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What is "railroading" to you (as a player)?
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<blockquote data-quote="Jahydin" data-source="post: 9859928" data-attributes="member: 6984869"><p>1) Normally, Plane Shift would take them out of the Feywild, no? Not allowing that spell to work in order to force them into your adventure is certainly railroading. As a DM, I get why you did it, but I'd take a little different of an approach. For most groups, simply letting them know that they could leave, but they would be missing out on potential NPC allies, XP, and treasure before they get into the last stage of the campaign would be enough to entice them to stay. If they're not feeling it though, let them skip it and go on to the next section under-leveled!</p><p></p><p>2) Railroading for me is when you force the party into a situation they don't want to be in via "DM Powers" (rather than sound, in-game logic). In my own games, I make it pretty clear what the overall "win and lose" conditions are for the campaign are to set expectations. How they go about completing/avoiding them is up to them. For instance, if the main objective is to delve to the bottom of Doom Mountain and they decide they're bored with that dungeon, they lose and we start a whole new game.</p><p></p><p>Caveat here is I run a <strong>game </strong>in which the story is just in service to that end.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9859928, member: 6984869"] 1) Normally, Plane Shift would take them out of the Feywild, no? Not allowing that spell to work in order to force them into your adventure is certainly railroading. As a DM, I get why you did it, but I'd take a little different of an approach. For most groups, simply letting them know that they could leave, but they would be missing out on potential NPC allies, XP, and treasure before they get into the last stage of the campaign would be enough to entice them to stay. If they're not feeling it though, let them skip it and go on to the next section under-leveled! 2) Railroading for me is when you force the party into a situation they don't want to be in via "DM Powers" (rather than sound, in-game logic). In my own games, I make it pretty clear what the overall "win and lose" conditions are for the campaign are to set expectations. How they go about completing/avoiding them is up to them. For instance, if the main objective is to delve to the bottom of Doom Mountain and they decide they're bored with that dungeon, they lose and we start a whole new game. Caveat here is I run a [B]game [/B]in which the story is just in service to that end. [/QUOTE]
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