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Why defend railroading?
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<blockquote data-quote="Malmuria" data-source="post: 8336352" data-attributes="member: 7030755"><p>I think meaningful choices rely on player knowledge. If I were running a non-linear wildnerness scenario, the players should know that there always can be random encounters (and I would even check for them in the open), and their characters might know or have heard rumors of what specific creatures. And then as DM you just have to respect their choices. For example, if they've heard rumors of stone giants to the west, and because that they take precautions and go east, I don't think having the stone giants show up over there too (especially if it's just because you want a stone giant encounter) is very fair.</p><p></p><p>Ideally, the world would react to those choices. So in your example, maybe if they go meet the old hermit that means the bandits are able to make an escape or something, and the pcs hear about this. That's not a great example, but that's the way I would do it!</p><p></p><p>but tldr, the more information the players have, the better chance that they will be able to make choices that feel meaningful to them, and that might be a choice away from your pre-planned content.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8336352, member: 7030755"] I think meaningful choices rely on player knowledge. If I were running a non-linear wildnerness scenario, the players should know that there always can be random encounters (and I would even check for them in the open), and their characters might know or have heard rumors of what specific creatures. And then as DM you just have to respect their choices. For example, if they've heard rumors of stone giants to the west, and because that they take precautions and go east, I don't think having the stone giants show up over there too (especially if it's just because you want a stone giant encounter) is very fair. Ideally, the world would react to those choices. So in your example, maybe if they go meet the old hermit that means the bandits are able to make an escape or something, and the pcs hear about this. That's not a great example, but that's the way I would do it! but tldr, the more information the players have, the better chance that they will be able to make choices that feel meaningful to them, and that might be a choice away from your pre-planned content. [/QUOTE]
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Why defend railroading?
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