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Why defend railroading?
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<blockquote data-quote="Bedrockgames" data-source="post: 8343958" data-attributes="member: 85555"><p>I didn't get the impression anyone was advocating screwing over the players. My sense was the intention was to provide a good session and the belief was that by moving the encounter behind the door, by moving the ogre on the path into the path of the players, by having the haunted house appear no matter what direction the players go, the GM is improving the session. The intentions here are not bad (I think the number of bad intentioned GMs is pretty small). But you don't need intention to screw the players to railroad, nor do you need to intend to screw the players, to screw the players. I think part of the issue here, at least in the scenario that was presented (I am not commenting on anyone's gaming style or approach in play just the examples we've been dealing with), it comes across as the GM thinking he or she knows what the players want and need even if they don't, and not trusting them to make a choice, and be okay with the outcome of that choice. If the issue is, the party needs something exciting, fair enough, but in that case just put something interesting behind both doors, or put something on the other path from the ogre so that the choice really does matter.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8343958, member: 85555"] I didn't get the impression anyone was advocating screwing over the players. My sense was the intention was to provide a good session and the belief was that by moving the encounter behind the door, by moving the ogre on the path into the path of the players, by having the haunted house appear no matter what direction the players go, the GM is improving the session. The intentions here are not bad (I think the number of bad intentioned GMs is pretty small). But you don't need intention to screw the players to railroad, nor do you need to intend to screw the players, to screw the players. I think part of the issue here, at least in the scenario that was presented (I am not commenting on anyone's gaming style or approach in play just the examples we've been dealing with), it comes across as the GM thinking he or she knows what the players want and need even if they don't, and not trusting them to make a choice, and be okay with the outcome of that choice. If the issue is, the party needs something exciting, fair enough, but in that case just put something interesting behind both doors, or put something on the other path from the ogre so that the choice really does matter. [/QUOTE]
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