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[Plots] Would you want to play in this campaign? *MY PLAYERS STAY OUT*
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<blockquote data-quote="d4" data-source="post: 1266475" data-attributes="member: 12699"><p>if you ran the first session the way it's described above, i don't think i'd want to play in it.</p><p></p><p>there's quite a number of places where you railroad the PCs quite heavily, basically taking away any freedom of choice they might have had.</p><p></p><p>here's a few examples:</p><p></p><p></p><p>like shilsen asked above, what if they don't agree? what if they'd rather not risk their lives for $50,000 from a crooked government agent? what if the agent can't successfully blackmail them into accepting?</p><p></p><p></p><p>what if they realize it's a set-up and choose to abort the mission?</p><p></p><p></p><p>this is blatant railroading, and if your players are like 99% of the gamers i've ever known, this is sure to piss them off royally. i've seen people get up and leave over things like this. something to keep in mind.</p><p></p><p></p><p>again, by predetermining the outcome, you're taking away the PC's choices. what if the PCs get lucky in their attack and score a couple of critical hits?</p><p></p><p>similarly, what if the PCs don't want to listen to Alan, and just want to escape? will they be able to get away?</p><p></p><p></p><p>what happens if they don't agree to the training? what if some of them do and some of them don't?</p><p></p><p></p><p>how do you know this will happen? what if the PCs still don't trust Alan? what if they don't <em>want</em> to like him?</p><p></p><p>i'm not trying to say what you've got is bad.</p><p></p><p>if everything goes exactly as you've outlined above, it'll be a pretty good session. <em>however</em>, it seems that you've made absolutely no provisions for things going other than how you envision it. it seems to me that there are a dozen or so places throughout the session where the PCs could choose to do things differently, and it doesn't look like you are prepared for that. it seems (from the outline you gave) that you only want things to unfold the way you've planned.</p><p></p><p>i <em>hope</em> you can get your players to go along with you. however, knowing the way players can be, i'd expect at least some difficulty in getting them to follow your plotline exactly. i think you need to look over what you've planned and work out some contingencies, in case the PCs have other ideas. the PCs <em>always</em> have other ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>again, i'm not knocking your idea. the basic premise sounds great. the only problem is that it reads like a synopsis for a story or television show, not like an adventure. there's only one person determining the flow and outcome of the session here, and that's you, the GM. you're not allowing the PCs any input or room to maneuver.</p></blockquote><p></p>
[QUOTE="d4, post: 1266475, member: 12699"] if you ran the first session the way it's described above, i don't think i'd want to play in it. there's quite a number of places where you railroad the PCs quite heavily, basically taking away any freedom of choice they might have had. here's a few examples: like shilsen asked above, what if they don't agree? what if they'd rather not risk their lives for $50,000 from a crooked government agent? what if the agent can't successfully blackmail them into accepting? what if they realize it's a set-up and choose to abort the mission? this is blatant railroading, and if your players are like 99% of the gamers i've ever known, this is sure to piss them off royally. i've seen people get up and leave over things like this. something to keep in mind. again, by predetermining the outcome, you're taking away the PC's choices. what if the PCs get lucky in their attack and score a couple of critical hits? similarly, what if the PCs don't want to listen to Alan, and just want to escape? will they be able to get away? what happens if they don't agree to the training? what if some of them do and some of them don't? how do you know this will happen? what if the PCs still don't trust Alan? what if they don't [i]want[/i] to like him? i'm not trying to say what you've got is bad. if everything goes exactly as you've outlined above, it'll be a pretty good session. [i]however[/i], it seems that you've made absolutely no provisions for things going other than how you envision it. it seems to me that there are a dozen or so places throughout the session where the PCs could choose to do things differently, and it doesn't look like you are prepared for that. it seems (from the outline you gave) that you only want things to unfold the way you've planned. i [i]hope[/i] you can get your players to go along with you. however, knowing the way players can be, i'd expect at least some difficulty in getting them to follow your plotline exactly. i think you need to look over what you've planned and work out some contingencies, in case the PCs have other ideas. the PCs [i]always[/i] have other ideas. ;) again, i'm not knocking your idea. the basic premise sounds great. the only problem is that it reads like a synopsis for a story or television show, not like an adventure. there's only one person determining the flow and outcome of the session here, and that's you, the GM. you're not allowing the PCs any input or room to maneuver. [/QUOTE]
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