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"Railroading" is just a pejorative term for...
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<blockquote data-quote="steenan" data-source="post: 5409844" data-attributes="member: 23240"><p>I cannot give an XP to <strong>pemerton</strong> at the moment, but I wholeheartedly agree with his line of reasoning here. I approach RPG in very similar way and play with people who do the same.</p><p></p><p>I like putting my players in intense situations, strongly resonating with their PCs, and then letting them address the situations as they prefer. I want them to make dramatic choices and for that, we need a conflict. Making them choose is my job; deciding which choice is right is theirs.</p><p></p><p>I see no sense in putting things in game that are not to be addressed. If I describe an NPC of a piece of the setting, I'm expecting my players to interact with it. I won't force them to, but I definitely won't stop them. The same works the other way. When my players put something in their characters' backgrounds, they expect me to address it. </p><p></p><p>I will challenge PC's honor, push him, make him choose between keeping his word and gaining something he wants. I will make him face his fear and either defeat it or succumb. I will introduce an NPC for the cold hearted mercenary to care for. I will ask questions for the players to answer. Only when faced with choice, they can show who they characters really are and how they change.</p></blockquote><p></p>
[QUOTE="steenan, post: 5409844, member: 23240"] I cannot give an XP to [B]pemerton[/B] at the moment, but I wholeheartedly agree with his line of reasoning here. I approach RPG in very similar way and play with people who do the same. I like putting my players in intense situations, strongly resonating with their PCs, and then letting them address the situations as they prefer. I want them to make dramatic choices and for that, we need a conflict. Making them choose is my job; deciding which choice is right is theirs. I see no sense in putting things in game that are not to be addressed. If I describe an NPC of a piece of the setting, I'm expecting my players to interact with it. I won't force them to, but I definitely won't stop them. The same works the other way. When my players put something in their characters' backgrounds, they expect me to address it. I will challenge PC's honor, push him, make him choose between keeping his word and gaining something he wants. I will make him face his fear and either defeat it or succumb. I will introduce an NPC for the cold hearted mercenary to care for. I will ask questions for the players to answer. Only when faced with choice, they can show who they characters really are and how they change. [/QUOTE]
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