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What is "railroading" to you (as a player)?
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<blockquote data-quote="Crimson Longinus" data-source="post: 9853993" data-attributes="member: 7025508"><p>Yeah, in any game that requires prep these sort of limitations always exist to some degree. And it is fine. Like if in the case of your game once they accept the job they have plenty of genuine choices it is OK if how we got there was bit railroady. This is exactly the sort of use of "railroad" i think it is acceptable, short segments of railroad here and there that get the players to the place where they can make plenty of interesting and genuine choices is perfectly fine.</p><p></p><p>Though of course you can try to alleviate this a bit. In my pseudo sandboxy D&D game I often have just vague ideas prepared about a lot of things, and only once the players express interest in one of them I prepare them fully. We also have practice that in end of the session players tell what they plan to do on the next, so that they have a genuine choice but I can also prep for it. I think it is a good trick for making a small world seem bigger than it actually is. Like in the case of your bounty hunting game it probably would be possible to have a few broad outlines of different jobs, and then they choose it in the end of a session, and then you prepare the one they chose for the next. Though given what I recall about your insane amount of prep, this might not be practical in this specific case. It also is not necessarily as satisfying pacing wise, as it probably feels more like a coherent "episode" if the job choosing and the job itself happen in the same session.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9853993, member: 7025508"] Yeah, in any game that requires prep these sort of limitations always exist to some degree. And it is fine. Like if in the case of your game once they accept the job they have plenty of genuine choices it is OK if how we got there was bit railroady. This is exactly the sort of use of "railroad" i think it is acceptable, short segments of railroad here and there that get the players to the place where they can make plenty of interesting and genuine choices is perfectly fine. Though of course you can try to alleviate this a bit. In my pseudo sandboxy D&D game I often have just vague ideas prepared about a lot of things, and only once the players express interest in one of them I prepare them fully. We also have practice that in end of the session players tell what they plan to do on the next, so that they have a genuine choice but I can also prep for it. I think it is a good trick for making a small world seem bigger than it actually is. Like in the case of your bounty hunting game it probably would be possible to have a few broad outlines of different jobs, and then they choose it in the end of a session, and then you prepare the one they chose for the next. Though given what I recall about your insane amount of prep, this might not be practical in this specific case. It also is not necessarily as satisfying pacing wise, as it probably feels more like a coherent "episode" if the job choosing and the job itself happen in the same session. [/QUOTE]
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What is "railroading" to you (as a player)?
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