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"Railroading" is just a pejorative term for...
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<blockquote data-quote="Sunseeker" data-source="post: 5401649"><p>I suppose that is true. But I still feel as if the content created in 15 minutes is going to be lackluster to the content created over a week or more. Likewise, if they can do this at any time, they could do it the moment you all sit down. Thus wasting an evening.</p><p> </p><p></p><p>I suppose as long as the group understands that they are asking for improv, and that it will be only as good as that can get, then it's all right. Expecting equitable to pre-prepared content out of improv I take issue with.</p><p> </p><p></p><p>No argument there.</p><p> </p><p></p><p>I think there's a fine line between what you can't do and what you're told not to do. I can let you steal the King's pouch, I can also make it incredibly hard. I can make it so difficult, you may think it unwise to do so. </p><p> </p><p>Making things difficult is not the same IMO, as saying "no you can't", but sometimes the latter, IMO, is necessary. Sometimes the carrot doesn't work and you must use the stick.</p><p> </p><p></p><p>I suppose this is because I tend to run smaller, shorter campaings. With smaller worlds come more detail, and thus, more work. I would rather not apply the work that goes into creating one small town and it's surrounding area, for the game that will likely never leave it, to an entire world.</p><p> </p><p></p><p>Which I did not. I questioned how MUCH control players or the DM should have. </p><p> </p><p></p><p>Lets start from the bottom, since you appear to have missed that I've yet to call "railroading" anything.</p><p> </p><p></p><p>No, it doesn't. Players can disagree with the DM, and disagree with a player as well. Perhaps I allow the rogue this attempt, but other players still don't want him to do it, and even upon offering them the possibility of great reward, they refuse.</p><p> </p><p>Disruptive behavior is behvaiour that distrubs the fun and enjoyable atmosphere of the game. It may be small, and not an issue to me the DM, it likewise may be a huge game issue.</p><p> </p><p></p><p>Touchy! Railroading can come through inaction as well as action. By your choices of what was in the "Kings Bag-o-Mystery", forced a players hand. Don't pass the buck off the rogue, the king could very well have simply had a pretty note in there written from the Queen about how much she loved him.</p><p>YOU are the one who chose to put something in there that forced a player to question their moral standing. Key words: "You" "forced" "player". The player must now question his morality, or side against the party. If that's not forcing someone into action and therefore railroading, I don't know what is.</p><p> </p><p></p><p>Oh so now GMs are in charge? I thought players were in charge? Or is your argument only that players should be in charge when it suits you and GMs should be in charge when it's important?</p><p> </p><p>Having a legion of guards, having tons of people looking, <em>noticing what someone in your own party is doing</em> is not "enforcing a railroad". These are what actually happens in the real world and in a game with other players. When a King travels, he is guarded, where the King travels, people come to watch, and your party almost always notices what individual party members are doing.</p><p> </p><p>Actively dodging the eye of your own party generally means you are aware your party doesn't approve, and if they knew they would stop you. How then does it elicit a positive reaction from them once you succeed in your efforts you know they disapprove of?</p><p> </p><p></p><p>No, you attempted to avoid drama and the issue at hand within the party by handing them a cookie. By distracting from the problem of a law-abiding citizen standing by while a crime is committed. </p><p> </p><p>Allowing the rogue to damage party relations is beneficial to noone. Your options have simply been to railroad someone else. The train was never derailed, it simply went to Tulsa instead of Denver.</p><p> </p><p></p><p>Because the issue isn't about what's in the purse. The issue is about taking it in the first place. Before they even know what's in it. Even if I randomly decide what's in it, perhaps only a rose, does that make it not a crime? Aren't those who stop crime bound to turn criminals in? The issue has only been dodged, it hasn't gone away.</p><p> </p><p></p><p>As I already stated, that's great so long as this is known to all players at the beginning.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5401649"] I suppose that is true. But I still feel as if the content created in 15 minutes is going to be lackluster to the content created over a week or more. Likewise, if they can do this at any time, they could do it the moment you all sit down. Thus wasting an evening. I suppose as long as the group understands that they are asking for improv, and that it will be only as good as that can get, then it's all right. Expecting equitable to pre-prepared content out of improv I take issue with. No argument there. I think there's a fine line between what you can't do and what you're told not to do. I can let you steal the King's pouch, I can also make it incredibly hard. I can make it so difficult, you may think it unwise to do so. Making things difficult is not the same IMO, as saying "no you can't", but sometimes the latter, IMO, is necessary. Sometimes the carrot doesn't work and you must use the stick. I suppose this is because I tend to run smaller, shorter campaings. With smaller worlds come more detail, and thus, more work. I would rather not apply the work that goes into creating one small town and it's surrounding area, for the game that will likely never leave it, to an entire world. Which I did not. I questioned how MUCH control players or the DM should have. Lets start from the bottom, since you appear to have missed that I've yet to call "railroading" anything. No, it doesn't. Players can disagree with the DM, and disagree with a player as well. Perhaps I allow the rogue this attempt, but other players still don't want him to do it, and even upon offering them the possibility of great reward, they refuse. Disruptive behavior is behvaiour that distrubs the fun and enjoyable atmosphere of the game. It may be small, and not an issue to me the DM, it likewise may be a huge game issue. Touchy! Railroading can come through inaction as well as action. By your choices of what was in the "Kings Bag-o-Mystery", forced a players hand. Don't pass the buck off the rogue, the king could very well have simply had a pretty note in there written from the Queen about how much she loved him. YOU are the one who chose to put something in there that forced a player to question their moral standing. Key words: "You" "forced" "player". The player must now question his morality, or side against the party. If that's not forcing someone into action and therefore railroading, I don't know what is. Oh so now GMs are in charge? I thought players were in charge? Or is your argument only that players should be in charge when it suits you and GMs should be in charge when it's important? Having a legion of guards, having tons of people looking, [I]noticing what someone in your own party is doing[/I] is not "enforcing a railroad". These are what actually happens in the real world and in a game with other players. When a King travels, he is guarded, where the King travels, people come to watch, and your party almost always notices what individual party members are doing. Actively dodging the eye of your own party generally means you are aware your party doesn't approve, and if they knew they would stop you. How then does it elicit a positive reaction from them once you succeed in your efforts you know they disapprove of? No, you attempted to avoid drama and the issue at hand within the party by handing them a cookie. By distracting from the problem of a law-abiding citizen standing by while a crime is committed. Allowing the rogue to damage party relations is beneficial to noone. Your options have simply been to railroad someone else. The train was never derailed, it simply went to Tulsa instead of Denver. Because the issue isn't about what's in the purse. The issue is about taking it in the first place. Before they even know what's in it. Even if I randomly decide what's in it, perhaps only a rose, does that make it not a crime? Aren't those who stop crime bound to turn criminals in? The issue has only been dodged, it hasn't gone away. As I already stated, that's great so long as this is known to all players at the beginning. [/QUOTE]
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