Well, that last sentence probably points in a few interesting directions . . .Seems like an impossible dream….
imagine playing LoTR
If - say - Aragorn snaps and grabs The Ring, its not LotR
But if its impossible for Aragorn to give in to temptation and claim the ring, then its also not LotR
Its like people want to play D&D but the DM secretly uses telekenisis to make the dice roll the most narratively satisfactory result
Here's my report of setting up and running a LotR/MERP game: Middle Earth/LotR RPGing using Cortex+ Heroic. One result of doing it as a RPG was that Gandalf was not as resistant to temptation/corruption as in JRRT's version.[20 years later, groks the forge]
I think that this only happens when the DM is too bound by the text and does not tune the encounters or makes logical npc responses to pc actions.I think that linear adventures frustrate gamists because nothing is really a challenge.
Like I said above... I'm fine with changing 'obvious and correct' to 'most likely'. And there HAS to be one 'most likely' path because once you count up every table's decision on where to go, there will be one path that is more likely to get chosen than any other (unless one wants to get pedantic and say that there's a chance that out of thousands of runs that two just happen to tie for first. But that's beside the point.)The fact that there are complicated and nuanced situations that do not have one obvious correct solution does not, in any way, imply that that is the only kind of situation that can exist.
That's like hearing "I want there to be red cars" and saying "OH SO YOU'RE GONNA TAKE AWAY ALL THE BLUE CARS THEN???" No. Trivially obviously not. They just want there to be red cars, and the person they were arguing against had said, "All cars are blue, or so close to all cars that we can just not care about ever making any color other than blue."
You are manufacturing an all-or-nothing argument strawman...out of someone's attempt to oppose an actual, expressly articulated (functionally-)all-or-nothing argument.
I would too... but Crimson has been saying that any adventure where a breadcrumb is left to potentially lead a party somewhere next is "railroady". They are not going as far to say that the players are actually being railroaded to go from the road to the goblin caves to Phandalin to the Redbrand Hideout to the various locations in the valley to eventually Wave Echo Cave... but because there is that path laid out per the author's design that it is like a railroad. It's railroad-y. And I guess they think that a completely non-breadcrumbed "open sandbox" is somehow a better option for players.Isn't one of the reasons that Lost Mines of Phandelver is held in such regard precisely because it's not linear? It's a small regional sandbox consisting of a town with a gang problem, and a few nearby locations of interest. It's also designed for beginners in mind... and any time that's the case, I think it's reasonable to expect at least a little hand holding.
I would too... but Crimson has been saying that any adventure where a breadcrumb is left to potentially lead a party somewhere next is "railroady". They are not going as far to say that the players are actually being railroaded to go from the road to the goblin caves to Phandalin to the Redbrand Hideout to the various locations in the valley to eventually Wave Echo Cave... but because there is that path laid out per the author's design that it is like a railroad. It's railroad-y. And I guess they think that a completely non-breadcrumbed "open sandbox" is somehow a better option for players.
I, of course, disagree.
What would you have done if the cult faction was on the brink of wiping out the party?
