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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Agent Oracle" data-source="post: 2967471" data-attributes="member: 40076"><p>Frankly, I believe there are three kinds of railroading DM's.</p><p></p><p>1. GM's who are bad at railroading. Point A to Point B. No, nothing happens in between. No, you don't need to stop and eat. keep moving. Shut up. no, you can't take a cohort. I don't care if you do have leadership. Gods. move on allready!</p><p></p><p>2. GMs who can get away with railroading to a point: A to C, and yes, there are some variants of B's but they all lead back to the C. So the players can go to the coast or head up the mountains, they'll still wind up facing the same BBEG, just in a different setting. Problems arise though, if the players realize that their actions don't really affect the game. (which they usually realize just before hitting point C)</p><p></p><p>3. Gm's who are great at railroads: A-Z The path might seem long and meandering, but it's really as straight and narrow as it comes. Encounter A leads to B leads to C. NPC's are only described if their sidequest is critical to the story. if players start showing signs of going off the track, he has a collection of "emergencies" that will put them right back on their way... encounters that reinforce the message that The BBEG is what they really want to focus on.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2967471, member: 40076"] Frankly, I believe there are three kinds of railroading DM's. 1. GM's who are bad at railroading. Point A to Point B. No, nothing happens in between. No, you don't need to stop and eat. keep moving. Shut up. no, you can't take a cohort. I don't care if you do have leadership. Gods. move on allready! 2. GMs who can get away with railroading to a point: A to C, and yes, there are some variants of B's but they all lead back to the C. So the players can go to the coast or head up the mountains, they'll still wind up facing the same BBEG, just in a different setting. Problems arise though, if the players realize that their actions don't really affect the game. (which they usually realize just before hitting point C) 3. Gm's who are great at railroads: A-Z The path might seem long and meandering, but it's really as straight and narrow as it comes. Encounter A leads to B leads to C. NPC's are only described if their sidequest is critical to the story. if players start showing signs of going off the track, he has a collection of "emergencies" that will put them right back on their way... encounters that reinforce the message that The BBEG is what they really want to focus on. [/QUOTE]
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