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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Vigilance" data-source="post: 2960300" data-attributes="member: 4275"><p>Im not talking about training anyone. Im saying that players going off the rails is expected. Heck, it's the reason I run a game rather than write Buffy the Vampire Slayer fan fic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>What I am saying is, players make choices.</p><p></p><p>That's what this whole thread is about, the ability of players to make choices. </p><p></p><p>Everyone agrees this is good. Players should be allowed to make choices.</p><p></p><p>But part of making choices are realizing that those choices have consequences, and then living with those consequences. That's what adults do. </p><p></p><p>When I write an adventure, since I know my group, I try to anticipate places where they might want go outside the lines. I also try to design adventures that appeal to what my players like.</p><p></p><p>Sometimes they will go pretty far afield, which as I already said, is expected, allowed and fun. I have very limited time, like most people. This puts constraints on how much energy I can put into my game. So if you go completely outside the margins of what's been prepared, then you aren't going to get a prepared adventure. </p><p></p><p>That's a choice and a consequence. Only little kids think you can have one without the other.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2960300, member: 4275"] Im not talking about training anyone. Im saying that players going off the rails is expected. Heck, it's the reason I run a game rather than write Buffy the Vampire Slayer fan fic ;) What I am saying is, players make choices. That's what this whole thread is about, the ability of players to make choices. Everyone agrees this is good. Players should be allowed to make choices. But part of making choices are realizing that those choices have consequences, and then living with those consequences. That's what adults do. When I write an adventure, since I know my group, I try to anticipate places where they might want go outside the lines. I also try to design adventures that appeal to what my players like. Sometimes they will go pretty far afield, which as I already said, is expected, allowed and fun. I have very limited time, like most people. This puts constraints on how much energy I can put into my game. So if you go completely outside the margins of what's been prepared, then you aren't going to get a prepared adventure. That's a choice and a consequence. Only little kids think you can have one without the other. [/QUOTE]
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Telling a story vs. railroading
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