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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="rounser" data-source="post: 2959934" data-attributes="member: 1106"><p>That assumes that the campaign is based on AND rather than OR conditions.</p><p></p><p>Suppose we present the PCs with multiple hooks - they can thwart a wererat infestation at Relfren, raid the recently discovered Halfhammer Crypt, travel overland to Burbrook where a magic item auction is taking place, or ignore all hooks and just go looking for treasure in the Skull Plains.</p><p></p><p>As it happens, the PCs choose the Skull Plains and find some barrows to clear, spending their time killing undead monks. Meanwhile, the auction ends (and the theft adventure tied to that with it), the Halfhammer Crypt is cleared by a rival adventuring party, and Relfren gets overrun with wererats and the infestation spreads to neighbouring villages. Not only have the PCs had a clear choice of what they do next (from a finite set of options), but they've also affected the setting and the course of the campaign (the rival adventurers are tougher with their loot and XP from the dwarven halls, the wererat villain has become a major threat rather than an annoyance, and the opportunity to make contacts with magic item vendors is gone for now).</p><p></p><p>Now, I know that having adventures or campaigns with time limits is unwise for several design reasons, but this is useful for purposes of showing a campaign arc and setting which reacts to the actions of the PCs. It's also unrealistic for most of us in that it represents about four times the prep work of just railroading the PCs into Halfhammer Crypt, and a lot of adventure design work has been shelved because the PCs didn't pick up that particular hook...but that's why it's not generally done.</p></blockquote><p></p>
[QUOTE="rounser, post: 2959934, member: 1106"] That assumes that the campaign is based on AND rather than OR conditions. Suppose we present the PCs with multiple hooks - they can thwart a wererat infestation at Relfren, raid the recently discovered Halfhammer Crypt, travel overland to Burbrook where a magic item auction is taking place, or ignore all hooks and just go looking for treasure in the Skull Plains. As it happens, the PCs choose the Skull Plains and find some barrows to clear, spending their time killing undead monks. Meanwhile, the auction ends (and the theft adventure tied to that with it), the Halfhammer Crypt is cleared by a rival adventuring party, and Relfren gets overrun with wererats and the infestation spreads to neighbouring villages. Not only have the PCs had a clear choice of what they do next (from a finite set of options), but they've also affected the setting and the course of the campaign (the rival adventurers are tougher with their loot and XP from the dwarven halls, the wererat villain has become a major threat rather than an annoyance, and the opportunity to make contacts with magic item vendors is gone for now). Now, I know that having adventures or campaigns with time limits is unwise for several design reasons, but this is useful for purposes of showing a campaign arc and setting which reacts to the actions of the PCs. It's also unrealistic for most of us in that it represents about four times the prep work of just railroading the PCs into Halfhammer Crypt, and a lot of adventure design work has been shelved because the PCs didn't pick up that particular hook...but that's why it's not generally done. [/QUOTE]
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Telling a story vs. railroading
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