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Railroading is bad?
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<blockquote data-quote="ARandomGod" data-source="post: 2343459" data-attributes="member: 17296"><p>I think that's a fairly accurate description.</p><p></p><p>As for flexible GMing, sometimes I take it a step farther than just simply putting my planned adventure wherever the players actually go. Last gaming session there were a LOT of pit traps in this one dungeon. They were easily 'found', as they were illusionary floors over unspiked pits. Just a little flavor in the dungeon. I had one player who insisted on going down into every trap and searching each one very, very thouroughly. And again. I made an on the spot decision that the PC was firmly convinced that he would find something, and so he did. A "significant" rock. </p><p>Player: "Why's it significant?"</p><p>Me:" It's pretty. It's unusual. You just feel it's special somehow." (Plus you kept searching till you found SOMETHING. )</p><p></p><p>I started making special descriptions for various stones inside every pit trap in that dungeon. He wrote them down on his sheet, carefully noting the differences of each. </p><p></p><p>Later in the dungeon, for no reason whatsoever, I adlibbed a part where some of those stones opened a special door (and adlibbed it as a puzzled that when done wrong set of a trap damaging the guy who was playing with the stones, notably the character who was obsessed with them in the first place.) The traps made me feel better, made him feel good about his discovery, and made the eventual "way through the secret door" from a simple roll to find it into a twenty minute process that, strangely, everyone enjoyed. And, as a GM, I enjoyed because it helped me to pull their resources down a little in healing, because they needed a little extra drain to make the dungeon appropriately exciting and challenging to have "made it through".</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 2343459, member: 17296"] I think that's a fairly accurate description. As for flexible GMing, sometimes I take it a step farther than just simply putting my planned adventure wherever the players actually go. Last gaming session there were a LOT of pit traps in this one dungeon. They were easily 'found', as they were illusionary floors over unspiked pits. Just a little flavor in the dungeon. I had one player who insisted on going down into every trap and searching each one very, very thouroughly. And again. I made an on the spot decision that the PC was firmly convinced that he would find something, and so he did. A "significant" rock. Player: "Why's it significant?" Me:" It's pretty. It's unusual. You just feel it's special somehow." (Plus you kept searching till you found SOMETHING. ) I started making special descriptions for various stones inside every pit trap in that dungeon. He wrote them down on his sheet, carefully noting the differences of each. Later in the dungeon, for no reason whatsoever, I adlibbed a part where some of those stones opened a special door (and adlibbed it as a puzzled that when done wrong set of a trap damaging the guy who was playing with the stones, notably the character who was obsessed with them in the first place.) The traps made me feel better, made him feel good about his discovery, and made the eventual "way through the secret door" from a simple roll to find it into a twenty minute process that, strangely, everyone enjoyed. And, as a GM, I enjoyed because it helped me to pull their resources down a little in healing, because they needed a little extra drain to make the dungeon appropriately exciting and challenging to have "made it through". [/QUOTE]
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