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What is *worldbuilding* for?
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<blockquote data-quote="Maxperson" data-source="post: 7375995" data-attributes="member: 23751"><p>I get that. It doesn't change the railroad aspect of the playstyle, though. Let's go with your giants example. After the players make the pact with the dwarves, if the DM places them anywhere, he's railroading. Even if he can use their choice as a reference. If he puts them in a fight in the next scene, it's not only a railroad, but a blatant one. The players didn't make the decision to go there. That was the DM. The players may have wanted to engage in one of those intermediary scenes you describe. Perhaps they want to acquire a giant slaying sword. Even then, if the DM just pops them into a bazaar or to a wizard, that's also railroading, since it removes their choice on how to go about getting that sword and forces the decision to go to the bazaar or wizard upon them. The DM is in effect playing their characters and making decisions that only the players are entitled to make. </p><p></p><p>The only way to avoid the railroad is for the DM to be completely reactionary to to the desires of the players. Once they make the pact with the dwarves, he waits for them to decide what they want to do next. If they say that they want to go to the city of Roaring Squirrel to find a wizard to enchant one of their swords, he can put them there in response or ask for a roll. It's when the DM gets proactive with trying to meet the goals of the players that he is likely to engage in railroading. The rails are thin, but they are there.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7375995, member: 23751"] I get that. It doesn't change the railroad aspect of the playstyle, though. Let's go with your giants example. After the players make the pact with the dwarves, if the DM places them anywhere, he's railroading. Even if he can use their choice as a reference. If he puts them in a fight in the next scene, it's not only a railroad, but a blatant one. The players didn't make the decision to go there. That was the DM. The players may have wanted to engage in one of those intermediary scenes you describe. Perhaps they want to acquire a giant slaying sword. Even then, if the DM just pops them into a bazaar or to a wizard, that's also railroading, since it removes their choice on how to go about getting that sword and forces the decision to go to the bazaar or wizard upon them. The DM is in effect playing their characters and making decisions that only the players are entitled to make. The only way to avoid the railroad is for the DM to be completely reactionary to to the desires of the players. Once they make the pact with the dwarves, he waits for them to decide what they want to do next. If they say that they want to go to the city of Roaring Squirrel to find a wizard to enchant one of their swords, he can put them there in response or ask for a roll. It's when the DM gets proactive with trying to meet the goals of the players that he is likely to engage in railroading. The rails are thin, but they are there. [/QUOTE]
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