>playing dnd for the first time with friends >use module for first few levels because everyone is new >immediately after we finish the final dungeon, there is a cave-in >we wake up strapped to gurneys, with all our items missing, with lobotomy scars
How do I defend myself against railroading? I don't like where this is going. I already brought it up after the GM asked for feedback and he just said "yeah lol you are being railroaded deal with it lol!! XD"
I don't wanna ruin his campaign since we are good friends but I want to defend my character's free will.
Would pic related work as a western setting or would it be too edgy? I'm thinking you'd follow the storyline of being bounty hunters that slowly go off the rails and become murderers and marauders, and once the players become disgusted with the wanton violence they're being asked to do by The Judge and the rest of the gang theyd desert and have to either evade or kill them as the gang relentlessly pursues them.
We've never tried doing a "serious" story in my group so I'm not sure how well it'd come off
>-Any character that requires more than 2 'classes' is unreasonable. >-As the number of books needed to build the character increases, so do the odds of unreasonability. >-Hybridization in general is suspect, and likely unreasonable. >-The mixture of Essentials elements with setting-dependent elements from pre-essentials design era is something to be inspected, and may have unreasonable outcomes. >-Cap all skill bonuses at char level + 10 or char level + 15 with Skill Focus >-Any house rules are unreasonable
IGNORE hybrid classes
IGNORE using more than 3 or 4 books to make your character
IGNORE using FR/Eberron/Dark Sun books outside of intended settings
IGNORE house rules
100 years ago, an avatar of Pelor crossed into the material plane and declared unbreakable, immutable edicts: No sentient being may willingly commit an evil act (or through inaction, allow an evil act to pass), and no travel in or out of the plane is permitted.
Enter the curious case of our heroes. Merry bandits four - trapped, frozen, and preserved in an icy mountain cave after celebrating a big score...200 years ago. They awake to a world in which only they can commit evil acts, and only they can save it from encroaching darkness.
this is my next campaign and I'm struggling with thinking of heroic/otherwise interesting things I can have players do
>set up a normal political setup that also has lots of monsters to hunt undergrounds in two separate but overlapping plots >players end up doing nothing but monster hunting, get mad, call me a fraud, player interest dies >set up a campaign that I announce is player-goal driven, but still prep the first intrigue encounter and then leave them free to scheme to their hearts content in a living world to accomplish their goal >players dont direct themselves >get accused of not prepping, player interest dies >set up a campaign where political events are heavily scripted, but have large branching narrative paths behind the screen, leading them from one encounter to the other >get accused of railroading, player interest dies
Is it my fault? Are all players idiots? The answer to both questions is yes, of course, but how do I at least improve my odds of success?
Also general advice/discussion thread.