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<blockquote data-quote="Insight" data-source="post: 3116378" data-attributes="member: 11437"><p>Concerning the railroading angle:</p><p></p><p>The surest way to eliminate the <em>appearance</em> of railroading is to create in the players' minds the illusion that events are transpiring according to what their characters want, as opposed to the design of your adventure.</p><p></p><p>I say <em>illusion</em> because, of course, things should be transpiring according to your design. If not, you either have a bad design or overly-rebellious players. Assuming neither is the case, what you want to do is create events that interest the characters. Draw the characters into your plot and trap them there, with the only obvious recourse to address the issues of your plot. Now, the difference between an interesting and involved adventure and railroading is subtle here. It's <em>how</em> you draw them in, as opposed to forcing them into the events that make up your plot.</p><p></p><p>So what you want to do first is to find out what the characters want. What are their motivations? Why are they adventurers? How can you use these motivations to drive your plot?</p><p></p><p>Some of this can be designed into the campaign from the get-go. For example, if you want to involve a certain secret organization in the major events of your campaign, involve that secret organization into one of your characters' lives, or more than one. Maybe a relative or loved one was captured or killed by this organization. Presto! Instant motivation!</p></blockquote><p></p>
[QUOTE="Insight, post: 3116378, member: 11437"] Concerning the railroading angle: The surest way to eliminate the [i]appearance[/i] of railroading is to create in the players' minds the illusion that events are transpiring according to what their characters want, as opposed to the design of your adventure. I say [i]illusion[/i] because, of course, things should be transpiring according to your design. If not, you either have a bad design or overly-rebellious players. Assuming neither is the case, what you want to do is create events that interest the characters. Draw the characters into your plot and trap them there, with the only obvious recourse to address the issues of your plot. Now, the difference between an interesting and involved adventure and railroading is subtle here. It's [i]how[/i] you draw them in, as opposed to forcing them into the events that make up your plot. So what you want to do first is to find out what the characters want. What are their motivations? Why are they adventurers? How can you use these motivations to drive your plot? Some of this can be designed into the campaign from the get-go. For example, if you want to involve a certain secret organization in the major events of your campaign, involve that secret organization into one of your characters' lives, or more than one. Maybe a relative or loved one was captured or killed by this organization. Presto! Instant motivation! [/QUOTE]
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