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How Not To Railroad My Players With Choice (The Pitfallcan I avoid "railroading" my players by giving them a limited set of Choicechoices with Bad Descriptions)only basic descriptions?

I play Dungeons and Dragons 5e.

I have a habit of highlighting certain choices, without realizing I'm doing it, because what I feel like I'm doing, is telling not showing. I I have a problem with my descriptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have totoo much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows, "You have chased the orcs into the pit of the cave. You are at the cave's entrance There are a pile of bones which seem to have some teethmarks, possibly from a wolf. You hear orc drums coming from the village you just came from in Coldharbor." :

"You have chased the orcs into the pit of the cave. You are at the cave's entrance. There are a pile of bones which seem to have some teeth marks, possibly from a wolf. You hear orc drums coming from the village you just came from in Coldharbor."

Or:

"Heaven's roar drums through the Sky Sea. Your hawk like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignite Gimble and Gamble's Zipping Zeppelins.

"Heaven's roar drums through the Sky Sea. Your hawk-like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignite Gimble and Gamble's Zipping Zeppelins."

Not only is this description loaded with totoo many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs. what desciptiondescription is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their enviromentenvironment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm proboblyprobably doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to surivivesurvive. How do I narrarate in a way that draw's my player's attention in, and has them at the edge of their seats while giving them  

freedomHow do I narrate in a way that draws my players' attention in, and has them at the edge of their seats while giving them freedom of choice? of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. Thanks guys. And sorry about my horrible spelling and grammar. I don't have Microsoft Word (Please elaborate on me right now. Thanks for understanding peepssuch recommendations by explaining how they're relevant to solving my problem.  )

How Not To Railroad My Players With Choice (The Pitfall of Choice with Bad Descriptions)

I play Dungeons and Dragons 5e.

I have a habit of highlighting certain choices, without realizing I'm doing it, because what I feel like I'm doing, is telling not showing. I have a problem with my descriptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have to much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows, "You have chased the orcs into the pit of the cave. You are at the cave's entrance There are a pile of bones which seem to have some teethmarks, possibly from a wolf. You hear orc drums coming from the village you just came from in Coldharbor."

Or

"Heaven's roar drums through the Sky Sea. Your hawk like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignite Gimble and Gamble's Zipping Zeppelins.

Not only is this description loaded with to many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs what desciption is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their enviroment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm probobly doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to surivive. How do I narrarate in a way that draw's my player's attention in, and has them at the edge of their seats while giving them freedom of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. Thanks guys. And sorry about my horrible spelling and grammar. I don't have Microsoft Word on me right now. Thanks for understanding peeps.  

How can I avoid "railroading" my players by giving them a limited set of choices with only basic descriptions?

I play Dungeons and Dragons 5e.

I have a habit of highlighting certain choices, without realizing I'm doing it, because what I feel like I'm doing, is telling not showing. I have a problem with my descriptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have too much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows:

"You have chased the orcs into the pit of the cave. You are at the cave's entrance. There are a pile of bones which seem to have some teeth marks, possibly from a wolf. You hear orc drums coming from the village you just came from in Coldharbor."

Or:

"Heaven's roar drums through the Sky Sea. Your hawk-like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignite Gimble and Gamble's Zipping Zeppelins."

Not only is this description loaded with too many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs. what description is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their environment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm probably doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to survive. 

How do I narrate in a way that draws my players' attention in, and has them at the edge of their seats while giving them freedom of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. (Please elaborate on such recommendations by explaining how they're relevant to solving my problem.)

3 Answered some questions.
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I play Dungeons and Dragons 5e.

I have a habit of highlighting certain choices, without realizing I'm doing it, because what I feel like I'm doing, is telling not showing. I have a problem with my desciptionsdescriptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have to much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows, "You have chased the orcs into the pit of the cave. You are at the cave's enterance.entrance There are a pile of bones which seem to have some teethmarks, possibly from a wolf. You hear orc drums commingcoming from the village you just came from in Coldharbor."

Or

"Heaven's roar drums through the Sky Sea. Your hawk like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignightignite Gimble and Gamble's Zipping ZeplinsZeppelins."

Not only is this description loaded with to many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs what desciption is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their enviroment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm probobly doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to surivive. How do I narrarate in a way that draw's my player's attention in, and has them at the edge of their seats while giving them freedom of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. Thanks guys. And sorry about my horrible spelling and grammar. I don't have Microsoft Word on me right now. Thanks for understanding peeps.

I play Dungeons and Dragons 5e. I have a problem with my desciptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have to much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows, "You have chased the orcs into the pit of the cave. You are at the cave's enterance. There are a pile of bones which seem to have some teethmarks, possibly from a wolf. You hear orc drums comming from the village you just came from in Coldharbor."

Or

"Heaven's roar drums through the Sky Sea. Your hawk like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignight Gimble and Gamble's Zipping Zeplins."

Not only is this description loaded with to many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs what desciption is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their enviroment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm probobly doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to surivive. How do I narrarate in a way that draw's my player's attention in, and has them at the edge of their seats while giving them freedom of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. Thanks guys. And sorry about my horrible spelling and grammar. I don't have Microsoft Word on me right now. Thanks for understanding peeps.

I play Dungeons and Dragons 5e.

I have a habit of highlighting certain choices, without realizing I'm doing it, because what I feel like I'm doing, is telling not showing. I have a problem with my descriptions if you want to call them that. Whenever I describe something, my players feel that I'm railroading them into three different paths. I have told them, they can do something else.

They feel like they have to much choice, vs not having enough descriptions that let them choose what they want to do.

My description, if you want to call it that is as follows, "You have chased the orcs into the pit of the cave. You are at the cave's entrance There are a pile of bones which seem to have some teethmarks, possibly from a wolf. You hear orc drums coming from the village you just came from in Coldharbor."

Or

"Heaven's roar drums through the Sky Sea. Your hawk like eyes catch sight of a druid dancer waltzing by the pyre, a ritual to ignite Gimble and Gamble's Zipping Zeppelins.

Not only is this description loaded with to many railroading choices, but I'm not describing anything. You know that saying of show not tell? Well, I'm telling, I'm not showing and I just don't get it. I'm just telling information that is only important to me, vs what desciption is important for my players. I don't understand the process of how to describe something (Showing not telling) and giving the players tools to interact with their enviroment and doing their own thing. I want to give my players the total agency of choice, not me force feeding it to them with descriptions that feel like I'm letting my players do stuff when I'm not.

For the longest time, I thought I wasn't railroading, but I am. I'm giving my players to much choice, and using choppy bland descriptions. I noticed whenever I describe something, I sound choppy. I'm probobly doing that right now. Okay, I am. I'll admit it. I'm choppy as Hades right now, but I want to improve. No, I need to improve in order for my game to surivive. How do I narrarate in a way that draw's my player's attention in, and has them at the edge of their seats while giving them freedom of choice?

I haven't been able to find an article on the subject, a book or video of what I'm talking about. If anyone has any sources that they can recommend, that would be great. Thanks guys. And sorry about my horrible spelling and grammar. I don't have Microsoft Word on me right now. Thanks for understanding peeps.

2 added 33 characters in body
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