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<blockquote data-quote="mneme" data-source="post: 5689528" data-attributes="member: 59248"><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4dmxp/20110922" target="_blank">http://www.wizards.com/DnD/Article.aspx?x=dnd/4dmxp/20110922</a></p><p></p><p>Not a horrible article, as presented. The "railroad", not as a chain to attach the players to, but a way for the GM to keep track of events in the game, potentially including multiple hooks into the same event if needed, as it makes sense.</p><p></p><p>OTOH, I'm somewhat offended by the poll question #32B:</p><p></p><p><span style="color: white"><strong>How do you deal with a player who tries to derail your campaign?</strong></span></p><p></p><p>I pack up my dice and leave.</p><p>I ignore the bad behavior and try not to reward it.</p><p>I politely urge the player not to ruin the game for everyone else.</p><p>I sic the other players on the offender. Peer pressure—can't beat it.</p><p>I put on a brave face and cry myself to sleep at night.</p><p>I kill off or savagely maim the player's character.</p><p>I don't mince words: I tell the player to stop being a jerk and knock it off.</p><p>I banish the player to the Abyss (kick the player out of the group). Problem solved.</p><p>I laugh at the player and shout, "Nice try, you damn dirty ape, but my campaign cannot be derailed by the likes of you!"</p><p></p><p>Ok, fine, I answered the last one of course, but really -- 9 answers, and 8 of them are variations of "I'm a lousy GM and incapable of dealing with player initiative", while the last is adverserial? What's wrong with, say, "Player's can't derail my campaign; I don't know where it's going any more than they do," or "I grin, make a few notes, and adapt," or even the illusionist "I adjust a few notes and keep running the same thing I initially intended, I just don't tell the players that?"</p></blockquote><p></p>
[QUOTE="mneme, post: 5689528, member: 59248"] [URL]http://www.wizards.com/DnD/Article.aspx?x=dnd/4dmxp/20110922[/URL] Not a horrible article, as presented. The "railroad", not as a chain to attach the players to, but a way for the GM to keep track of events in the game, potentially including multiple hooks into the same event if needed, as it makes sense. OTOH, I'm somewhat offended by the poll question #32B: [COLOR=white][B]How do you deal with a player who tries to derail your campaign?[/B][/COLOR] I pack up my dice and leave. I ignore the bad behavior and try not to reward it. I politely urge the player not to ruin the game for everyone else. I sic the other players on the offender. Peer pressure—can't beat it. I put on a brave face and cry myself to sleep at night. I kill off or savagely maim the player's character. I don't mince words: I tell the player to stop being a jerk and knock it off. I banish the player to the Abyss (kick the player out of the group). Problem solved. I laugh at the player and shout, "Nice try, you damn dirty ape, but my campaign cannot be derailed by the likes of you!" Ok, fine, I answered the last one of course, but really -- 9 answers, and 8 of them are variations of "I'm a lousy GM and incapable of dealing with player initiative", while the last is adverserial? What's wrong with, say, "Player's can't derail my campaign; I don't know where it's going any more than they do," or "I grin, make a few notes, and adapt," or even the illusionist "I adjust a few notes and keep running the same thing I initially intended, I just don't tell the players that?" [/QUOTE]
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