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What's Wrong with the Railroad?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4632319" data-attributes="member: 5143"><p>The kind of plot I'm talking about does make assumptions as to the reactions of the players to events within those plots. So far, my assumptions haven't been wrong. For instance, if I write an adventure where creatures attack a town and then the mayor asks the PCs to figure out where they came from and recover the people who were kidnapped in the attack, I expect the players to say yes and go on the mission. If they say no, then it derails everything. But they never say no. It's possible it is because of the gamer culture amongst everyone I know. We've all ran into circumstances where we decided to just say no to an adventure hook. Most of the time it either got the DM or the rest of the group annoyed at us so badly that we don't do it anymore. It sucks when you are playing a game and the entire group is offered an adventure and they all say yes except one of them. It normally illicits a "Fine, you don't go on the adventure, roll up a new character."</p><p></p><p>Pretty much all the plots I've ever written hinge on the PCs WANTING to finish the goal of the adventure. I give them choices, but they are almost always between "Do something that gets you closer to your goal" and "Do something that takes you further away from your goal." I can fairly accurately predict which choice they'll take. For instance, if the King comes up to them and offers them help on their quest in exchange for doing something for him, I can assume that they will do it.</p><p></p><p></p><p></p><p>Surprisingly, it isn't a strawman, it is an account of an actual game a friend of mine ran.</p><p></p><p>The DM in question decided that the campaign would revolve around destroying a BBEG. In low levels, they would attempt to stop him, but they'd be way too weak to do so, then they'd be turned into goblins by the BBEG and forced to work for him. They'd have to make some attacks on towns in the name of the BBEG and if they failed, they'd die. After a few attacks, he'd give them a way to escape. He had a weapon planned out for each of the players before they even had character's made. The weapons would grow in power based on some criteria. He had the exact criteria and powers they would gained written down and planned out before the campaign started. They were all extremely powerful weapons and it was likely that even if the players specialized in other weapons, that they'd want to abandon their other weapons in exchange for these. Mainly because the only way to defeat the BBEG at the end of the campaign was with a fully powered up weapon.</p><p></p><p>I wasn't in his campaign, but I worked with him and he'd tell me stories of his campaign and the 30 page book he had written up about his world and about what would happen in his next 20 sessions or so. He thought it was going to be the best campaign from any DM ever.</p><p></p><p>I knew some of his players as well. Most of them got really annoyed at how railroady his campaign was and it eventually self destructed when he got into a fight with one of his players over being forced to change race to goblin part way into the campaign. That player left, and the campaign continued until some of the other players just stopped showing up for the game since it was no fun for them.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4632319, member: 5143"] The kind of plot I'm talking about does make assumptions as to the reactions of the players to events within those plots. So far, my assumptions haven't been wrong. For instance, if I write an adventure where creatures attack a town and then the mayor asks the PCs to figure out where they came from and recover the people who were kidnapped in the attack, I expect the players to say yes and go on the mission. If they say no, then it derails everything. But they never say no. It's possible it is because of the gamer culture amongst everyone I know. We've all ran into circumstances where we decided to just say no to an adventure hook. Most of the time it either got the DM or the rest of the group annoyed at us so badly that we don't do it anymore. It sucks when you are playing a game and the entire group is offered an adventure and they all say yes except one of them. It normally illicits a "Fine, you don't go on the adventure, roll up a new character." Pretty much all the plots I've ever written hinge on the PCs WANTING to finish the goal of the adventure. I give them choices, but they are almost always between "Do something that gets you closer to your goal" and "Do something that takes you further away from your goal." I can fairly accurately predict which choice they'll take. For instance, if the King comes up to them and offers them help on their quest in exchange for doing something for him, I can assume that they will do it. Surprisingly, it isn't a strawman, it is an account of an actual game a friend of mine ran. The DM in question decided that the campaign would revolve around destroying a BBEG. In low levels, they would attempt to stop him, but they'd be way too weak to do so, then they'd be turned into goblins by the BBEG and forced to work for him. They'd have to make some attacks on towns in the name of the BBEG and if they failed, they'd die. After a few attacks, he'd give them a way to escape. He had a weapon planned out for each of the players before they even had character's made. The weapons would grow in power based on some criteria. He had the exact criteria and powers they would gained written down and planned out before the campaign started. They were all extremely powerful weapons and it was likely that even if the players specialized in other weapons, that they'd want to abandon their other weapons in exchange for these. Mainly because the only way to defeat the BBEG at the end of the campaign was with a fully powered up weapon. I wasn't in his campaign, but I worked with him and he'd tell me stories of his campaign and the 30 page book he had written up about his world and about what would happen in his next 20 sessions or so. He thought it was going to be the best campaign from any DM ever. I knew some of his players as well. Most of them got really annoyed at how railroady his campaign was and it eventually self destructed when he got into a fight with one of his players over being forced to change race to goblin part way into the campaign. That player left, and the campaign continued until some of the other players just stopped showing up for the game since it was no fun for them. [/QUOTE]
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