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<blockquote data-quote="The Crimson Binome" data-source="post: 6593383" data-attributes="member: 6775031"><p>For me, the process is at least as important as the result. As I player, I need to have faith in the process. Even if a broken clock happened to be right at the instant I checked it, I wouldn't feel comfortable with what it told me if I had reason to believe that it was broken.</p><p></p><p>That's just a reason to avoid railroads, then. By extension, it's a reason to avoid published adventures, which kind of need to railroad if they're going to exist at all.</p><p></p><p>Where we differ is that I don't have interesting scenes as a goal. I mean, to my mind, any situation that the PCs get themselves into is going to be interesting by virtue of the players deciding to be there. Likewise, the least interesting thing a player can encounter is a scene which occurs <em>because</em> the GM thinks that it <em>should</em> be interesting. As a player, I would rather walk down a hallway and find a dead-end (because that's what is there) than walk down a hallway and find a cultist in the act of sacrificing someone (because that's what the GM thinks I will find exciting).</p><p></p><p>I mean sure, if I happen to walk down a hallway and find the sacrifice (because that's what is there), then that might actually be interesting.</p><p></p><p>By that metric, I would argue that any freeze-frame with a mandatory outcome is not an interesting one. But what is the GM to do, then? Read through the whole book backward and forward, cutting out the boring stuff and placing alternate routes in response to PC engagement? Because that seems like a lot of work, and one of the big draws of Paizo Adventure Paths is that they're supposed to do most of the work for you.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6593383, member: 6775031"] For me, the process is at least as important as the result. As I player, I need to have faith in the process. Even if a broken clock happened to be right at the instant I checked it, I wouldn't feel comfortable with what it told me if I had reason to believe that it was broken. That's just a reason to avoid railroads, then. By extension, it's a reason to avoid published adventures, which kind of need to railroad if they're going to exist at all. Where we differ is that I don't have interesting scenes as a goal. I mean, to my mind, any situation that the PCs get themselves into is going to be interesting by virtue of the players deciding to be there. Likewise, the least interesting thing a player can encounter is a scene which occurs [I]because[/I] the GM thinks that it [I]should[/I] be interesting. As a player, I would rather walk down a hallway and find a dead-end (because that's what is there) than walk down a hallway and find a cultist in the act of sacrificing someone (because that's what the GM thinks I will find exciting). I mean sure, if I happen to walk down a hallway and find the sacrifice (because that's what is there), then that might actually be interesting. By that metric, I would argue that any freeze-frame with a mandatory outcome is not an interesting one. But what is the GM to do, then? Read through the whole book backward and forward, cutting out the boring stuff and placing alternate routes in response to PC engagement? Because that seems like a lot of work, and one of the big draws of Paizo Adventure Paths is that they're supposed to do most of the work for you. [/QUOTE]
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