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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Hussar" data-source="post: 5175056" data-attributes="member: 22779"><p>Umm no? How does not actively pursuing kingship decrease my chances of eventually becoming king? While it doesn't advance my goals, it certainly doesn't hurt them either. Same with pretty much every other goal I listed.</p><p></p><p></p><p></p><p>Killing 3500 people a year is a HUGE amount of slaughtering for a kingdom. You're depopulating a large town every year. That is by no means slow.</p><p></p><p></p><p></p><p>I see. "Do what I tell you to do or I'll beat you with the punishment stick" isn't railroading. It's instead, "realism". </p><p></p><p>Note, I do not believe that all goals are time based. However, that does not mean that none are. It's not binary.</p><p></p><p></p><p></p><p>Hrm, I can try to advance my own goal, which means I am going to get actively punished for advancing my own goals, or I can submit meekly to the DM's choo choo line and not get punished.</p><p></p><p>Yeah, that's a decision point.</p><p></p><p></p><p></p><p>No, again, that is not the "only alternative". It's not binary - either all goals are time dependent or none of them are. That's ridiculous. There are all sorts of goals that are most certainly not time dependent. Most dungeon crawls for example aren't really all that time dependent.</p><p></p><p>Some plots can be time dependent. That's fine too. I loved the plot line in the Savage Tide AP where the pirates are going to attack your town in a few months and you have to rouse the defense of your homes by utilizing both the resources at hand and finding new resources on the Isle of Dread. Great time dependent plot.</p><p></p><p>But, it's also a railroad. If the players choose not to defend their home and instead pursue their own goals, the town will be destroyed and their lives will be more difficult.</p><p></p><p>I'm just very surprised to see RC, who has championed the idea of player choice uber alles time and time again, now doing a 180 turnaround and saying that DM's should have time based plots in their campaign which force particular choices upon the players.</p><p></p><p>Suddenly, RC's sandboxes look a LOT like everyone else's campaigns.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5175056, member: 22779"] Umm no? How does not actively pursuing kingship decrease my chances of eventually becoming king? While it doesn't advance my goals, it certainly doesn't hurt them either. Same with pretty much every other goal I listed. Killing 3500 people a year is a HUGE amount of slaughtering for a kingdom. You're depopulating a large town every year. That is by no means slow. I see. "Do what I tell you to do or I'll beat you with the punishment stick" isn't railroading. It's instead, "realism". Note, I do not believe that all goals are time based. However, that does not mean that none are. It's not binary. Hrm, I can try to advance my own goal, which means I am going to get actively punished for advancing my own goals, or I can submit meekly to the DM's choo choo line and not get punished. Yeah, that's a decision point. No, again, that is not the "only alternative". It's not binary - either all goals are time dependent or none of them are. That's ridiculous. There are all sorts of goals that are most certainly not time dependent. Most dungeon crawls for example aren't really all that time dependent. Some plots can be time dependent. That's fine too. I loved the plot line in the Savage Tide AP where the pirates are going to attack your town in a few months and you have to rouse the defense of your homes by utilizing both the resources at hand and finding new resources on the Isle of Dread. Great time dependent plot. But, it's also a railroad. If the players choose not to defend their home and instead pursue their own goals, the town will be destroyed and their lives will be more difficult. I'm just very surprised to see RC, who has championed the idea of player choice uber alles time and time again, now doing a 180 turnaround and saying that DM's should have time based plots in their campaign which force particular choices upon the players. Suddenly, RC's sandboxes look a LOT like everyone else's campaigns. [/QUOTE]
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