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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Haffrung Helleyes" data-source="post: 2959961" data-attributes="member: 1068"><p><strong>railroading</strong></p><p></p><p>You've set up a strawman here. No one says that you have to have two dozen adventures ready.</p><p></p><p>What I have done, quite successfully (and no, I didn't get burned out) was create an area (a large island in my case), with a lot of wilderness. Then create 30 or 40 'lair' encounters (and yes, this is work), and spread them out in the wilderness. Then buy 3 or 4 site based modules (I have at least 20 in my bookcase), decide where they are in the wilderness, and what is known about them, by whom.</p><p></p><p>Then, just tell the party to 'go adventuring, in seek of fortune'. They decide where to explore, whether to just go in a dungeon blindly, or do research about others that had explored them and their fates, or try to learn the history of the dungeon, or scout it, all in order to learn how dangerous it is, and what kind of treasure might be inside. I don't label each dungeon with an 'appropriate for x level characters' sign. It's up to the party to not bite off more than they can chew.</p><p></p><p>I mix a few event based encounters into the mix, so that the party has to be reactive from time to time. For example, one week the village the party was staying in was attacked by a neighboring tribe of savages, and the party had to decide to 1) try to flee or 2) stay and defend the village (they chose 2). I foreshadowed the attack in previous weeks through a variety of means, to give the PCs some idea that their base might be in danger.</p><p></p><p>But generally, I let the PCs decide where to adventure, where to go, what level of risk they want to assume. </p><p></p><p>What I ask of the players, is to decide at the end of each session what they think they'll do the next week, to give me a heads up on whether I should refresh my memory on dungeon x or dungeon y.</p><p></p><p>It isn't really that hard! The choice is not to ralroad, or prepare 22 adventures. There is a middle ground.</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Haffrung Helleyes, post: 2959961, member: 1068"] [b]railroading[/b] You've set up a strawman here. No one says that you have to have two dozen adventures ready. What I have done, quite successfully (and no, I didn't get burned out) was create an area (a large island in my case), with a lot of wilderness. Then create 30 or 40 'lair' encounters (and yes, this is work), and spread them out in the wilderness. Then buy 3 or 4 site based modules (I have at least 20 in my bookcase), decide where they are in the wilderness, and what is known about them, by whom. Then, just tell the party to 'go adventuring, in seek of fortune'. They decide where to explore, whether to just go in a dungeon blindly, or do research about others that had explored them and their fates, or try to learn the history of the dungeon, or scout it, all in order to learn how dangerous it is, and what kind of treasure might be inside. I don't label each dungeon with an 'appropriate for x level characters' sign. It's up to the party to not bite off more than they can chew. I mix a few event based encounters into the mix, so that the party has to be reactive from time to time. For example, one week the village the party was staying in was attacked by a neighboring tribe of savages, and the party had to decide to 1) try to flee or 2) stay and defend the village (they chose 2). I foreshadowed the attack in previous weeks through a variety of means, to give the PCs some idea that their base might be in danger. But generally, I let the PCs decide where to adventure, where to go, what level of risk they want to assume. What I ask of the players, is to decide at the end of each session what they think they'll do the next week, to give me a heads up on whether I should refresh my memory on dungeon x or dungeon y. It isn't really that hard! The choice is not to ralroad, or prepare 22 adventures. There is a middle ground. Ken [/QUOTE]
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