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Why defend railroading?
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<blockquote data-quote="Bedrockgames" data-source="post: 8343004" data-attributes="member: 85555"><p>I addressed this above. Choosing to go in a given direction, especially in this example where the poster said originally there are two doors and behind one is an encounter, and if the players pick the other door, he will move the encounter so they still have it. In most campaigns choosing which direction to go is not the same kind of thing as choosing which color cloak to have (especially if that decision is what is supposed to determine what you encounter or where you end up: and you reach those things regardless of the direction you choose). Again, in certain games maybe that is just flavor but those are definitely edge cases and nothing like that was brought up in the example. I am not making an argument that there is only one type of adventure here or that exploration is always the way things are done (but the example is clearly giving an indication that this is the expectation). The first xample is giving every indication this is some type of dungeon situation where players expect choices like that to matter, to be objective and keyed to things the GM has planned on the map. Now if this were a wandering encounter, or a monster with will that is trying to follow and attack the party, or something that is different, but the poster specifically says something is behind the door, but gets moved to make sure the players encounter it. The second example is giving every indication that the players would expect their choice to matter and be important for determining where they end up. If they end up at the haunted house every time not matter what, and they are informed about this, without any other context to go on, I think it is fair to label this railroading and I think most players in that situation, once informed of what is going on, would see it as railroading (I know I would).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8343004, member: 85555"] I addressed this above. Choosing to go in a given direction, especially in this example where the poster said originally there are two doors and behind one is an encounter, and if the players pick the other door, he will move the encounter so they still have it. In most campaigns choosing which direction to go is not the same kind of thing as choosing which color cloak to have (especially if that decision is what is supposed to determine what you encounter or where you end up: and you reach those things regardless of the direction you choose). Again, in certain games maybe that is just flavor but those are definitely edge cases and nothing like that was brought up in the example. I am not making an argument that there is only one type of adventure here or that exploration is always the way things are done (but the example is clearly giving an indication that this is the expectation). The first xample is giving every indication this is some type of dungeon situation where players expect choices like that to matter, to be objective and keyed to things the GM has planned on the map. Now if this were a wandering encounter, or a monster with will that is trying to follow and attack the party, or something that is different, but the poster specifically says something is behind the door, but gets moved to make sure the players encounter it. The second example is giving every indication that the players would expect their choice to matter and be important for determining where they end up. If they end up at the haunted house every time not matter what, and they are informed about this, without any other context to go on, I think it is fair to label this railroading and I think most players in that situation, once informed of what is going on, would see it as railroading (I know I would). [/QUOTE]
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