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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 9042326" data-attributes="member: 7026617"><p>An interesting example here is that I ran a campaign of Scion 1e a number of years back. It was hideously railroaded, virtually out of necessity, because the necessary balance in the system above Hero level virtually requires people to pick the right targets (because otherwise you'll have people up against opponents on either side that will squash them like bugs) and go through the right steps because the mythological force of the setting <em>will not let them succeed otherwise</em>. One of the themes of the system is that Scions are constantly struggling not to let their relationship with mortal expectations not to lock them down and chain their free will with Fatebinding. As such it was always a narrow path between just going along and ending up as effectively divine puppets (its the reason most fullblown gods avoid interacting with mortals directly <em>at all</em>); combined with the severe swings in power (and not just physical but social and intellectual) amongst PCs everything had to be handled with care.</p><p></p><p>I found it simultaneously interesting and <em>severely uncomfortable</em>. But at the end of the day, the players generally seemed to get a lot out of it, even though they were often fairly constrained. The late Steve Perrin's comment was "Yeah, it was definitely a railroad, but I really enjoyed the ride."</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9042326, member: 7026617"] An interesting example here is that I ran a campaign of Scion 1e a number of years back. It was hideously railroaded, virtually out of necessity, because the necessary balance in the system above Hero level virtually requires people to pick the right targets (because otherwise you'll have people up against opponents on either side that will squash them like bugs) and go through the right steps because the mythological force of the setting [I]will not let them succeed otherwise[/I]. One of the themes of the system is that Scions are constantly struggling not to let their relationship with mortal expectations not to lock them down and chain their free will with Fatebinding. As such it was always a narrow path between just going along and ending up as effectively divine puppets (its the reason most fullblown gods avoid interacting with mortals directly [I]at all[/I]); combined with the severe swings in power (and not just physical but social and intellectual) amongst PCs everything had to be handled with care. I found it simultaneously interesting and [I]severely uncomfortable[/I]. But at the end of the day, the players generally seemed to get a lot out of it, even though they were often fairly constrained. The late Steve Perrin's comment was "Yeah, it was definitely a railroad, but I really enjoyed the ride." [/QUOTE]
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