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Witchfire trilogy question
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<blockquote data-quote="Banshee16" data-source="post: 2821242" data-attributes="member: 7883"><p>Well, the alternative is to purchase the modules, have the players get one lucky role against an NPC who is a major part of the plot, and end up causing the rest of the adventure to be trashed.</p><p></p><p>I actually tend to agree that a certain amount of railroading is necessary. I've had it happen several times that I spend 6 hours preparing an adventure, the players do something unexpected, or luck out or whatever, especially early on, and the DM basically gets to crumple the adventure up, throw it out, and ad-lib for the next several hours.</p><p></p><p>That's no fun for the DM either....and if the DM isn't having fun, the players won't either. So a bit of railroading isn't necessarily a problem. I actually dislike the current WotC mantra that everything's about bashing in doors and stealing treasures, and that you have to have a fully detailed adventure location for every place the characters go. Because that in itself is railroading.....it's just doing it in a different way. I actually prefer that there's a good story/plot to an adventure. A reason why things are going on. Too often these are quite contrived, and very poorly organized. And yes, within the adventure location the DM has everything detailed, so the PCs can do whatever they want within the rules. But modules still depend on railroading to make sure that PCs go from fully detailed dungeon A to fully detailed dungeon B.</p><p></p><p>I haven't run the Witchfire Trilogy modules yet, but I do have them. I thought of getting the compendium, but I'm not honestly sure how much extra I'm getting for purchasing it, so I held off. The story actually seemed pretty cool.</p><p></p><p>Having just completed Dead Gods with my players, I can say that it has a fair amount of railroading, yet it was written by Monte Cook, right? The players still had fun. It was my job as DM to use it as a guideline, adlib where necessary, and give them the sandbox to play in.....and not necessarily have every 5' square mapped out for what's in it. As a group, everyone had a great time playing it.</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 2821242, member: 7883"] Well, the alternative is to purchase the modules, have the players get one lucky role against an NPC who is a major part of the plot, and end up causing the rest of the adventure to be trashed. I actually tend to agree that a certain amount of railroading is necessary. I've had it happen several times that I spend 6 hours preparing an adventure, the players do something unexpected, or luck out or whatever, especially early on, and the DM basically gets to crumple the adventure up, throw it out, and ad-lib for the next several hours. That's no fun for the DM either....and if the DM isn't having fun, the players won't either. So a bit of railroading isn't necessarily a problem. I actually dislike the current WotC mantra that everything's about bashing in doors and stealing treasures, and that you have to have a fully detailed adventure location for every place the characters go. Because that in itself is railroading.....it's just doing it in a different way. I actually prefer that there's a good story/plot to an adventure. A reason why things are going on. Too often these are quite contrived, and very poorly organized. And yes, within the adventure location the DM has everything detailed, so the PCs can do whatever they want within the rules. But modules still depend on railroading to make sure that PCs go from fully detailed dungeon A to fully detailed dungeon B. I haven't run the Witchfire Trilogy modules yet, but I do have them. I thought of getting the compendium, but I'm not honestly sure how much extra I'm getting for purchasing it, so I held off. The story actually seemed pretty cool. Having just completed Dead Gods with my players, I can say that it has a fair amount of railroading, yet it was written by Monte Cook, right? The players still had fun. It was my job as DM to use it as a guideline, adlib where necessary, and give them the sandbox to play in.....and not necessarily have every 5' square mapped out for what's in it. As a group, everyone had a great time playing it. Banshee [/QUOTE]
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