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The Opposite of Railroading...
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<blockquote data-quote="Kahuna Burger" data-source="post: 3523063" data-attributes="member: 8439"><p>My games generally have a definite plot, set by me, but only the largest of plots, not the proper resolution of it. Not a railroad, not a sandbox. </p><p></p><p>As an example, in one game, the PCs were semi-voluntarily banished to a remote and largely inhospitable isle after a change of ruling family among their elven lords also changed the societal status of non-elves. The campaign opened on the boat, so it was going to be a story of going to the isle. But what they did there - how they founded the colony, whether they wanted to build a new world or an army to overthrow their old one, whether they wanted to ignore the other emigrants and strike out on their own - that was all them. It wasn't a sandbox, or it was a very small one if it was, but it wasn't a railroad either.</p><p></p><p>My next campaign will be based on the Darwath trilogy by Barbara Hambly, which involves the rise of an ancient evil and survival of a realm. The players will know in advance that their job is to defend humanity from the Dark, and their first move will be fairly obvious (as there is only one place in the realm that can provide a temporary shelter) but beyond that I will not be trying to force them into following the books at all. (In fact the way the books ended the threat was kinda lame, imo, and probably won't even be an option.) There is no one single option that wins, but there is a very definite plan for what the story is about.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 3523063, member: 8439"] My games generally have a definite plot, set by me, but only the largest of plots, not the proper resolution of it. Not a railroad, not a sandbox. As an example, in one game, the PCs were semi-voluntarily banished to a remote and largely inhospitable isle after a change of ruling family among their elven lords also changed the societal status of non-elves. The campaign opened on the boat, so it was going to be a story of going to the isle. But what they did there - how they founded the colony, whether they wanted to build a new world or an army to overthrow their old one, whether they wanted to ignore the other emigrants and strike out on their own - that was all them. It wasn't a sandbox, or it was a very small one if it was, but it wasn't a railroad either. My next campaign will be based on the Darwath trilogy by Barbara Hambly, which involves the rise of an ancient evil and survival of a realm. The players will know in advance that their job is to defend humanity from the Dark, and their first move will be fairly obvious (as there is only one place in the realm that can provide a temporary shelter) but beyond that I will not be trying to force them into following the books at all. (In fact the way the books ended the threat was kinda lame, imo, and probably won't even be an option.) There is no one single option that wins, but there is a very definite plan for what the story is about. [/QUOTE]
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