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<blockquote data-quote="GMMichael" data-source="post: 6568099" data-attributes="member: 6685730"><p><strong>Refuse!</strong></p><p></p><p></p><p>To railroad or not to railroad? <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> (This icon will have to fill in for BARD ATTACKS until [MENTION=1]Morrus[/MENTION] finds us a Shakespear emoticon.)</p><p></p><p>Good GMs can get their desired story endings without railroading. I'll call it: <em>dynamic</em> GMing. Suffice it to say for now that there's something beyond Sandboxing and Railroading, and it requires some abstract encounter planning. (So please have an idea how the story will end!)</p><p></p><p>GMs would benefit from knowing their strengths and weaknesses. There's no reason why a GM can't describe every last detail...unless he's a bad reader, or the description is poorly written. (Full disclosure: I'm probably in the bad reader category!)</p><p></p><p>Yes, an RPG is like a book. But it's also like a video game, and I wouldn't say it's closer to one than the other. The ability of players to make decisions, from the video game comparison, is pretty crucial. I'd also like to throw in that RPGs are like plays - so there's a minimum amount of acting involved that you don't really get from books OR video games. You can't expect the words of a book or the free will of a video game to do everything; the GM and players must add some drama!</p><p></p><p>In case that wasn't on-topic enough...</p><p>I'm calling this post "Refuse!" for those of us who are tabletop gamers. And we should refuse to let movies or video games do what our tabletops cannot. Let's come up with subsystems - let's educate our GMs - and let's play Pacific Rim on the RPG table! (If that's your sort of thing, anyway.)</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6568099, member: 6685730"] [b]Refuse![/b] To railroad or not to railroad? :ranged: (This icon will have to fill in for BARD ATTACKS until [MENTION=1]Morrus[/MENTION] finds us a Shakespear emoticon.) Good GMs can get their desired story endings without railroading. I'll call it: [I]dynamic[/I] GMing. Suffice it to say for now that there's something beyond Sandboxing and Railroading, and it requires some abstract encounter planning. (So please have an idea how the story will end!) GMs would benefit from knowing their strengths and weaknesses. There's no reason why a GM can't describe every last detail...unless he's a bad reader, or the description is poorly written. (Full disclosure: I'm probably in the bad reader category!) Yes, an RPG is like a book. But it's also like a video game, and I wouldn't say it's closer to one than the other. The ability of players to make decisions, from the video game comparison, is pretty crucial. I'd also like to throw in that RPGs are like plays - so there's a minimum amount of acting involved that you don't really get from books OR video games. You can't expect the words of a book or the free will of a video game to do everything; the GM and players must add some drama! In case that wasn't on-topic enough... I'm calling this post "Refuse!" for those of us who are tabletop gamers. And we should refuse to let movies or video games do what our tabletops cannot. Let's come up with subsystems - let's educate our GMs - and let's play Pacific Rim on the RPG table! (If that's your sort of thing, anyway.) [/QUOTE]
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