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The Opposite of Railroading...
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<blockquote data-quote="Odhanan" data-source="post: 3522474" data-attributes="member: 12324"><p>Well first, I think it's a pretty smart way of presenting the issue Shin, so thanks for that. </p><p></p><p>Now, to answer your question, I do not like railroading no, and I actually am proud of saying that my games are minimal in terms of railroad. My definition of a railroad-free environment is when the PCs walk down the street and want to open the door of the Potion-maker I just mentioned without having anything more than a few lines about him in my notes and the PCs knock at it, try to sell stuff, kill him, and a whole trail of game sessions (which can count in more than a dozen) spring out of it despite the fact that I never intended to have the killing of the potion-maker happen. </p><p></p><p>That's anti-railroad to me. </p><p></p><p>Doesn't mean that once the event happened I can't modify the frame of the campaign and prepare for following events, but in essence ANY event can occur when triggered by the PCs in the game. That's an ever-adapting process to me, whether in-game (improv) or between the games (prep after the event). That's the anti-railroad to me, and that's actually the essence of the interest the user has towards RPGs as opposed to reading novels.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3522474, member: 12324"] Well first, I think it's a pretty smart way of presenting the issue Shin, so thanks for that. Now, to answer your question, I do not like railroading no, and I actually am proud of saying that my games are minimal in terms of railroad. My definition of a railroad-free environment is when the PCs walk down the street and want to open the door of the Potion-maker I just mentioned without having anything more than a few lines about him in my notes and the PCs knock at it, try to sell stuff, kill him, and a whole trail of game sessions (which can count in more than a dozen) spring out of it despite the fact that I never intended to have the killing of the potion-maker happen. That's anti-railroad to me. Doesn't mean that once the event happened I can't modify the frame of the campaign and prepare for following events, but in essence ANY event can occur when triggered by the PCs in the game. That's an ever-adapting process to me, whether in-game (improv) or between the games (prep after the event). That's the anti-railroad to me, and that's actually the essence of the interest the user has towards RPGs as opposed to reading novels. [/QUOTE]
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