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<blockquote data-quote="bloodtide" data-source="post: 9743029" data-attributes="member: 6684958"><p><strong>7. </strong>The PCs arrive in a room with 4 doors (A, B, C and D). In one of them, there is the villain. In the other three, there are some treasures. But no matter which door the players choose, the villain will always be behind the first door they open (to ensure that players do not run away with the treasure without facing the main villain).</p><p></p><p>Well, this is not a pure Railroad, this is much more Quantum Ogre .</p><p></p><p>A big part of the fix here is: why are there four doors in the first place? The best way for a DM to get players to go on a single path, is to have just a single path.</p><p></p><p>Really, the Villain or Treasure or the Villain or Escape makes no sense. The idea that the PCs will encounter the Villain behind some random door they open is just silly.In most cases, you simply want the PCs to go encounter the villain willingly. And slightly less often you will want to have the villain show up and attack the PCs. And, more or less, the villain will be guarding the treasure.</p><p></p><p>For most games, like most fiction, as the PCs get closer to the villain all other doors or paths or options should fade away. You don’t really want to get the PCs nearly right to the villain and then just send them away as they made a “choice B”.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9743029, member: 6684958"] [B]7. [/B]The PCs arrive in a room with 4 doors (A, B, C and D). In one of them, there is the villain. In the other three, there are some treasures. But no matter which door the players choose, the villain will always be behind the first door they open (to ensure that players do not run away with the treasure without facing the main villain). Well, this is not a pure Railroad, this is much more Quantum Ogre . A big part of the fix here is: why are there four doors in the first place? The best way for a DM to get players to go on a single path, is to have just a single path. Really, the Villain or Treasure or the Villain or Escape makes no sense. The idea that the PCs will encounter the Villain behind some random door they open is just silly.In most cases, you simply want the PCs to go encounter the villain willingly. And slightly less often you will want to have the villain show up and attack the PCs. And, more or less, the villain will be guarding the treasure. For most games, like most fiction, as the PCs get closer to the villain all other doors or paths or options should fade away. You don’t really want to get the PCs nearly right to the villain and then just send them away as they made a “choice B”. [/QUOTE]
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