As a GM you are the end-all of the rules in this game or any game, as such it is up to you to keep the game moving forward while allowing the players to be the coolest kids on the block and become the Legends they want to be.
If you are not familiar with the Rule of Cool, its a long standing trope that means that there is willing suspension of disbelief for a given element is directly proportional to its awesomeness or coolness. This is something that happens a great deal of time in film and television. In RPG's this is occurs when a character or characters want to pull off something incredibly cool, and so long as it is plausible within the rules, the character(s) are allowed to break the wall of belief. This rule is meant to break logical consistency, but so long as the break is advancing the story or adds the excitement of the story, then this should be allowed, and allowed as often as the players can come up with cool but somewhat plausible reasons or thinking behind what they are attempting to do. With that stated, the key to this rule not becoming a drag on the tension of the story is to establish early on just how much crazy you are allowing, and that everyone understands the feel and flow of the story. As the GM you need to maintain a consistency with the rules in the world and the game, and allowing things to happen all the time because "it's cool" makes this rule lame. In any case so long as the cool factor of the character's attempt is within the realm of possibility allow it to happen. Make it an intense moment, they are after all break some rules of reality, have them make some skill checks, attribute checks or even spend some of that valuable Heroic Luck. While the cool moments should be something on the scale of a Micheal Bay film moment, if every moment is like this, they will lose their sense of awesomeness and loses its cohesiveness and will make the more often slower moments will seem boring and players may be less invested with these moments.
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By definition the concept of railroading is a style of Game Mastering where the GM tends to deny players from having any opportunity to affect change in an adventure or campaign through their character's actions or decisions (though to some players it means any attempt by the GM to introduce a plot or some-how influence the story); whereas Sandboxing is a style of gaming where there is little to no limitations placed on the player and her character, allowing the player character to roam and change the world around them at will, which will often result in player option paralysis. Neither of which is good for any role-playing experience and both of which will die out quickly due to boredom, frustration or arguments. Both are extremes and should be avoid at all costs.
However, if you and your players prefer moving directly from Point A to Point B with little interaction with the world, other than to sell treasure, purchase healing or learning spells, then "railroading" or rather a strict-linear style of play would be perfect for you; or if you are able to and can easily improvise the world around the player characters with enough background filled with NPCs, locations, rumors, side-treks, "find the fun style" and perhaps a main over-reaching plot arc, then perhaps the open-world is perfect for you and your group. A better middle ground could be described as linear-open world. A linear-open world style of play requires you, the GM, to present the players with options concerning the story in such a way that the players never feel as though you are pushing or carrying them through the adventure or scenario. This requires some work on your part. You must prepare a number of pathways, some that might lead back to the original story either through a number of other minor encounters created by your players, while others will be a direct route back to the plot line; through a list of rumors that might be used to redirect the PCs back to the path of the scenario. One of the best ways to create a linear-open world is through the use of various timelines, a schedule of events over the course of the campaign where the PCs will learn of the events as they occur, or if they happen to be in the right spot at the right time to learn about them before they occur giving the PCs a chance to intervene. Players, despite their need to feel a sense of freedom, need to have a sense of structure as well, which means that a game should conform to a strong story pace and most players will, either directly or indirectly, choose a goal and once a goal is chosen the open world blends seamlessly into a linear progression. So long as you are not blatantly driving the players, they will likely never figure out that the path they are on is actually a part of the scenario. Be prepared for the players to go left when the story progression needs them to go right. When this occurs, keep the following in mind: Be Patient (let the players explore and deal with the consequences), Relax (as long as you do not let them see you panic they will likely not even know that they stepped off the chosen path), and place subtle signposts to help guide the lost back toward the desired goals of the campaign. When players feel that they have choices, they are likely to not ruin the campaign. Most players want the structure of a linear story line, whether they know it or not. What is good? What is evil? What is neutrality? The philosophical ideals that we represent in Legends of Kralis are often similar to the tides of the ocean. At one moment a character can be performing an altruistic action (good) and the next doing an act of depravity (evil) while at the same time not taking a stand against anything that does not affect them (neutral).
