Edena_of_Neith
First Post
I think railroading is a bad idea. Just my opinion.
That opinion is based upon my experience as a player from DL1 through DL12 (if anyone remembers the Dragonlance adventures.) We finally fell at the High Clerist's Tower, after an adventure that was good, but not as good as it could have been.
What to do?
Consider the DL modules.
If you, as DM, have them all, you need not railroad your players at all. You know the storyline, you know the enemy, you know the allies of the party, you know the whole world setting ('Long live the Lance!')
If your players decide to derail and go wandering off, you are ready for you know all that stuff. If Tanis and Goldmoon do not return to Solace and get captured, but instead set off by ship for Caergoth, you already know what's there (heh ... if they then wander up, as 3rd level characters, to Dargaard Keep, you know what is THERE, too.)
It's not easy being a DM. I do not believe 3rd edition has made it any easier, either!!
But if you invest your time, know your world, know the timeline, and work hard, you can make it work without railroading. (It's like virtual reality. They haven't got it down, because no computer is yet powerful enough to simulate everywhere you might go, and handle everything you might do. But computers are getting there! You, as DM, must be the computer, and handle the virtual reality. It's your job!)
Now, you *could* say this: 'Players, I honestly don't know what to do if Tanis and Goldmoon don't go back to Solace. I have tried hard to be a good DM, but I can't handle that. Can you, as a personal favor, have them return there?' Unlike some others, I do not see a problem with that approach. The players should appreciate your efforts. If they have ever DMed themselves, they REALLY should appreciate your efforts. And they should give you a break. Contrary to popular mythology, you the DM are not a god, but a limited mortal being with limited time. Make them respect that.
Edena_of_Neith
That opinion is based upon my experience as a player from DL1 through DL12 (if anyone remembers the Dragonlance adventures.) We finally fell at the High Clerist's Tower, after an adventure that was good, but not as good as it could have been.
What to do?
Consider the DL modules.
If you, as DM, have them all, you need not railroad your players at all. You know the storyline, you know the enemy, you know the allies of the party, you know the whole world setting ('Long live the Lance!')
If your players decide to derail and go wandering off, you are ready for you know all that stuff. If Tanis and Goldmoon do not return to Solace and get captured, but instead set off by ship for Caergoth, you already know what's there (heh ... if they then wander up, as 3rd level characters, to Dargaard Keep, you know what is THERE, too.)
It's not easy being a DM. I do not believe 3rd edition has made it any easier, either!!
But if you invest your time, know your world, know the timeline, and work hard, you can make it work without railroading. (It's like virtual reality. They haven't got it down, because no computer is yet powerful enough to simulate everywhere you might go, and handle everything you might do. But computers are getting there! You, as DM, must be the computer, and handle the virtual reality. It's your job!)
Now, you *could* say this: 'Players, I honestly don't know what to do if Tanis and Goldmoon don't go back to Solace. I have tried hard to be a good DM, but I can't handle that. Can you, as a personal favor, have them return there?' Unlike some others, I do not see a problem with that approach. The players should appreciate your efforts. If they have ever DMed themselves, they REALLY should appreciate your efforts. And they should give you a break. Contrary to popular mythology, you the DM are not a god, but a limited mortal being with limited time. Make them respect that.
Edena_of_Neith