revised and they realized that a wizard gave it to him and changed his memory so he would not realize they were something more important.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8215616, member: 2629"] They make a lot of assumptions that are not true in most games. In the games where their assumptions are true, the DM usually wants that input to create storylines. They're essentially saying, "We don't want to be bothered by player interests - we just want to run our game and have the players be our tools to play with rather than see them contribute." I work with the players to gether hooks. I make it clear that they won't see every hook acted upon, but I'll make use of as much as I see fit. And, just because it is what their PC believes to be true, it does not mean that it is the actual truth. For example, one PC won a set of fighting gloves in their backstory as a prize. When they eventually had a greater restoration cast upon them, their memory was revised and they realized that a wizard gave it to him and changed his memory so he would not realize they were something more important. [/QUOTE]
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