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Why defend railroading?
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<blockquote data-quote="MGibster" data-source="post: 8335519" data-attributes="member: 4534"><p>I think it's important to point out when presented with adventure hooks the players should bite. I.e. Players need to make characters who are interested in engaging with what the DM is offering. If we're playing a <em>Call of Cthulhu </em>campaign, don't make a character who has no interested in being an Investigator. </p><p></p><p>A few years back I participated as a player in a one-shot GURPS Fantasy game at my local game store. The game started off with us arriving at an inn after traveling a great distance and getting some sack time. It was pretty obvious to me that this was where the adventure was supposed to start, but one of the players, who had a ranger type character, was insistent that his character would sleep in the wilderness outside the city. I wish the GM had just said, "Hey, it's easier if you start at the inn with everyone else because that's where the adventure is going to start" instead of trying to coax the player into having his character just start out at the inn. Having to work around this player's decision just ate into the limited amount of time we had to finish the scenario without adding anything of interest or amusement. But I guess the DM didn't want to railroad the player. But that game was stupid for so many other reasons....</p></blockquote><p></p>
[QUOTE="MGibster, post: 8335519, member: 4534"] I think it's important to point out when presented with adventure hooks the players should bite. I.e. Players need to make characters who are interested in engaging with what the DM is offering. If we're playing a [I]Call of Cthulhu [/I]campaign, don't make a character who has no interested in being an Investigator. A few years back I participated as a player in a one-shot GURPS Fantasy game at my local game store. The game started off with us arriving at an inn after traveling a great distance and getting some sack time. It was pretty obvious to me that this was where the adventure was supposed to start, but one of the players, who had a ranger type character, was insistent that his character would sleep in the wilderness outside the city. I wish the GM had just said, "Hey, it's easier if you start at the inn with everyone else because that's where the adventure is going to start" instead of trying to coax the player into having his character just start out at the inn. Having to work around this player's decision just ate into the limited amount of time we had to finish the scenario without adding anything of interest or amusement. But I guess the DM didn't want to railroad the player. But that game was stupid for so many other reasons.... [/QUOTE]
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