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Railroading - a slightly tongue in cheek blog post with good points
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<blockquote data-quote="bloodtide" data-source="post: 9236958" data-attributes="member: 6684958"><p>My favorite topic!</p><p></p><p>So the first one is not Railroading at all. It is simply the DM moving the Main Game Adventure Plot forward. The same way the DM would say "the sun sets at the end of the day". And as the Main Game Adventure Plot is chosen by everyone in the game, it is not "the DMs".</p><p></p><p>Note One: But, this is also an example of bad DMing. The DM has not made the adventure game play focused and streamlined enough for the players to understand when to move to the next scene. </p><p></p><p>Note Two: This is also an example of Toxic Players. Players that want to ruin the game by doing nothing but "looking for more clues" when it's clear to even a non gaming five year old that there are no more clues to be found and the game play should move on to the next scene, should not be pandered too. </p><p></p><p>If the players insist they "must" be allowed to look for more clues, the DM is within their rights to just end the game. "Well, game over for tonight. Any player that wishes to "look for more clues": you are now free to go home and write all of that charterer looking for clues into your novel."</p><p></p><p>The second one The Champion one, is again just bad DMing and/or bad adventure writing. If you have your villain, for whatever reason, stand five feet from the PCs and go "haha"...there is a chance they will be captured or killed. So...simply put: don't do it. Keep the villain out of reach. </p><p></p><p>Of course it IS a Superhero Trope that villains escape. The Joker always has a trap door. So does the Red Skull. And some villains use robot doubles to get away, like Dr. Doom. </p><p></p><p>For three....M&M...well, if the GM is using the game rules...it's not Railroading. </p><p></p><p>Four....the game is Masks(?)...again this is a game rule....so no Railroading.</p><p></p><p>For the B one: Most intelligent villains, and really most NPCs should have escape plans. This is just just common sense. </p><p></p><p>The Chandler One: having an NPC show up is not Railroading as that does not even effect the players. Unless the NPC alters game reality.</p><p></p><p>And again, this is another example of bad DMing.</p><p></p><p>And no for the Quantum Ogre.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9236958, member: 6684958"] My favorite topic! So the first one is not Railroading at all. It is simply the DM moving the Main Game Adventure Plot forward. The same way the DM would say "the sun sets at the end of the day". And as the Main Game Adventure Plot is chosen by everyone in the game, it is not "the DMs". Note One: But, this is also an example of bad DMing. The DM has not made the adventure game play focused and streamlined enough for the players to understand when to move to the next scene. Note Two: This is also an example of Toxic Players. Players that want to ruin the game by doing nothing but "looking for more clues" when it's clear to even a non gaming five year old that there are no more clues to be found and the game play should move on to the next scene, should not be pandered too. If the players insist they "must" be allowed to look for more clues, the DM is within their rights to just end the game. "Well, game over for tonight. Any player that wishes to "look for more clues": you are now free to go home and write all of that charterer looking for clues into your novel." The second one The Champion one, is again just bad DMing and/or bad adventure writing. If you have your villain, for whatever reason, stand five feet from the PCs and go "haha"...there is a chance they will be captured or killed. So...simply put: don't do it. Keep the villain out of reach. Of course it IS a Superhero Trope that villains escape. The Joker always has a trap door. So does the Red Skull. And some villains use robot doubles to get away, like Dr. Doom. For three....M&M...well, if the GM is using the game rules...it's not Railroading. Four....the game is Masks(?)...again this is a game rule....so no Railroading. For the B one: Most intelligent villains, and really most NPCs should have escape plans. This is just just common sense. The Chandler One: having an NPC show up is not Railroading as that does not even effect the players. Unless the NPC alters game reality. And again, this is another example of bad DMing. And no for the Quantum Ogre. [/QUOTE]
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