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You're doing what? Surprising the DM
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<blockquote data-quote="Celebrim" data-source="post: 6098080" data-attributes="member: 4937"><p>Probably. I just hesitated to get into a discussion of how I would prepare for that possibility for fear of getting more yelling about railroads. In general, what you are dealing with here is a variation of the 'three clue' rule, where, you have prepare for the possibility that clues will be missed. Basically, you always need to prepare for more than one way to approach the problem as well as 'signposts' to get things back on track if the thread is lost completely. A simple example is that there is in City B, a map of the desert showing important locations. Combined with the clues in the city about how the 'keys' (where keys could be anything not necessarily actual keys) are to be used, this lets players opt to go back. You can also have spare 'keys' in the city. Of course, this would get into the argument of whether you do well to have 'keys' and 'doors' at all, and would raise accusations about me stopping players from having creative plans to 'break down the doors' (which isn't true). Keep in mind, some see "defining a setting" much less "having a plot outline" as the same as railroading. I suppose if you have consensus "No Myth" in play, it is, but that's a different discussion.</p><p></p><p>However, if you are interested in discussions about RPG plotting, I suggest you start a different thread and ask questions.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6098080, member: 4937"] Probably. I just hesitated to get into a discussion of how I would prepare for that possibility for fear of getting more yelling about railroads. In general, what you are dealing with here is a variation of the 'three clue' rule, where, you have prepare for the possibility that clues will be missed. Basically, you always need to prepare for more than one way to approach the problem as well as 'signposts' to get things back on track if the thread is lost completely. A simple example is that there is in City B, a map of the desert showing important locations. Combined with the clues in the city about how the 'keys' (where keys could be anything not necessarily actual keys) are to be used, this lets players opt to go back. You can also have spare 'keys' in the city. Of course, this would get into the argument of whether you do well to have 'keys' and 'doors' at all, and would raise accusations about me stopping players from having creative plans to 'break down the doors' (which isn't true). Keep in mind, some see "defining a setting" much less "having a plot outline" as the same as railroading. I suppose if you have consensus "No Myth" in play, it is, but that's a different discussion. However, if you are interested in discussions about RPG plotting, I suggest you start a different thread and ask questions. [/QUOTE]
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