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Why defend railroading?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8342661" data-attributes="member: 6790260"><p>As I mentioned far upthread, some of this may lead to problems though, if you really are (in some sense) "making the world exist" only in the moment it's called for. A player felt there was no tension, no <em>weight</em> to choosing, if they were choosing Currently Faceless Void #1 vs Currently Faceless Void #2, when I would roll and <em>whatever</em> I would roll would end up being in whichever thing they chose.</p><p></p><p>More or less, he wanted to see a world that <em>was</em> randomly-generated, but randomly-<em>pre</em>-generated. One where choosing to go left didn't (OOC) <em>manifest</em> the Glassworks to the left, but rather, where the Glassworks <em>already was</em> to the left. Where choosing to go right might mean missing the Glassworks entirely, should the players fail to return to check the left direction too. I haven't done any "roll to explore the location" content since then, but if I do, I'll be factoring in this feedback. (Likely, I'd pre-generate as many rooms as I thought could be reasonably hit within one session, and only generate new rooms if required--a balance between addressing that perceived absence of tension and not mapping out a huge space that might go unobserved.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8342661, member: 6790260"] As I mentioned far upthread, some of this may lead to problems though, if you really are (in some sense) "making the world exist" only in the moment it's called for. A player felt there was no tension, no [I]weight[/I] to choosing, if they were choosing Currently Faceless Void #1 vs Currently Faceless Void #2, when I would roll and [I]whatever[/I] I would roll would end up being in whichever thing they chose. More or less, he wanted to see a world that [I]was[/I] randomly-generated, but randomly-[I]pre[/I]-generated. One where choosing to go left didn't (OOC) [I]manifest[/I] the Glassworks to the left, but rather, where the Glassworks [I]already was[/I] to the left. Where choosing to go right might mean missing the Glassworks entirely, should the players fail to return to check the left direction too. I haven't done any "roll to explore the location" content since then, but if I do, I'll be factoring in this feedback. (Likely, I'd pre-generate as many rooms as I thought could be reasonably hit within one session, and only generate new rooms if required--a balance between addressing that perceived absence of tension and not mapping out a huge space that might go unobserved.) [/QUOTE]
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