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What does "Railroading" actually mean!? Discount Code on Page 8
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<blockquote data-quote="Crimson Longinus" data-source="post: 8039945" data-attributes="member: 7025508"><p>By their nature published adventures have to be at least somewhat railroady. The prewritten text simply cannot possibly cover all things the PCs could potentially do. Now it depends on the GM how that works in actual play; a good GM can improvise new stuff when needed even if the module lacks it. But if playing a published adventure with an inexperienced GM players shouldn't be too upset if some railroading happens from time to time. Furthermore, stating the premise and expecting players to abide by it is not railroading. If the module is 'The Caves of Irksome Doom' then deciding to buy a boat and go fishing instead of accepting an adventure hook that directs you toward the said caves really isn't cool player behaviour. </p><p></p><p>Generally I feel that GM should have active role in directing the game, and it is perfectly fine and even preferable for them to push the players in certain directions. It just needs to be be done carefully so that the players do not feel restrained. The GM's job is to make sure that the players are having fun, and sometimes that may require nudging them to the right direction. And if this can be done so that the players do not notice all the better.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8039945, member: 7025508"] By their nature published adventures have to be at least somewhat railroady. The prewritten text simply cannot possibly cover all things the PCs could potentially do. Now it depends on the GM how that works in actual play; a good GM can improvise new stuff when needed even if the module lacks it. But if playing a published adventure with an inexperienced GM players shouldn't be too upset if some railroading happens from time to time. Furthermore, stating the premise and expecting players to abide by it is not railroading. If the module is 'The Caves of Irksome Doom' then deciding to buy a boat and go fishing instead of accepting an adventure hook that directs you toward the said caves really isn't cool player behaviour. Generally I feel that GM should have active role in directing the game, and it is perfectly fine and even preferable for them to push the players in certain directions. It just needs to be be done carefully so that the players do not feel restrained. The GM's job is to make sure that the players are having fun, and sometimes that may require nudging them to the right direction. And if this can be done so that the players do not notice all the better. [/QUOTE]
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