@Cain
QUOTE (Cain @ Nov 22 2011, 03:54 AM)
And your problem is? An ex-marine with strength 1 is crippled and he knows it. It makes for an entertaining few moments sometimes, because flaws can be as much fun to roleplay as strengths. Same with getting tricked by a little girl, it might even become a running joke. Characters without strengths and flaws are usually boring.
Which perfectly fits the agility 9. Well no, it does not. Yes you can always try to give some kind of explaination, but in the end they will fall apart if you can't ignore your flaws.
Ok, lets take an other form of explaination:
A strength 1 character should have major problems even shooting a heavy pistol. But the game says he does not. (The extream example for that is the strength one pixie shooting a barret mid air.)
Rulewise possible but in no way plausible. So the marine with strength 1 works, as long as this attribute is never brought up in game and nobody really knows.
To go one step further it would be no problem to give min. strength requierments for each set of firearms. (Be it like: Holdouts, light pistols (both hands) 1, heavy pistols(both hands), light pistols, MPs 2 etc. up to Sniper rifles from the shoulder 5 or assault cannon 6 or even 8. I do not know.)
Those rules would be good fit to reality but now the optimized character does not work anymore.
If you optimize your character to fit the rules (and the rules are not perfect) you have to take points from attributes which are ignored in the rules and but them on attributes which are used. You are not optimizing to get a character which can survive in a realistic invironement, you are building a character which does the best in the challenges you anticipate.
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Because players *never* follow every lead, forcing them to chase down each one is a waste of their time, and making encounters out of every one is a waste of your time. I just wing it. I can never fully guess what the players are going to do next, so I just run with whatever they do. Setting up a predetermined path-- or even a predetermined matrix-- is railroading them from scene to scene. If they want to give up and do something different midway through, I can deal with it (won't like it, but I can deal).
Mostly thats the excuse I hear from lazy ass GMs. (I am not saying you are one, but thats where I get stuff like that)
I am more guessing you do not really know what the word railroading means.
It means that decisions the players make, have no impact on the adventure.
Meaning I always get to the ending/scences I want (if no player kills himself etc).
If you go to the theoretical extream even that won't work. It is like "I jump down that cliff, I want to die" "Ok, you are caught by a griffon which brings you to the tower of the dark mage".
Mostly if I have seen GMs going unprepaered at an adventure (or with this comment) it went down like the example above or the players had to make this one move he thought of.
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Ultimately, only by presenting a problem and completely responding freeform to their actions can you avoid railroading, and not every GM has fun with that.
Thats just a lie. I watched GMs doing that, and I have never seen more railroading in my life.
If you do that, you have no other choice than railroading. Because you can't keep up with the ideas of the players without doing so.
There are only a limited set of possible path the players can take (which would also be functional) but if you do not even prep some of them, you are forced to force the players down that one you could make up on the fly. (Or you just let fly everything and the decsions of the players do not have any impact on what happens)
If I come prepared I do not need to force players down a path.
Why? Because it is no problem to make up one scene/chain of events if you have 3 scences to possibly connect it to and 3 encounters time.
But on the fly you are only able to let it lead to one or two other scence and" hello to the railroad." (Which will be basicly the same)
Yes, maybe I will only get to use 80% of my preaped scence, because the players did not take that special road. Thats ok. Sometimes they are even able to skip 50% and go down an completly unexpected line. But because I know the layout of the adventure well in my mind, because they also walk in encounters I have planed etc. it is no problem to make up this road and connect the dots. (But only if I prepared myself)
It gets very obvious if you play an adventure with an other group. To improvise is so much easyer if you already have a lot of scence in your mind.
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But if someone's going to accuse me of railroading, then it's only fair for me to point out the locomotive they're sitting on.
The only problem is, they should be sitting on one... The only thing you pointed out where straw mens. "If you foce them down every road..." Well, nobody said that.
But to have a hit rate of 70% is more than possible, even if you do not know the group.
Every Story has points you have to go to, in order for the story to proceed.
It is like if somebody ask me where the guy next door will buy a milk, a CD and a ham. There are just a limited number of shops which sell any of those iteams and he will probably try to get the stuff near one place. So that narrows it down. Yes, I could be wrong. But making 3 guesses, it is more than likely one will hit.
If you write a detective story, the players will ask witnesses. Thats what a GM can see up front. If one or two players have an Idea for a shortcut and you have a lot of scence prepared you know to which this would lead. So you only need to make out what the sortcut will be like. (If you do not, the plan you have improvised falls apart...)