therebedragons
First Post
Wulf Speaks Truth
In this, I am sure Wulf speaks the truth. I can attest to his (almost preternatural) "railroad sensitivity", as I wrote most of the book.
We designed Slavelords to be modular, flexible, and complete. We wanted it to have the breadth of a full campaign and depth enough to make it easy for GMs to pick it up and get going. Knowing also that players hate to be "railroaded" and tend to be fickle and unpredictable when it comes to following plot lines, we devised a system that allows a GM to pick-and-choose adventures, as well as tailor the order of events to the actions of his players. One way to explain it might be as an expanded Spycraft "threat" style system that provides an overarching plot for the campaign as well as greater play-level detail to keep things moving along.
Anyway, there's my haypenny on the topic (and, as you may guess, I have deep pockets on the subject).
I couldn't resist replying to your post, Wulf, even if it is my first. (I've lurked so long on this board that I even forgot my original name and pass and had to create a new one.)
Wulf Ratbane said:There are dozens of adventures; not all of them need be played nor must they be played in any order. To answer Smon's concerns, I am very "railroad sensitive" and as the project manager for this book, hammered home that point many times.
Wulf
In this, I am sure Wulf speaks the truth. I can attest to his (almost preternatural) "railroad sensitivity", as I wrote most of the book.
We designed Slavelords to be modular, flexible, and complete. We wanted it to have the breadth of a full campaign and depth enough to make it easy for GMs to pick it up and get going. Knowing also that players hate to be "railroaded" and tend to be fickle and unpredictable when it comes to following plot lines, we devised a system that allows a GM to pick-and-choose adventures, as well as tailor the order of events to the actions of his players. One way to explain it might be as an expanded Spycraft "threat" style system that provides an overarching plot for the campaign as well as greater play-level detail to keep things moving along.
Anyway, there's my haypenny on the topic (and, as you may guess, I have deep pockets on the subject).
I couldn't resist replying to your post, Wulf, even if it is my first. (I've lurked so long on this board that I even forgot my original name and pass and had to create a new one.)