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What's Your Biggest Failing as a DM
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<blockquote data-quote="The_lone_gunman" data-source="post: 95882" data-attributes="member: 1143"><p>I railroad, but the key to my railroading is to make it in such a way as the players don't know they are being railroaded. I do this by having the story be fluid, and change a bit here and there based on what the players do. Once I had a real short game, that was supposed to be quick, and some of the random treasure that dropped in there, the players assumed that it was important, so I made it important, and that spawned like 3 other games. I also inserted little parts here in there in those games to tie them into the story. Sometimes it works like that.</p><p></p><p>My big problem, at least in the last campaign (I like to think I have solved this now, we will have to see) was too broad of a background story. So much stuff was going on in the background, that the players had no clue as to what was happening. They also had to travel all over the place, which made it a bit less focused. </p><p></p><p>Now my campaign is centered around a single country/Area, and one main backstory that I try to tie all our games into whenever I can. Regardless of where the players decide to go that day, they usually end up where I need them to be.....although usually the new place is strikingly different from where I originally intended :0......</p><p></p><p>I am also to easy on my guys just like everyone else seems to be <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. I tend to hold back if it seems like I am going to kill them (although many still seem to die anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>TLG</p></blockquote><p></p>
[QUOTE="The_lone_gunman, post: 95882, member: 1143"] I railroad, but the key to my railroading is to make it in such a way as the players don't know they are being railroaded. I do this by having the story be fluid, and change a bit here and there based on what the players do. Once I had a real short game, that was supposed to be quick, and some of the random treasure that dropped in there, the players assumed that it was important, so I made it important, and that spawned like 3 other games. I also inserted little parts here in there in those games to tie them into the story. Sometimes it works like that. My big problem, at least in the last campaign (I like to think I have solved this now, we will have to see) was too broad of a background story. So much stuff was going on in the background, that the players had no clue as to what was happening. They also had to travel all over the place, which made it a bit less focused. Now my campaign is centered around a single country/Area, and one main backstory that I try to tie all our games into whenever I can. Regardless of where the players decide to go that day, they usually end up where I need them to be.....although usually the new place is strikingly different from where I originally intended :0...... I am also to easy on my guys just like everyone else seems to be :). I tend to hold back if it seems like I am going to kill them (although many still seem to die anyway :). TLG [/QUOTE]
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