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The Great Railroad Thread
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<blockquote data-quote="DEFCON 1" data-source="post: 9735507" data-attributes="member: 7006"><p>So the necromancer doesn't have one obvious answer, it has two. Give the artifact or don't give the artifact. Two completely logical answers to this problem, both of which are valid and obvious and the players just have to choose one of them. And I am willing to bet that whoever the DM was (you or whomever) knew what the necromancer would do with the artifact if it was given, or do to the party if they did not. So your scenario is railroading the party just as much as any other scenario.</p><p></p><p>And the prison? Getting out and escaping WAS the obvious solution to the problem was it not? So you've railroaded the players there too, by putting them in a situation where there's only one logical result-- escaping the prison. Sure the methodology for how to accomplish it could have various answers, but the solution to their problem was railroaded by you from the get-go.</p><p></p><p>Where's the supposed nuance? Your examples seem no different than any other scenario suggested by almost every single adventure or story written by any DMs, all of which you have classified as "railroady". So to me these ideas of yours are just as railroady as any others by your standards.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9735507, member: 7006"] So the necromancer doesn't have one obvious answer, it has two. Give the artifact or don't give the artifact. Two completely logical answers to this problem, both of which are valid and obvious and the players just have to choose one of them. And I am willing to bet that whoever the DM was (you or whomever) knew what the necromancer would do with the artifact if it was given, or do to the party if they did not. So your scenario is railroading the party just as much as any other scenario. And the prison? Getting out and escaping WAS the obvious solution to the problem was it not? So you've railroaded the players there too, by putting them in a situation where there's only one logical result-- escaping the prison. Sure the methodology for how to accomplish it could have various answers, but the solution to their problem was railroaded by you from the get-go. Where's the supposed nuance? Your examples seem no different than any other scenario suggested by almost every single adventure or story written by any DMs, all of which you have classified as "railroady". So to me these ideas of yours are just as railroady as any others by your standards. [/QUOTE]
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