Shiv
New Member
I have made 324 posts
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I joined December 2009
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Post by Shiv on Jan 4, 2011 3:52:21 GMT -5
Player agency is a tricky thing for a DM. The question is always how far one is allowed to "railroad" a group of players for the sake of the game. It also depends from group to group, game to game and sometimes even session to session. Personally I've found that playing with experienced roleplayers is both a blessing and a curse as a DM this is because of a few factors. Experienced roleplayers are more apt to "dive in" and start asking the improtant questions, focus on the objective and generally keep the game flowing in its inteded direction. They also know the normal tropes used in the game and as such need less explenation and guidance. This speeds up the game and is most often nice for the DM as the players understand "their place" in the chronicle at large. The problem with experienced players is that they tent to conform with what they believe the DM wants them to do, whereas "new" playrs will often have wilder ideas. Experienced roleplayers tend to (even with the best DM intentions) railroad themselves, becuase they perceive what they think the DM has prepared and go out of theur way to keep the party following that path. This causes them to sometimes miss other opportunities or paths, and the players may not even realize they missed something, making them feel railroeded by the DM. I've actually had players acuse me of railroading because of this, not pretty So why talk about this now? Well it's just a small discussion on how I see things for this adventure (plus I love discussing things like this), with the group, setting, and adventure being what they are, you can expect some pretty heavy handed DM pointing for large parts of the game. In another groop, for instance vampire the maquerade PnP, a more open gamestyle would be more appropriate since PnP allows for questions and ideas that may take a little extra time. In a PbP setting though asking a few dozen questions about the status of the village (because you hope to incite a pesant revolt instead of the original -DM hinted- plan to sneak in and assassinate the evil baron) would take a tremendous ammount of time away from the actual game. I'm not saying not to be creative, and I'm not saying that you shouldn't ask as many questions and do as many things as you want. But I'm saying that in this particular adventure, I'll be doing the more classic "kick in door"-style of gaming and your main objective will be to traverese and overcome dungeons. To exemplify, you currently have a decission to make about buying -or not- a map. I feel the need to point out that no matter what you do or which road you take (map or not) I've planned for both. I'm consciously DM-railroading you between two paths (basically) and then leaving it to player agency to choose between them, and I can easily say that this is the kind of decision making that I'll probably be endorsing/using thorughout the game. Heavy DM-direction but with ultimate player control over the variables presented. I think this is the best solution for the current type of game. And yes, you can still faff around in the village as much as you want. The good thing about PbP-play is I have lots of time to improvise should you do something I haven't planned for. So the game is actually both more free and more constrained due to the medium we use
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