Players are spiders. They sit at the center of enormous webs, waiting for fat story-flies to come buzzing along. Plotlines spiral out from them: thin tendrils of narrative webbing. These strands weave together to make delicate little worlds, each one held together by gossamer bonds. But like their webs, player-spiders are sensitive things. Pluck a strand with your hand and the spider sits still, because it knows the difference between blundering fingers and tasty morsels. Only when the story-flies are fat, wriggling, living things will the spiders stir to action. Unless, that is, to bite the hand that disturbed the web.

This, my friends, is why we don’t railroad our players into contrived situations. They can tell when you’re disturbing the webbing, and you’re likely to get bit.

It’s a lesson all GMs have to learn, and it can be a frustrating one. As story tellers we want to fill our campaigns with set-piece action sequences, dramatic confrontations, and startling reveals. We’ve got ideas for cool moments! And if those moments happen to unfold naturally at the table, all is well. But when it takes “narrative tweaking” for your cool idea to work, you’re guilty of disturbing the web.

This business comes in all kinds of flavors.

“Your teleportation magic suddenly doesn’t work here.”

“Your honor has been insulted! Make a Wisdom save of [undisclosed DC] to resist punching the guard.”

“You can’t dig  your way in. The ground is all solid stone in this region!”

When you make this kind of move, you don’t just risk your integrity as a GM. You risk frustrating your players. And even if they are willing to play along, chances are they won’t think your “correct solution” is quite as cool as you do. Just remember that player-spiders are happy when they’re the ones doing the fly catching. They care about their master plans, not yours. So don’t go blundering through their webs. Just be patient enough to watch them spin for themselves.

Question of the day then! What is the worst, most heavy-handed railroading you’ve encountered in a game? Were you forced to go along with some NPC’s plan instead of your own? Was talking useless when you were “supposed” to fight? Did all roads lead to Castle Dark Bad? Tell us your tales of contrived encounters and forced situations down in the comments!

 

 

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