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<blockquote data-quote="hawkeyefan" data-source="post: 8996784" data-attributes="member: 6785785"><p>I don't think so, no. You've set some kind of goal of play, and the players are aware of it, so the expectation should be that play will revolve around that goal. Then you frame a scene asking for input from the players via their characters on how they will defend the duke... that seems to be asking them how they want to engage with the goal, which is not forcing them down one way. </p><p></p><p>If they're not aware of it, then I think that's poor form on the GM's part. It certainly seems to be the start of a railroad. But if not allowing some choice by the players at the very start is limited to the one instance, then I don't think we can call the entirety of play a railroad. </p><p></p><p></p><p></p><p>I think this really depends on how it's handled. This is an atypical structure to an RPG, so I think it could be interesting and I think it could be done in a way that avoids railroading... but that may be tricky. It certainly lends itself to following specific paths that have already been set. </p><p></p><p>I have run a scenario like this. It begins with the PCs ready to attempt an assassination on the evil emperor, but the details of how they want to do that are selected before play... the location, the means, the collaborators, and the method. Other than the location, none of those things is confirmed in the opening scene. Then you flashback to play and find out if you are able to secure some means of overcoming mystical defenses, help of some sort toward the assassination, and how you're going to do it. </p><p></p><p>Each of those things, when played via flashback, then gave a bonus toward the attempt itself, which was resolved with one roll. </p><p></p><p>This was intentionally meant to be a short-term game of only a few sessions, and for that I think it worked and avoided being a railroad. Yes, it was leading to a known conclusion, but the chances of success and the ultimate resolution of that was up to the players. </p><p></p><p></p><p></p><p>I'd probably need to know more to really decide what I think about this. Is this also in a game where their goal is to prevent the duke's assassination? Or something else? Having an element that cannot change seems to lean toward railroading in a way, but it depends on how central it is to play, and how much what the players do is impacted by it. </p><p></p><p></p><p></p><p>I don't think so. I think there's a difference between having a game with a central premise that is agreed upon before play, and subverting/not allowing choices to impact play. </p><p></p><p>All games limit player agency to some extent. I think removing player agency is what makes something a railroad.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8996784, member: 6785785"] I don't think so, no. You've set some kind of goal of play, and the players are aware of it, so the expectation should be that play will revolve around that goal. Then you frame a scene asking for input from the players via their characters on how they will defend the duke... that seems to be asking them how they want to engage with the goal, which is not forcing them down one way. If they're not aware of it, then I think that's poor form on the GM's part. It certainly seems to be the start of a railroad. But if not allowing some choice by the players at the very start is limited to the one instance, then I don't think we can call the entirety of play a railroad. I think this really depends on how it's handled. This is an atypical structure to an RPG, so I think it could be interesting and I think it could be done in a way that avoids railroading... but that may be tricky. It certainly lends itself to following specific paths that have already been set. I have run a scenario like this. It begins with the PCs ready to attempt an assassination on the evil emperor, but the details of how they want to do that are selected before play... the location, the means, the collaborators, and the method. Other than the location, none of those things is confirmed in the opening scene. Then you flashback to play and find out if you are able to secure some means of overcoming mystical defenses, help of some sort toward the assassination, and how you're going to do it. Each of those things, when played via flashback, then gave a bonus toward the attempt itself, which was resolved with one roll. This was intentionally meant to be a short-term game of only a few sessions, and for that I think it worked and avoided being a railroad. Yes, it was leading to a known conclusion, but the chances of success and the ultimate resolution of that was up to the players. I'd probably need to know more to really decide what I think about this. Is this also in a game where their goal is to prevent the duke's assassination? Or something else? Having an element that cannot change seems to lean toward railroading in a way, but it depends on how central it is to play, and how much what the players do is impacted by it. I don't think so. I think there's a difference between having a game with a central premise that is agreed upon before play, and subverting/not allowing choices to impact play. All games limit player agency to some extent. I think removing player agency is what makes something a railroad. [/QUOTE]
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