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Why defend railroading?
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<blockquote data-quote="Malmuria" data-source="post: 8337279" data-attributes="member: 7030755"><p>The value (for some) is if the PCs know that that magic item exists somewhere in that location, and they really want to risk finding it, they will keep exploring until they do, balancing risk and reward. This is basically the logic of gold for xp in classic play, where the PCs can spend precious time searching for secret doors or venture further into the dungeon in the hopes of finding something valuable, but at the risk of encountering more dangerous monsters and not making it out alive. In this way exploration is incentivized and rewarded. Or maybe there's a timer: a rival group is also in this location looking for the same item. In that case it's more meaningful, imo, if failing to get the item on time is a realistic possibility.</p><p></p><p>I don't think decoupling the magic item or macguffin from a location is necessarily railroading, but if I was doing that I wouldn't put it in a location to begin with. But again that puts me in the mindset of orienting prep towards curating an experience for the players, rather than just creating a dynamic scenario and seeing what the players do with it.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8337279, member: 7030755"] The value (for some) is if the PCs know that that magic item exists somewhere in that location, and they really want to risk finding it, they will keep exploring until they do, balancing risk and reward. This is basically the logic of gold for xp in classic play, where the PCs can spend precious time searching for secret doors or venture further into the dungeon in the hopes of finding something valuable, but at the risk of encountering more dangerous monsters and not making it out alive. In this way exploration is incentivized and rewarded. Or maybe there's a timer: a rival group is also in this location looking for the same item. In that case it's more meaningful, imo, if failing to get the item on time is a realistic possibility. I don't think decoupling the magic item or macguffin from a location is necessarily railroading, but if I was doing that I wouldn't put it in a location to begin with. But again that puts me in the mindset of orienting prep towards curating an experience for the players, rather than just creating a dynamic scenario and seeing what the players do with it. [/QUOTE]
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