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When Failure Isn't an Option in 5e
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<blockquote data-quote="jgsugden" data-source="post: 8252983" data-attributes="member: 2629"><p>This is a problem in pure railroad games. If the PCs get off the tracks, the DM has to get them back on or there is no place to go. </p><p></p><p>Having enough of a sandbox around the railroad allows the DM to keep the PCs moving towards something and then figure out how to get them back on track to their railroad before next session. </p><p></p><p>My games usually start with a railroad storyline that sets the stage to get the PCs to a sandbox experience for them to explore between levels 5 and 16. Then, it closes out with a big storyline that has been building behind the scenes since the beginning that is usually more of a railroad (or, actually, a funnel, with many ways to get moving towards the end but the options narrowing until the major campaign concluding event). In those railroad sections, I have a few 'independent' storylines worked out that I can use to bring the PCs back to either the main storyline, or a parallel version of it that gets them where they need to go. In terms of prep for those, I have the idea worked out, and a few encounters / events roughly ready to go, but I rely more upon improvisation to keep us moving when there is an unexpected change. That is tougher in an online game as you need to have maps ready to go usually, so I usually end up having a few multipurpose maps reads and then rely more upon theater of the mind.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8252983, member: 2629"] This is a problem in pure railroad games. If the PCs get off the tracks, the DM has to get them back on or there is no place to go. Having enough of a sandbox around the railroad allows the DM to keep the PCs moving towards something and then figure out how to get them back on track to their railroad before next session. My games usually start with a railroad storyline that sets the stage to get the PCs to a sandbox experience for them to explore between levels 5 and 16. Then, it closes out with a big storyline that has been building behind the scenes since the beginning that is usually more of a railroad (or, actually, a funnel, with many ways to get moving towards the end but the options narrowing until the major campaign concluding event). In those railroad sections, I have a few 'independent' storylines worked out that I can use to bring the PCs back to either the main storyline, or a parallel version of it that gets them where they need to go. In terms of prep for those, I have the idea worked out, and a few encounters / events roughly ready to go, but I rely more upon improvisation to keep us moving when there is an unexpected change. That is tougher in an online game as you need to have maps ready to go usually, so I usually end up having a few multipurpose maps reads and then rely more upon theater of the mind. [/QUOTE]
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