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This question is related to my other questionother question. Please see that one for campaign background, rather than me repeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

This question is related to my other question. Please see that one for campaign background, rather than me repeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

This question is related to my other question. Please see that one for campaign background, rather than me repeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

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SevenSidedDie
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This question is related to my other question. Please see that SevenSidedDie advisedone for campaign background, rather than me to cut uprepeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

This question is related to my other question that SevenSidedDie advised me to cut up.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

This question is related to my other question. Please see that one for campaign background, rather than me repeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

swapping question body/title/tags to preserve Q-A connections
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SevenSidedDie
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Playing a pregame, how How to keep senseavoid the feeling of continuityrailroading in my campaign pregame?

My players and I are currently playing a "pre-game" for a whole campaign I have written. I want the playersThis question is related to be aware of the "how did it getmy other question that SevenSidedDie advised me to be this way", so I make them play two games 4000 and 2000 years before the campaign settingscut up.

We have already playedI don't want the first game, which went quite fineplayers to feel "trapped" and forced into a "tunnel", buteven though it's exactly what I had to somehow iron rough edges because the characters don't fit well into the epochdo. TypicallyCurrently, I replaced on the fly "flamethrower training" with "archery"think I achieve this, and "advanced computing" with "hieroglyphic writing".here is how I plan to change them back to the proper skills in the main campaignhave done it.

I have also made some adjustements to the world politics (based on my desired state), with the following issues: I don't wantcreated 7 different ways to killbring the characters, which requiresplayers into a little artifacting (supersituation where the super-being frozeis "pushed" inescapably into "freezing" them for 2000 years, fitted well in the game)as a consequence of their acts.

Therefore, my first two games are NOT played with the normal rules of the game, nor with the same background, nor with the same "characters" since I will massively overhaul them based on player experiences and decisions

Whatever I have enticed them into getting themselves into this situation by using their choices, they always arrive toarchetypes. One of the same macro-ending, but garner different experiencesplayers is a brute that wants to fight and items on the wayother has a very physically weak character, all of which impactso he needs to protect the next gamesbrute from himself. The players created those characters by themselves.

In order to keep the sense of "driving the story" active with the players, they can pretty much do anything, alienate anyone they want, get anything they wish (and can reasonably get). An example: They actually have gotten themselves a nice 40-guard escort withIs there a better way to achieve my main goal (little?bring them into the frozen situation while activating the next game situation) scheming and manipulating that I waswhile not quite ready for... which rendered my little bandit fight scene somehow easier for them. I kept it in however, since I reasoned it wasbringing a strict consequence of their behavior.

Do you have advice on how to make the continuity"tunnel" effect work out?

Playing a pregame, how to keep sense of continuity in campaign

My players and I are currently playing a "pre-game" for a whole campaign I have written. I want the players to be aware of the "how did it get to be this way", so I make them play two games 4000 and 2000 years before the campaign settings.

We have already played the first game, which went quite fine, but I had to somehow iron rough edges because the characters don't fit well into the epoch. Typically, I replaced on the fly "flamethrower training" with "archery", and "advanced computing" with "hieroglyphic writing". I plan to change them back to the proper skills in the main campaign.

I have also made some adjustements to the world politics (based on my desired state), with the following issues: I don't want to kill the characters, which requires a little artifacting (super-being froze them for 2000 years, fitted well in the game).

Therefore, my first two games are NOT played with the normal rules of the game, nor with the same background, nor with the same "characters" since I will massively overhaul them based on player experiences and decisions

Whatever their choices, they always arrive to the same macro-ending, but garner different experiences and items on the way, all of which impact the next games.

In order to keep the sense of "driving the story" active with the players, they can pretty much do anything, alienate anyone they want, get anything they wish (and can reasonably get). An example: They actually have gotten themselves a nice 40-guard escort with a (little?) scheming and manipulating that I was not quite ready for... which rendered my little bandit fight scene somehow easier for them. I kept it in however, since I reasoned it was a strict consequence of their behavior.

Do you have advice on how to make the continuity effect work out?

How to avoid the feeling of railroading in my campaign pregame?

This question is related to my other question that SevenSidedDie advised me to cut up.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

deleted 229 characters in body; edited tags; edited title
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Edited tags and emboldened parts of the question. Please refrain from removing my tags, I feel they are appropriate to the problem I have here, unless you provide a reason to justify your editing.
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Rollback to Revision 2
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Added "roleplaying" since it seems important to "feeling connected to the characters and world"
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