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Worst game I ever ran.
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<blockquote data-quote="Pentius" data-source="post: 5712848" data-attributes="member: 6676736"><p>a lot of people are talking about railroading here, but I don't see it. I see a road, that is, expectations of how the game might go, and plans about how the game might go. But I'd expect those from any DM worth his salt. When you control all the scenery and 99.9% of the population, you have some heavy influence on the outcome of events. Presumably you'd know your players well enough to have some idea of where they'll go and what they'll do, too. It isn't bad to try and be ready for what will happen.</p><p></p><p>But I don't see any rails here, and rails are an integral part of a railroad. 3 of the 4 encounters did not go as planned. GM4PG made sure his players had and remembered what info their characters should have perceived, and he tried to go with the flow when they did what he did not expect. He didn't force them to deal with the cyst, or to talk to the dromites or not shoot the sand spirit. He had a scenario in his head, thought, "The players will probably do X" and then he freely allowed them to do Y instead. That is anti-railroad.</p><p></p><p></p><p>On a more constructive note, GM, I think your big problem was a lack of communication. They wanted RP encounters, you were ready, they didn't take them. They wanted to know about the dragon, you told them, they didn't get it. Sometimes these things happen. I can't really give specific advice from what info we have here, but I'd look to the disconnect between what you're saying and what they're hearing to address this.</p></blockquote><p></p>
[QUOTE="Pentius, post: 5712848, member: 6676736"] a lot of people are talking about railroading here, but I don't see it. I see a road, that is, expectations of how the game might go, and plans about how the game might go. But I'd expect those from any DM worth his salt. When you control all the scenery and 99.9% of the population, you have some heavy influence on the outcome of events. Presumably you'd know your players well enough to have some idea of where they'll go and what they'll do, too. It isn't bad to try and be ready for what will happen. But I don't see any rails here, and rails are an integral part of a railroad. 3 of the 4 encounters did not go as planned. GM4PG made sure his players had and remembered what info their characters should have perceived, and he tried to go with the flow when they did what he did not expect. He didn't force them to deal with the cyst, or to talk to the dromites or not shoot the sand spirit. He had a scenario in his head, thought, "The players will probably do X" and then he freely allowed them to do Y instead. That is anti-railroad. On a more constructive note, GM, I think your big problem was a lack of communication. They wanted RP encounters, you were ready, they didn't take them. They wanted to know about the dragon, you told them, they didn't get it. Sometimes these things happen. I can't really give specific advice from what info we have here, but I'd look to the disconnect between what you're saying and what they're hearing to address this. [/QUOTE]
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