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<blockquote data-quote="pointofyou" data-source="post: 8843017" data-attributes="member: 7037848"><p>So basically you don't want people treating their tabletop roleplaying game like a game.</p><p></p><p>That's a position I guess.</p><p></p><p>If one chooses to define railroading as in part negating a player's choice I do not see how changing the rules on them or not allowing them to know what the rules are around the choices they are making can be anything other than railroading even if you don't have a predefined narrative you are insisting your game follow. In the real world I might have a reasonable sense of whether something is doable or not. In the game it seems reasonable to have a similar sense of the possibilities. If people can make reasonable choices in the real world they should be able to do so in the game. Given that in the real world there's vastly more information available through your senses than any GM can convey ever I think it's reasonable to allow the game rules to serve as basis for reasonable choices.</p></blockquote><p></p>
[QUOTE="pointofyou, post: 8843017, member: 7037848"] So basically you don't want people treating their tabletop roleplaying game like a game. That's a position I guess. If one chooses to define railroading as in part negating a player's choice I do not see how changing the rules on them or not allowing them to know what the rules are around the choices they are making can be anything other than railroading even if you don't have a predefined narrative you are insisting your game follow. In the real world I might have a reasonable sense of whether something is doable or not. In the game it seems reasonable to have a similar sense of the possibilities. If people can make reasonable choices in the real world they should be able to do so in the game. Given that in the real world there's vastly more information available through your senses than any GM can convey ever I think it's reasonable to allow the game rules to serve as basis for reasonable choices. [/QUOTE]
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