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<blockquote data-quote="Kzach" data-source="post: 5687271" data-attributes="member: 56189"><p>Not really. Optimisation was definitely a consideration but at the same time I wanted to avoid cheese so super charop builds were avoided as well. There was definitely a desire to create an even playing field so that every player could shine through their character, however the driving goal behind it wasn't even what I just posted above, but rather that I wanted everyone to concentrate on playing through the adventure rather than on what their character would get next level.</p><p></p><p>And DEFCON1 is right, calling it a railroad was possibly the wrong term to use. The way I was going to run the adventure was to have strong and obvious goals that had a clear-cut path to success and an expectation that the players would follow and achieve those goals. How they achieved them, though, was up to them and I actually encourage inventive and imaginative play.</p><p></p><p>The reason for this is that online play can be very slow. If anything is obscure or requires investigation, you can spend your entire session trying to muddle through something that would take fifteen minutes in a face-to-face game. I wanted the game to maintain a good pace and to do that, it needs to have strong and obvious goals with a clear-cut path to success.</p><p></p><p>Regardless, it was just a concept and one that I've now abandoned. This thread has fulfilled it's purpose for me.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5687271, member: 56189"] Not really. Optimisation was definitely a consideration but at the same time I wanted to avoid cheese so super charop builds were avoided as well. There was definitely a desire to create an even playing field so that every player could shine through their character, however the driving goal behind it wasn't even what I just posted above, but rather that I wanted everyone to concentrate on playing through the adventure rather than on what their character would get next level. And DEFCON1 is right, calling it a railroad was possibly the wrong term to use. The way I was going to run the adventure was to have strong and obvious goals that had a clear-cut path to success and an expectation that the players would follow and achieve those goals. How they achieved them, though, was up to them and I actually encourage inventive and imaginative play. The reason for this is that online play can be very slow. If anything is obscure or requires investigation, you can spend your entire session trying to muddle through something that would take fifteen minutes in a face-to-face game. I wanted the game to maintain a good pace and to do that, it needs to have strong and obvious goals with a clear-cut path to success. Regardless, it was just a concept and one that I've now abandoned. This thread has fulfilled it's purpose for me. [/QUOTE]
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