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The Opposite of Railroading...
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<blockquote data-quote="Graybeard" data-source="post: 3524279" data-attributes="member: 21705"><p>All the GMs I have played for and even myself are guilty of a little railroading from time to time. It's not always a bad thing. Sometimes you need to get the players going in a certain direction. In my campaign, I started with the PCs being members of an adventuring guild. They were on their way to a meeting when they encountered a group of bad guys attacking some civilians with bows. The PCs decided to intervene and defeated the bad guys. Then they found out it was a diversion to kidnap some children. The players could have decided to ignore that part of the plot but (fortunately for me) did not. This has led into bigger and bigger plots involving local gangs (who were doing the kidnapping), a well known playwrite, etc. All are tied into my grand scheme. The players could decide to go off and do whatever they want. I have several mini encounters/adventures prepared just in case. What the players don't know is that all of them are tied into the grand scheme. At the moment the PCs have just recovered an ancient artifact of one of the PCs goddess. They were expected to return it to the church but decided to keep it because they had heard that several groups were looking for it including the BBEG (which they haven't met yet, only heard about). I suppose most would not consider this railroading. I did allow a minor BBEG to escape once even though it was possible one of the PCs could have cacught them. I needed this villian to return at a later date. I could have let the PC catch the guy and winged it later. Instead I had the bad guy escape using a scroll of dim door. This put him out of range of the PC and allowed him to escape.</p></blockquote><p></p>
[QUOTE="Graybeard, post: 3524279, member: 21705"] All the GMs I have played for and even myself are guilty of a little railroading from time to time. It's not always a bad thing. Sometimes you need to get the players going in a certain direction. In my campaign, I started with the PCs being members of an adventuring guild. They were on their way to a meeting when they encountered a group of bad guys attacking some civilians with bows. The PCs decided to intervene and defeated the bad guys. Then they found out it was a diversion to kidnap some children. The players could have decided to ignore that part of the plot but (fortunately for me) did not. This has led into bigger and bigger plots involving local gangs (who were doing the kidnapping), a well known playwrite, etc. All are tied into my grand scheme. The players could decide to go off and do whatever they want. I have several mini encounters/adventures prepared just in case. What the players don't know is that all of them are tied into the grand scheme. At the moment the PCs have just recovered an ancient artifact of one of the PCs goddess. They were expected to return it to the church but decided to keep it because they had heard that several groups were looking for it including the BBEG (which they haven't met yet, only heard about). I suppose most would not consider this railroading. I did allow a minor BBEG to escape once even though it was possible one of the PCs could have cacught them. I needed this villian to return at a later date. I could have let the PC catch the guy and winged it later. Instead I had the bad guy escape using a scroll of dim door. This put him out of range of the PC and allowed him to escape. [/QUOTE]
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