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What's Wrong with the Railroad?
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<blockquote data-quote="Desdichado" data-source="post: 4627225" data-attributes="member: 2205"><p>I love railroads. Old timey steam locomotives are one of my favorite inventions ever. If I were a retired emtpy nester, I'd probably convert my basement into one of those museum diorama quality model railroad worlds.</p><p></p><p>In gaming, the so-called "benevolent railroad" is fine, I suppose... but where do you draw the line? I mean, have you ever been in a campaign where half a dozen very reasonable (and clever) solutions to a given problem were shot down "just because" and the adventure wasn't written that way? I have.</p><p></p><p>There's a fine line between the players' "responsibility" to buy into the game that the GM brings to the table, and the GM's need to let the PC's do things their own way. The two endpoints are railroads and sandboxes, and in my opinion, exist only in theory, not in reality. But head too much in the direction of a railroad leads to very frustrated players after a while. I'd submit that your example game isn't really a railroad at all; it's right at the ideal point where players and GM are on the same page about what the campaign is about and what everyone should be doing.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 4627225, member: 2205"] I love railroads. Old timey steam locomotives are one of my favorite inventions ever. If I were a retired emtpy nester, I'd probably convert my basement into one of those museum diorama quality model railroad worlds. In gaming, the so-called "benevolent railroad" is fine, I suppose... but where do you draw the line? I mean, have you ever been in a campaign where half a dozen very reasonable (and clever) solutions to a given problem were shot down "just because" and the adventure wasn't written that way? I have. There's a fine line between the players' "responsibility" to buy into the game that the GM brings to the table, and the GM's need to let the PC's do things their own way. The two endpoints are railroads and sandboxes, and in my opinion, exist only in theory, not in reality. But head too much in the direction of a railroad leads to very frustrated players after a while. I'd submit that your example game isn't really a railroad at all; it's right at the ideal point where players and GM are on the same page about what the campaign is about and what everyone should be doing. [/QUOTE]
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