Thomas Shey
Legend
I personally just make up rules and don't really consult with the players about the changes, merely inform them.
When done chronically, this speaks volumes.
I personally just make up rules and don't really consult with the players about the changes, merely inform them.
Wait, player agency is a Railroad? You lost me.He also proudly states that natural consequences that stem from player agency is a railroad when it isn't. He doesn't seem to understand what railroading really is.
No? Was something I typed made you think that? I would never do that. To me, players that give up are choosing to leave my game. I have no problem watching them go.If the king hired the PCs to save his daughter who would be killed if not rescued, and the players decided to have their PCs give up the quest and go spelunking in the nearby Caverns of Wealth, he'd allow that. would never
Kill the princess? Maybe... Chances are this game would end fast. If it did not for some reason...like say the players paid me to run a game for a set number of hours....then yes I would send plenty of bounty hunting assassins after the PCs.Then he'd kill the princess as a natural consequence, and view that as railroading since it's a negative to the players. Then the king who had his trust betrayed by the group, resulting in the death of his daughter, would likely send bounty hunters and or assassins after the group to exact revenge. Another natural consequence of the agency displayed by the players. And another thing he would incorrectly view as a railroad.
Forcing players on the quest is what Railroading is all about. I do this 24/7.What he wouldn't do, from the posts I've seen and interacted with him on the subject, would be to tell the group no they can't go to the Caverns of Wealth or force them back onto the quest.
Well, then I misunderstood something you said a while back. Disregard.Wait, player agency is a Railroad? You lost me.
No? Was something I typed made you think that? I would never do that. To me, players that give up are choosing to leave my game. I have no problem watching them go.
My example from a couple of pages ago was there is a demand that players must always be allowed to whatever they want. If I made the Rescue Princess Adventure and the players were like "nah, DM we don't want to do it. Haha you wasted your time making the adventure for nothing!". And if the players then wanted to go to the Cavers of Wealth, I'd say right back "oh, looks like the Caves of Wealth were just a rumor and don't exist, so your characters can't go there. Haha!"
Kill the princess? Maybe... Chances are this game would end fast. If it did not for some reason...like say the players paid me to run a game for a set number of hours....then yes I would send plenty of bounty hunting assassins after the PCs.
But the "railroad" part is not sending the bounty hunting assassins.....but to the players point of view, as they act like blithering fools or worse, that "no matter what they do they can't avoid the bounty hunting assassins. Of course the players "great dumb plan" is "ok we each buy a cloak and wear it and sneak out of the city on the main road after dark". Amazingly the bounty hunting assassins are ready for this utterly stupid attempt to get away. Of course, the players will just whine "RailRoad!"
Forcing players on the quest is what Railroading is all about. I do this 24/7.
Your hatred is showing again.Sure, all of that sounds good. Sure all the Casual Players will agree. Of course, when you get into a game what does that all really mean though? Each of those is full of holes.
Yes?
Does it? Must I also seek council when picking the system, when introducing NPCs or when designing a new random table?When done chronically, this speaks volumes.
Soooo... GM, and by extension, the villain, made a mistake and players set out to rightfully punish this mistake, and that didn't work for... Reasons?5. For example, midway through the game, the villian shows his face to gloat. One of the players casts a dimensional lock spell to prevent all teleportation, and another casts a forcecage, and a fast character runs over to keep an eye on things… and the villian is gone…. Somehow. Even the dm doesn't know how, but gosh darn the players weren't supposed to catch him until act.
5. For example, midway through the game, the villian shows his face to gloat. One of the players casts a dimensional lock spell to prevent all teleportation, and another casts a forcecage, and a fast character runs over to keep an eye on things… and the villian is gone…. Somehow. Even the dm doesn't know how, but gosh darn the players weren't supposed to catch him until act.
There isn't any. Which was the point I already made above.Soooo... GM, and by extension, the villain, made a mistake and players set out to rightfully punish this mistake, and that didn't work for... Reasons?
Where's the game in this process?