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Why defend railroading?
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<blockquote data-quote="Ovinomancer" data-source="post: 8335622" data-attributes="member: 16814"><p>Why should there be, honestly? The AP model seems to work pretty well. Even the popular sources of social media producing popular content use the AP model. There's plenty you can do within an AP to tailor to specific characters with little changes, so long as the characters are aligned to the concept of the AP (which they should be, normally).</p><p></p><p>Don't take this as me saying that this is the only way to play, because I'm not that at all. I'm not a huge fan of APs. I also enjoy other games that operate completely differently from D&D and where it's impossible to railroad or even force an outcome without being glaringly obvious about it. So, yeah, my preferences are not linear, in general, although I can enjoy that mode of play (just less that other modes). I'm not here defending linear play or linear adventures because it describes my preferred way to play -- I'm trying to point out that it's still an extremely valid mode of play and that the difference between linear play and a railroad is one of degeneracy -- the railroad is just linear play gone wrong. The real root is the GM as the sole authority over almost all fiction creation in game -- players can only state what their characters attempt and think and believe. The GM has everything else (at a minimum veto authority, which is full authority, really). So, a railroad is just where the GM using their authority crosses someone's line into bad play. If you look at the specifics of play, it's a difference in degree, not kind.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8335622, member: 16814"] Why should there be, honestly? The AP model seems to work pretty well. Even the popular sources of social media producing popular content use the AP model. There's plenty you can do within an AP to tailor to specific characters with little changes, so long as the characters are aligned to the concept of the AP (which they should be, normally). Don't take this as me saying that this is the only way to play, because I'm not that at all. I'm not a huge fan of APs. I also enjoy other games that operate completely differently from D&D and where it's impossible to railroad or even force an outcome without being glaringly obvious about it. So, yeah, my preferences are not linear, in general, although I can enjoy that mode of play (just less that other modes). I'm not here defending linear play or linear adventures because it describes my preferred way to play -- I'm trying to point out that it's still an extremely valid mode of play and that the difference between linear play and a railroad is one of degeneracy -- the railroad is just linear play gone wrong. The real root is the GM as the sole authority over almost all fiction creation in game -- players can only state what their characters attempt and think and believe. The GM has everything else (at a minimum veto authority, which is full authority, really). So, a railroad is just where the GM using their authority crosses someone's line into bad play. If you look at the specifics of play, it's a difference in degree, not kind. [/QUOTE]
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