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Why defend railroading?
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<blockquote data-quote="TheSword" data-source="post: 8337130" data-attributes="member: 6879661"><p>Adventure Path play absolutely can result in a changing world. For instance I’m currently</p><p>DMing Rise of the Runelords for a group.</p><p></p><p>[SPOILER="Spoiler for RotR"]The players infiltrated the lair of the skin-saw cult. They didn’t defeat the cult and their leader as the book presumed they would. Instead they followed one of the cultists to the cults true leader at a different location.</p><p></p><p>Later the rank and file cultists attacked the PCs in their base of operations later on in retaliation. The leader of the cult also disguised themself on the same vessel that the players later travelled on and bribed the captain to betray the characters. At that point the characters defeated the cult leader, several levels and about two months later than originally intended.[/SPOILER]</p><p></p><p>Adventure paths are generally gated between key events or locations that act as way points. How you get to each gate is entirely up to you and what you do inbetween is entirely up to you. That doesn’t sound like any railroad I’ve been on.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8337130, member: 6879661"] Adventure Path play absolutely can result in a changing world. For instance I’m currently DMing Rise of the Runelords for a group. [SPOILER="Spoiler for RotR"]The players infiltrated the lair of the skin-saw cult. They didn’t defeat the cult and their leader as the book presumed they would. Instead they followed one of the cultists to the cults true leader at a different location. Later the rank and file cultists attacked the PCs in their base of operations later on in retaliation. The leader of the cult also disguised themself on the same vessel that the players later travelled on and bribed the captain to betray the characters. At that point the characters defeated the cult leader, several levels and about two months later than originally intended.[/SPOILER] Adventure paths are generally gated between key events or locations that act as way points. How you get to each gate is entirely up to you and what you do inbetween is entirely up to you. That doesn’t sound like any railroad I’ve been on. [/QUOTE]
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Why defend railroading?
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