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What do you consider a "railroading" module?
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<blockquote data-quote="Mark Hope" data-source="post: 3267513" data-attributes="member: 27051"><p>You know, I would have loved for our DM to take this approach. There were a number of areas in the adventure where I could see really cool alternate consequences to our actions (ending up on the run from House d'Cannith being one of them, but a cool and scary alliance with the Karnathi was another, and I'd <em>really</em> have liked to have found a way to get our hands on that magic car thing). Alas, 't was not to be</p><p></p><p></p><p></p><p>Heh. Well, after our howls of complaints about <em>Shadows...</em>, the DM said that we probably wouldn't like its sequels, as they have a similarly restrictive plot, so he felt he shouldn't run them. A moot point, as he had already TPKed us and given me a mad Eberron trauma from which I have still to recover... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Sounds to me like you had a quality DM for those games. Good show.</p><p></p><p>After Eberron we played some Traveller and then some Dragonlance. In the case of the DL games, the DM had a chase-style plot which had some railroaded elements in it. However, his artistry was sufficient that I either didn't notice or didn't care (which, as others have pointed out, is the essence of skillfully running a plot-restricted game - the illusion of choice is as powerful as the choice itself). And in the Traveller games, we had a hugely experienced GM who had run many games at cons in addition to those for his regular groups. As a consequence, he was confident, adaptable and allowed us to maraud about the place in what felt like complete freedom, all the while spinning a gripping tale around his plot and our actions. Top class. Those Traveller games still rank as my all-time most enjoyable games in many years of gaming, in no small part because the story ended up being about our characters. What a novel concept!</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 3267513, member: 27051"] You know, I would have loved for our DM to take this approach. There were a number of areas in the adventure where I could see really cool alternate consequences to our actions (ending up on the run from House d'Cannith being one of them, but a cool and scary alliance with the Karnathi was another, and I'd [i]really[/i] have liked to have found a way to get our hands on that magic car thing). Alas, 't was not to be Heh. Well, after our howls of complaints about [i]Shadows...[/i], the DM said that we probably wouldn't like its sequels, as they have a similarly restrictive plot, so he felt he shouldn't run them. A moot point, as he had already TPKed us and given me a mad Eberron trauma from which I have still to recover... ;) Sounds to me like you had a quality DM for those games. Good show. After Eberron we played some Traveller and then some Dragonlance. In the case of the DL games, the DM had a chase-style plot which had some railroaded elements in it. However, his artistry was sufficient that I either didn't notice or didn't care (which, as others have pointed out, is the essence of skillfully running a plot-restricted game - the illusion of choice is as powerful as the choice itself). And in the Traveller games, we had a hugely experienced GM who had run many games at cons in addition to those for his regular groups. As a consequence, he was confident, adaptable and allowed us to maraud about the place in what felt like complete freedom, all the while spinning a gripping tale around his plot and our actions. Top class. Those Traveller games still rank as my all-time most enjoyable games in many years of gaming, in no small part because the story ended up being about our characters. What a novel concept! [/QUOTE]
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