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Station Squatting (Player Railroading)
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<blockquote data-quote="The Green Adam" data-source="post: 4601529" data-attributes="member: 50821"><p>This must be the third or fourth post I've made where I go that response. I should be bloggin' I 'spose. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>The thing is, to respond to all those who quoted or notated me at once, I spend the same amount of time as you do probably, creating my world (or worlds since I usually play Sci-Fi RPGs), designing NPCs, Alien Cultures, Derelict Starships or Ruins to explore, etc. There are several possible plot lines. The players are then free to be intrigued (or not) by any, some or all of them. I don't really craft adventures or overall campaign plots, though I will often have a campaign theme or overall idea. The players are free to investigate that plot at their leisure. If I find them lolligagging too much...well perhaps I haven't come up with any ideas or storylines that catch their fancy.</p><p> </p><p>In one campaign set in my primary D&D world the players typically 'take-off' from adventuring following a major, annual Kingdom-wide holiday. We spend the next two or three adventures eating interesting foods, learning about some far away culture or just getting to meet their families back home. These elements often come back many adventures later. When the Ambassador from another country visits and we need to protect him from political assasins the PCs now know a little about the Ambassador's culture and/or the drives of his would-be attackers.</p><p> </p><p>In Teflon Billy's example of Shopping and Business, I would say yes, my games are like his some 60% of the time. However if my players went in and out of the local tavern without asking the barkeep how his wife was or WhitSpear's Wizardry Shop without talking to Mr. WhitSpear and/or his immense Troll-like assistant they would wonder what was wrong. </p><p> </p><p>And I apologize to any who took my 'write a story instead of gaming' too close to heart but it is a pet peeve of mine. I've sat in on a number of GMs who literally read from a script and tell the players what there characters did and such. It sends a cold shiver down my spine. I just can't imagine doing that. For me two thirds of the fun of RPGs if finding out what the players think, what they're going to do and how they're going to react to what I've created for them to encounter. If their reaction is, 'not interested - you never told us what was over that next hill past the Tree Folk. Something about a Dread Lake. What's that? It sounds awesome!' I am overjoyed and more then happy to let them check it out.</p><p> </p><p>AD</p></blockquote><p></p>
[QUOTE="The Green Adam, post: 4601529, member: 50821"] This must be the third or fourth post I've made where I go that response. I should be bloggin' I 'spose. :D The thing is, to respond to all those who quoted or notated me at once, I spend the same amount of time as you do probably, creating my world (or worlds since I usually play Sci-Fi RPGs), designing NPCs, Alien Cultures, Derelict Starships or Ruins to explore, etc. There are several possible plot lines. The players are then free to be intrigued (or not) by any, some or all of them. I don't really craft adventures or overall campaign plots, though I will often have a campaign theme or overall idea. The players are free to investigate that plot at their leisure. If I find them lolligagging too much...well perhaps I haven't come up with any ideas or storylines that catch their fancy. In one campaign set in my primary D&D world the players typically 'take-off' from adventuring following a major, annual Kingdom-wide holiday. We spend the next two or three adventures eating interesting foods, learning about some far away culture or just getting to meet their families back home. These elements often come back many adventures later. When the Ambassador from another country visits and we need to protect him from political assasins the PCs now know a little about the Ambassador's culture and/or the drives of his would-be attackers. In Teflon Billy's example of Shopping and Business, I would say yes, my games are like his some 60% of the time. However if my players went in and out of the local tavern without asking the barkeep how his wife was or WhitSpear's Wizardry Shop without talking to Mr. WhitSpear and/or his immense Troll-like assistant they would wonder what was wrong. And I apologize to any who took my 'write a story instead of gaming' too close to heart but it is a pet peeve of mine. I've sat in on a number of GMs who literally read from a script and tell the players what there characters did and such. It sends a cold shiver down my spine. I just can't imagine doing that. For me two thirds of the fun of RPGs if finding out what the players think, what they're going to do and how they're going to react to what I've created for them to encounter. If their reaction is, 'not interested - you never told us what was over that next hill past the Tree Folk. Something about a Dread Lake. What's that? It sounds awesome!' I am overjoyed and more then happy to let them check it out. AD [/QUOTE]
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