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To railroad or not to railroad?
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<blockquote data-quote="howandwhy99" data-source="post: 2106710" data-attributes="member: 3192"><p>No, not at all. It was just a lead in for the next few sentences I had wrote. It is a pretty good adventure, but it was tough to think up a good way to get the group together and still willfully enter a disease-ridden mine. I'm not sure any single method will convince them to stay together after its completion. </p><p> </p><p>I don't know if I can stress starting with a grouping of adventures enough (or at least having different leads after the 1st). This way the players have a choice and almost never feel compelled to complete one task or another. It is all their choice. All you do is present a world where heroes are needed. </p><p> </p><p>The most enjoyable games I've played in are where the players go off the beaten track and just have fun for themselves. From the instance before: instead of picking one of the 4 directions/modules to enter, the PCs might instead focus on the overcrowding and potential starvation problem in Hommlet. The players come up with the idea of building a large granary and start a contest to give 6 pigs to whomever donates the most grain to it. Let the players make their plans, say promoting it with barkers in nearby villages and give them regular feedback on the consequences of their actions. If they are successful, maybe they just saved the town by collecting enough free grain to feed the townsfolk. Seeing as 6 pigs cost far less than the grain they collected, they can recoup their investment from the town for 1/2 the granary's worth. Or so would be the plan. (of course, some PC's are always looking to make the quick buck, but that's okay too).</p><p> </p><p>Most players I know are unwilling to ask what lies a week's journey out of town and then have the guts to go there. It ruins the DM's plan supposedly. But as long as you plan for these eventualities beforehand, you should be okay. Just make sure the bit of world they begin in is interesting, and pencil in a few modules nearby along the speediest ways out.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2106710, member: 3192"] No, not at all. It was just a lead in for the next few sentences I had wrote. It is a pretty good adventure, but it was tough to think up a good way to get the group together and still willfully enter a disease-ridden mine. I'm not sure any single method will convince them to stay together after its completion. I don't know if I can stress starting with a grouping of adventures enough (or at least having different leads after the 1st). This way the players have a choice and almost never feel compelled to complete one task or another. It is all their choice. All you do is present a world where heroes are needed. The most enjoyable games I've played in are where the players go off the beaten track and just have fun for themselves. From the instance before: instead of picking one of the 4 directions/modules to enter, the PCs might instead focus on the overcrowding and potential starvation problem in Hommlet. The players come up with the idea of building a large granary and start a contest to give 6 pigs to whomever donates the most grain to it. Let the players make their plans, say promoting it with barkers in nearby villages and give them regular feedback on the consequences of their actions. If they are successful, maybe they just saved the town by collecting enough free grain to feed the townsfolk. Seeing as 6 pigs cost far less than the grain they collected, they can recoup their investment from the town for 1/2 the granary's worth. Or so would be the plan. (of course, some PC's are always looking to make the quick buck, but that's okay too). Most players I know are unwilling to ask what lies a week's journey out of town and then have the guts to go there. It ruins the DM's plan supposedly. But as long as you plan for these eventualities beforehand, you should be okay. Just make sure the bit of world they begin in is interesting, and pencil in a few modules nearby along the speediest ways out. [/QUOTE]
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