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Proactive Players in a Reactive Campaign
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<blockquote data-quote="fiddlerjones" data-source="post: 2803393" data-attributes="member: 31576"><p>This is not railroading. At all. They bought the church, and he presented them with consequences. Making things happen to PCs is not railroading. Railroading would be if they *had* to solve this problem in order to keep playing. They could just sell the church, ignore the warnings, any number of things. They could just up and leave town. They aren't being forced into this plot.</p><p></p><p>In other news, I love my players, as they are quite proactive, and I try to present them with a world that works similarly. In our last session they successfully staged a completely impromptu coup of the city, such that one of them is about to take control of the city and start working his agenda. </p><p></p><p>I agree with the Baby Step theory. Start with two or three options to choose from, and then expand from there. Good luck.</p></blockquote><p></p>
[QUOTE="fiddlerjones, post: 2803393, member: 31576"] This is not railroading. At all. They bought the church, and he presented them with consequences. Making things happen to PCs is not railroading. Railroading would be if they *had* to solve this problem in order to keep playing. They could just sell the church, ignore the warnings, any number of things. They could just up and leave town. They aren't being forced into this plot. In other news, I love my players, as they are quite proactive, and I try to present them with a world that works similarly. In our last session they successfully staged a completely impromptu coup of the city, such that one of them is about to take control of the city and start working his agenda. I agree with the Baby Step theory. Start with two or three options to choose from, and then expand from there. Good luck. [/QUOTE]
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