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<blockquote data-quote="Sammael" data-source="post: 3044135" data-attributes="member: 4475"><p>I'm sorry, but what?</p><p></p><p>Translation: to make the game start in medias res, you have to carefully examine all PC abilities, and then somehow make every single one of them <strong>not count</strong>. Yeah, that's good GM-ing alright. </sarcasm></p><p></p><p>Look, it takes ZERO effort on every GM's part to start the game in medias res, which is a form of railroading that can be very effective if used sparingly - but not all the damn time. It's probably the easiest way to start a game. It takes a whole lot more effort and skill to let the players do their thing and then adapt to their reactions. </p><p></p><p>In the above example about a king's funeral and such, you're basically telling your players: look, your characters were buddies with this king person, and now he's dead. Now we're going to play out the part where you got to be buddies with him, after which he dies.</p><p></p><p>But what if the PCs somehow <em>don't</em> become buddies with the king? What if their actions are such that they get exiled from the kingdom? What if they stop the king from dying (foiled assassination, miracle cure, whatever)? By telling them "this is what happens, no matter what," you are using the worst possible form of railroading. Now, as some may recall from previous threads, I am all for mild railroading where appropriate. But a scenario like that is about as bad as the 2nd edition Time of Troubles modules and its "advice" to use any means necessary to stop the players from spoiling the plot. </p><p></p><p></p><p>Now, the second statement I can agree with. It's very improtant for a GM to know what kind of a game his players want to play.</p></blockquote><p></p>
[QUOTE="Sammael, post: 3044135, member: 4475"] I'm sorry, but what? Translation: to make the game start in medias res, you have to carefully examine all PC abilities, and then somehow make every single one of them [b]not count[/b]. Yeah, that's good GM-ing alright. </sarcasm> Look, it takes ZERO effort on every GM's part to start the game in medias res, which is a form of railroading that can be very effective if used sparingly - but not all the damn time. It's probably the easiest way to start a game. It takes a whole lot more effort and skill to let the players do their thing and then adapt to their reactions. In the above example about a king's funeral and such, you're basically telling your players: look, your characters were buddies with this king person, and now he's dead. Now we're going to play out the part where you got to be buddies with him, after which he dies. But what if the PCs somehow [i]don't[/i] become buddies with the king? What if their actions are such that they get exiled from the kingdom? What if they stop the king from dying (foiled assassination, miracle cure, whatever)? By telling them "this is what happens, no matter what," you are using the worst possible form of railroading. Now, as some may recall from previous threads, I am all for mild railroading where appropriate. But a scenario like that is about as bad as the 2nd edition Time of Troubles modules and its "advice" to use any means necessary to stop the players from spoiling the plot. Now, the second statement I can agree with. It's very improtant for a GM to know what kind of a game his players want to play. [/QUOTE]
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