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Why defend railroading?
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<blockquote data-quote="ReshiIRE" data-source="post: 8336164" data-attributes="member: 7031231"><p>There's a problem though.</p><p></p><p>What if the players decide to do both paths?</p><p></p><p>Do you use the same exact encounter in both? This could happen if hte players after the encounter decide to go the other way. Maybe their goals will change.</p><p></p><p>That isn't necessary a Quantum Orge or stopping player choice, but it does feel you're not acknowleding that choice in there, and it could get massively weird to have the same exact encounter prop up on two different paths.</p><p></p><p>If there is an encounter you definitely want to happen on the way, you could make it so that the main path to the fork in the row occurs later, and then allow the players to choose the path.</p><p></p><p>Then, you could have a more hidden path to avoid an encounter or to provide a different choice.</p><p></p><p>I think that would be better design in general. It doesn't get weird and encounters for every reasonable scenario.</p></blockquote><p></p>
[QUOTE="ReshiIRE, post: 8336164, member: 7031231"] There's a problem though. What if the players decide to do both paths? Do you use the same exact encounter in both? This could happen if hte players after the encounter decide to go the other way. Maybe their goals will change. That isn't necessary a Quantum Orge or stopping player choice, but it does feel you're not acknowleding that choice in there, and it could get massively weird to have the same exact encounter prop up on two different paths. If there is an encounter you definitely want to happen on the way, you could make it so that the main path to the fork in the row occurs later, and then allow the players to choose the path. Then, you could have a more hidden path to avoid an encounter or to provide a different choice. I think that would be better design in general. It doesn't get weird and encounters for every reasonable scenario. [/QUOTE]
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Why defend railroading?
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