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Railroading is bad?
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<blockquote data-quote="The Shaman" data-source="post: 2356407" data-attributes="member: 26473"><p>No, I don't really think I do. 'Logic' is so often in the eye of the beholder.</p><p></p><p>Most patrollers are likely to be general-issue warriors in my game-worlds - there might be a tracker, or a leader with some better than average skills, or the aforementioned animals or magical creatures, but the patrols themselves are generally composed of bored, poorly-paid guards tired of traipsing across the moors, who'd rather be in the barracks out of the draft or better yet getting post-holed in a tavern somewhere.</p><p></p><p>Routine patrols follow a more-or-less set route that hits the high-probability areas each hour, watch, day, or whatever. In the event of an alert, they might be a bit more on the bounce and they will likely move to choke-points to interdict movement or to beat the brush looking for the escapees. Either way, the regular patrollers are mostly grunts, with average abilities.</p><p></p><p>If I create an elite formation of guards, then I would expect the scores to be higher across the board - however, these will be the exception, not the rule, and they are unlikely to be involved in routine patrols in any case.</p><p></p><p>That said, I still wouldn't drop them on the players as a plot device: that's railroading and putting the GM's story ahead of the players', IMHO. My NPC elite guards might track the adventurers or scry them and pursue, but they don't just show up out of nowhere because it's what I think 'should happen next.'</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2356407, member: 26473"] No, I don't really think I do. 'Logic' is so often in the eye of the beholder. Most patrollers are likely to be general-issue warriors in my game-worlds - there might be a tracker, or a leader with some better than average skills, or the aforementioned animals or magical creatures, but the patrols themselves are generally composed of bored, poorly-paid guards tired of traipsing across the moors, who'd rather be in the barracks out of the draft or better yet getting post-holed in a tavern somewhere. Routine patrols follow a more-or-less set route that hits the high-probability areas each hour, watch, day, or whatever. In the event of an alert, they might be a bit more on the bounce and they will likely move to choke-points to interdict movement or to beat the brush looking for the escapees. Either way, the regular patrollers are mostly grunts, with average abilities. If I create an elite formation of guards, then I would expect the scores to be higher across the board - however, these will be the exception, not the rule, and they are unlikely to be involved in routine patrols in any case. That said, I still wouldn't drop them on the players as a plot device: that's railroading and putting the GM's story ahead of the players', IMHO. My NPC elite guards might track the adventurers or scry them and pursue, but they don't just show up out of nowhere because it's what I think 'should happen next.' [/QUOTE]
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