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Why defend railroading?
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<blockquote data-quote="ShinHakkaider" data-source="post: 8336237" data-attributes="member: 9213"><p>Yeah. I was going to attempt to engage but his responses are essentially "his one true way" and everything else is wrong or bad. Granted, he's not coming right out and saying that but when he states things like " Story isnt X, Story is Y (the way I do it)" It's time to walk away from the discussion. </p><p>Because nothing short of "I AGREE with you" is going to bear any "productive" fruit. </p><p></p><p>I've run modules and pre-written adventures since I was 12. The way I've run them then in relation to the way I run them now is very different and has a lot to do with setting and establishing expectations right at the outset so there's very little confusion as to what will be happening at the gaming table. </p><p></p><p>Within the scope and story of the adventure, I'm running the PC's can do pretty much anything they want. If I'm running an adventure where there's a goblin attack and the PCs instead of going to wipe out the goblin tribe attempt to treat with their leaders to find out why the attack happened? Even if it's not part of the written adventure I make room for that possibility for them whereas when I was 12 I eliminated that possibility because it wasn't in the adventure. The very notion that if I'd prepared for that eventuality I would somehow be removing player agency via railroading seems like the reachiest of reaches to me.</p></blockquote><p></p>
[QUOTE="ShinHakkaider, post: 8336237, member: 9213"] Yeah. I was going to attempt to engage but his responses are essentially "his one true way" and everything else is wrong or bad. Granted, he's not coming right out and saying that but when he states things like " Story isnt X, Story is Y (the way I do it)" It's time to walk away from the discussion. Because nothing short of "I AGREE with you" is going to bear any "productive" fruit. I've run modules and pre-written adventures since I was 12. The way I've run them then in relation to the way I run them now is very different and has a lot to do with setting and establishing expectations right at the outset so there's very little confusion as to what will be happening at the gaming table. Within the scope and story of the adventure, I'm running the PC's can do pretty much anything they want. If I'm running an adventure where there's a goblin attack and the PCs instead of going to wipe out the goblin tribe attempt to treat with their leaders to find out why the attack happened? Even if it's not part of the written adventure I make room for that possibility for them whereas when I was 12 I eliminated that possibility because it wasn't in the adventure. The very notion that if I'd prepared for that eventuality I would somehow be removing player agency via railroading seems like the reachiest of reaches to me. [/QUOTE]
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