The questions of what good, evil and neutrality are, is difficult to answer as each rests on the particular perspective of not only the character but also the player. Many times players do not wish to deal with the philosophical questions of good, evil and neutrality. Often that is just fine. However, these are games made to push the limits of a player's point of view to take a different look at what is evil and what is good. It is up to you as the GM to push these boundaries. To make the players think, if just a little bit, about good and evil. Heroes do good, or at least they struggle to do good. Doing good is not always an easy task, it is more often easier to do acts of evil. Doing good is a goal, one that is held aloft, held above struggle and grief to expand a character’s and a player’s point of view. Being good or evil, requires a certain point of view or temperament, ideals that spur the character not to just avoid doing evil acts or good acts, but to actively promote the existence of either. What is good? It is an altruistic view of the world. It is not nice, polite, well mannered,t or self-righteous. It is the power behind the great power of Positive Energy that pushes beings to take on evil and crush it wherever it grows. It is a vision of the just, filled with hope, peace, benevolence and righteousness. Goodness is right understanding, right thoughts, right speech, right action, right effort, and right mindfulness of yourself in the world to prepare for the ultimate attainment of Wisdom and Enlightenment. What is evil? Evil views the world through a self-interest that will only have a direct improvement of the self. It is often characterized by a lack of compassion for anyone, a tendency to enjoy causing harm, and a disregard for wants and needs of others. Evil, more than just being opposed to good, is the great power behind Negative Energy. It is often vile, corrupt and irredeemable. This is not being bad, or naughty, or even not nice. It is dark, cruel, cold, and often utterly malevolent. Evil is more than just not having right thoughts or right actions. It ranges from a deep hatred, to a deep selfishness, to a complete lack of caring for others. Being evil is not always a reign of chaos or lack of control over themselves. It can be very calculating and manipulative, and not all evil is ugly or in your face. Those who are neutral concerning good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral beings are committed to others by personal relationships. Being good or evil can be a conscious choice. For most, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some, it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these beings maintain that a balance between the two is the proper place for people, or at least for them. Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. So what is .....??? Good This is an altruistic view of the world and those who live in it, characterized by a concern for dignity, personal sacrifice, respect for others, gentleness with the helpless, weak, down trodden, and a commitment to those in need. Everyone and everything has a right to live in peace and harmony, living by the best version of the “golden rule”: doing to others as they would have done to them. Neutral Neutrality defines the world neither as black and white, nor as only shades of gray, but as a rainbow of all colors where no one color dominates and all are allowed to participate. This view advocates a middle of the road approach that revolves around allowing each his own independent or self-constructive action. This can denote a lack of concern for larger issues, as an indifference to good or evil as “constructions” of society or it can denote a sincere devotion to maintaining a balance of good and evil in the world. Evil This view of the world is based almost entirely on self-interest or interest for a group that will directly improve the self. It is characterized by a lack of compassion for anyone, a tendency to enjoy causing harm, and a disregard for wants and needs of others. It can also be interpreted as a colder approach, meaning that the character believes that predators strengthen the world by eliminating the weak and making themselves stronger. Such a character might believe that to do otherwise is a crime and that it is evil not to do so. In other cases, the killing of innocents, may be considered evil to others, while to those of an evil outlook would justify it as making the world a better place, better suited for those who know what they want. Note that most people who have been regarded as “evil” do not view themselves as such. It is not a chaotic, out of control world view, it can be cold, calculating and manipulative. Being evil is not always ugly or in your face about what it does. Devoted Philosophies Once you obtain enough philosophy points you may begin to feel the pull of the great good that is positive energy of the Omniverse or the vile corruption of evil that is driven by the negative energy of Chaos and the darker places of the Celestial Realms. You may choose to become devoted to either good or evil philosophies. In doing so you have decided to take on specific roles and responsibilities within the world you exist. Those that choose to be devoted to a philosophy tend to be zealots in their philosophical outlook. In either view they never weaver in their outlook or decisions. Characters of a devoted good philosophy tend to follow a path of integrity that exalts mercy, benevolence and tradition. Those of a neutral philosophy tend to follow a path of harmony that exalts conformity, tradition and universalism. Those of an evil philosophy tend to follow a path of supremacy that exalts power, hedonism, and achievement. Those that are devoted gain the following benefits so long as they remain devoted to their philosophical outlook. Those of a neutral philosophy can never be devoted to an outlook of neutrality. |
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