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What is "railroading" to you (as a player)?
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<blockquote data-quote="Thomas Shey" data-source="post: 9874945" data-attributes="member: 7026617"><p>It occurs to me--and this could be dead wrong in some people's case--that some of this divide might be related to an old distinction I remember coming up during the r.g.f.a. days that seems to have largely fallen away over the years as far as at least use of the terms, but even, far as I can tell, discussion of it conceptually much.</p><p></p><p>This was the distinction between Design At Start (DAS) and Develope In Play (DIP). The idea is that some people come into play with a character that is fairly fully formed from the get-go in regard to personality, priorities and ethos, and some that are to one degree or another, kind of a tabula rasa when started, and the player develops what they're all about by watching them in play. </p><p></p><p>At one time this used to be pretty purely a matter of player choice, because early games might have a bit about the character's background, but not in a degree that told you much about them internally. With some modern games this is less possible, but some still only primarily establish external m things and don't care much about internal ones (or even some history elements) in any pre-establishment way.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9874945, member: 7026617"] It occurs to me--and this could be dead wrong in some people's case--that some of this divide might be related to an old distinction I remember coming up during the r.g.f.a. days that seems to have largely fallen away over the years as far as at least use of the terms, but even, far as I can tell, discussion of it conceptually much. This was the distinction between Design At Start (DAS) and Develope In Play (DIP). The idea is that some people come into play with a character that is fairly fully formed from the get-go in regard to personality, priorities and ethos, and some that are to one degree or another, kind of a tabula rasa when started, and the player develops what they're all about by watching them in play. At one time this used to be pretty purely a matter of player choice, because early games might have a bit about the character's background, but not in a degree that told you much about them internally. With some modern games this is less possible, but some still only primarily establish external m things and don't care much about internal ones (or even some history elements) in any pre-establishment way. [/QUOTE]
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What is "railroading" to you (as a player)?
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