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<blockquote data-quote="The Crimson Binome" data-source="post: 6593963" data-attributes="member: 6775031"><p>In the third situation, the GM has decided that something unlikely <em>will</em> happen. In the second case, what the PCs encounter is indirectly a result of player choices. In the first situation, the PCs are treated just like any NPCs in the situation.</p><p></p><p>The third case is the clear outlier here. That's the situation which is more of a railroad than the other two.</p><p></p><p>Yes, the second situation is a product of (indirect) player agency. Anything that happens after that is an extension of player agency.</p><p></p><p>In the third situation, anything that happens is a direct result of the GM's imposition of the unlikely scenario.</p><p></p><p>Yeah, the third one. If an average of 5% of each day at the Garden Gate is spent with an overturned wagon full of weapons, but you've contrived that 100% of the time that the party arrives at the gate involves this happening, then this encounter is not reflective of the reality of the world.</p><p></p><p>That's a matter of perspective. I would say that a GM preference for interesting, if it biases the occurrence of events in the game, is a form of railroading.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6593963, member: 6775031"] In the third situation, the GM has decided that something unlikely [I]will[/I] happen. In the second case, what the PCs encounter is indirectly a result of player choices. In the first situation, the PCs are treated just like any NPCs in the situation. The third case is the clear outlier here. That's the situation which is more of a railroad than the other two. Yes, the second situation is a product of (indirect) player agency. Anything that happens after that is an extension of player agency. In the third situation, anything that happens is a direct result of the GM's imposition of the unlikely scenario. Yeah, the third one. If an average of 5% of each day at the Garden Gate is spent with an overturned wagon full of weapons, but you've contrived that 100% of the time that the party arrives at the gate involves this happening, then this encounter is not reflective of the reality of the world. That's a matter of perspective. I would say that a GM preference for interesting, if it biases the occurrence of events in the game, is a form of railroading. [/QUOTE]
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