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"Railroading" is just a pejorative term for...
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<blockquote data-quote="Raven Crowking" data-source="post: 5401228" data-attributes="member: 18280"><p>Personally, I believe that in-game character issues are usually best dealt with by the other players. Have a PC that's causing problems constantly? Don't adventure with that PC. Have a player that's causing problems constantly, regardless of what PC he runs? Don't play with that player.</p><p></p><p>Problem? Problem solved.</p><p></p><p>The difficulty, IMHO, arises from the idea that you <em><strong>must</strong></em> play with these characters, or that you <strong><em>must</em></strong> play with these certain individuals.</p><p></p><p>Remove that mindset, and you remove the problem entirely.</p><p></p><p>IMO, I'll sacrifice a little player cohesion to ensure that everyone understands that we are ALL responsible for the health of the game. Nor do I believe that my assumptions about what the players want to do are necessarily true. In some cases, the players might <strong><em>enjoy</em></strong> the rogue's attempt (or might enjoy helping the Royal Guard give him a beatdown).</p><p></p><p>In other cases, a player may very well be willing to sacrifice a character to the king's chopping block just to determine whether or not he has boarded a choo-choo. I.e., this sort of disruptive behaviour is, IMHO and IME, often the result of being presented with an "illusion of choice" where the player in question has decided to "disbelieve the illusion".</p><p></p><p>Or, as another has put it:</p><p></p><p></p><p></p><p></p><p></p><p>If you can fill a table, you have the right to run any type of game you like.</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>aGREED.</p><p></p><p></p><p></p><p>Interestingly enough, I am conducting a game right now in which the world is about to end. The PCs have less than three months game time to resolve the situation, escape the world, etc. This is a move to end the "playtest campaign" for RCFG, and enter the persistant sandbox with the (hopefully by that time) completed ruleset.</p><p></p><p>Thus far, the players have chosen to follow a number of possible hooks -- but all centering on other things.</p><p></p><p></p><p></p><p>Yup. I'm giving the players a chance to "rescue" their playtest PCs.....but if they choose not to, they choose not to. Both the world and the ruleset are permeable in multiple ways.</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>There's your example. Judge it! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5401228, member: 18280"] Personally, I believe that in-game character issues are usually best dealt with by the other players. Have a PC that's causing problems constantly? Don't adventure with that PC. Have a player that's causing problems constantly, regardless of what PC he runs? Don't play with that player. Problem? Problem solved. The difficulty, IMHO, arises from the idea that you [I][B]must[/B][/I] play with these characters, or that you [B][I]must[/I][/B] play with these certain individuals. Remove that mindset, and you remove the problem entirely. IMO, I'll sacrifice a little player cohesion to ensure that everyone understands that we are ALL responsible for the health of the game. Nor do I believe that my assumptions about what the players want to do are necessarily true. In some cases, the players might [B][I]enjoy[/I][/B] the rogue's attempt (or might enjoy helping the Royal Guard give him a beatdown). In other cases, a player may very well be willing to sacrifice a character to the king's chopping block just to determine whether or not he has boarded a choo-choo. I.e., this sort of disruptive behaviour is, IMHO and IME, often the result of being presented with an "illusion of choice" where the player in question has decided to "disbelieve the illusion". Or, as another has put it: If you can fill a table, you have the right to run any type of game you like. Agreed. aGREED. Interestingly enough, I am conducting a game right now in which the world is about to end. The PCs have less than three months game time to resolve the situation, escape the world, etc. This is a move to end the "playtest campaign" for RCFG, and enter the persistant sandbox with the (hopefully by that time) completed ruleset. Thus far, the players have chosen to follow a number of possible hooks -- but all centering on other things. Yup. I'm giving the players a chance to "rescue" their playtest PCs.....but if they choose not to, they choose not to. Both the world and the ruleset are permeable in multiple ways. Agreed. There's your example. Judge it! :lol: RC [/QUOTE]
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