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What Is an Experience Point Worth?
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<blockquote data-quote="Arilyn" data-source="post: 7732718" data-attributes="member: 6816042"><p>I just meant the tools of traditional storytelling in rpgs, such as creating a story ahead of time for players to run through. Module kind of stuff.</p><p></p><p>As for railroading? No, I don't think having the GM change things to be more interesting is railroading, as long as it's not impacting player choice in a negative way. Sometimes the GM is in charge of the story, just like at other times it's the players. GM usually ends up being the final arbiter in most games, anyway, and it works just fine. Your preferred style works too, and I enjoy that as well, but the " old fashioned" GM driven stories are not railroads. Railroading is the GM telling players how to act, or deciding ahead of time that certain events will occur, and players can't influence the results at all. </p><p></p><p>As for mixing the two styles in same campaign? I do it all the time. If players decide to go after something unexpected, off we go. I had a PF arc go in all kinds of great directions that wasn't even remotely like what was published, but player back stories and ideas drove the story. FATE games are a constant mix of my stories, blending into player ideas. It's organic, and doesn't need announcements ahead of play. Even in games based off the Appocalypse engine, I will sometimes sketch out a rough story, so if players are floundering creatively, I can provide direction. Trains can be useful.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Arilyn, post: 7732718, member: 6816042"] I just meant the tools of traditional storytelling in rpgs, such as creating a story ahead of time for players to run through. Module kind of stuff. As for railroading? No, I don't think having the GM change things to be more interesting is railroading, as long as it's not impacting player choice in a negative way. Sometimes the GM is in charge of the story, just like at other times it's the players. GM usually ends up being the final arbiter in most games, anyway, and it works just fine. Your preferred style works too, and I enjoy that as well, but the " old fashioned" GM driven stories are not railroads. Railroading is the GM telling players how to act, or deciding ahead of time that certain events will occur, and players can't influence the results at all. As for mixing the two styles in same campaign? I do it all the time. If players decide to go after something unexpected, off we go. I had a PF arc go in all kinds of great directions that wasn't even remotely like what was published, but player back stories and ideas drove the story. FATE games are a constant mix of my stories, blending into player ideas. It's organic, and doesn't need announcements ahead of play. Even in games based off the Appocalypse engine, I will sometimes sketch out a rough story, so if players are floundering creatively, I can provide direction. Trains can be useful.:) [/QUOTE]
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