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What best describes railroading as you understand it?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2964086" data-attributes="member: 20805"><p>First of all, I have not read the other thread and am not voting due to a lack of a fitting option. </p><p></p><p> A properly run game is one in which the GM manipulates events, NPC's, and circumstances in order to follow a story line, usually prepared in advance, in the attempt to reach a climax that is entertaining for all involved.</p><p></p><p> A railroad is when a player objects to what they consider unfair restrictions on thier actions, funneling them through a plot they have no desire to fulfill.</p><p></p><p>Run Ravenloft I a couple of times. At least once someone will complain about the killing mists that traps them in Barovia and forces them to confront Strahd. Is this an excellent module or a hopeless railroad? </p><p> That depends entirely on how the player chooses to view it.</p><p></p><p> Any time I sit at a table for a game, I expect a degree of funneling towards the plotline that the GM has spent hours preparing for. I know that even tho my character might choose another path, this one will be more entertaining in the long run.</p><p></p><p> Other people sit at a table, I have had my share of, and think that because they spent 5 minutes creating Mr Badd-Ass Fighter with Cleave...that they should wander merrily about the campaign setting chasing after whatever they want.. regardless of whether the game was announced as following a module.</p><p></p><p> So, what exactly is a rail-road? It is when the group fails to communicate the intent and scope of the campaign and both the DM and the player refuse to compromise.</p><p></p><p> All that being said, the most memorable and engaging CP session I have ever run was a pure, total railroad from start to finish.. the difference is that I hid the lack of options by, IMHO, clever trappings where the players *thought* they were making thier own choices. </p><p> End result... I got called a RBDM and immediately asked when I was running the next session <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p> Its all about communication and entertainment. You want to play Badd-Ass Fighter hunting down your fathers killer while chanting the mantra 'I am Inigo Montoya......'</p><p> Won't happen unless you work with the DM to include it.</p><p> You want to run a Dawn of the Dead game with a bunch of Rogue characters and no Cleric in sight.. better chat with your players!</p><p></p><p>YMMV</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2964086, member: 20805"] First of all, I have not read the other thread and am not voting due to a lack of a fitting option. A properly run game is one in which the GM manipulates events, NPC's, and circumstances in order to follow a story line, usually prepared in advance, in the attempt to reach a climax that is entertaining for all involved. A railroad is when a player objects to what they consider unfair restrictions on thier actions, funneling them through a plot they have no desire to fulfill. Run Ravenloft I a couple of times. At least once someone will complain about the killing mists that traps them in Barovia and forces them to confront Strahd. Is this an excellent module or a hopeless railroad? That depends entirely on how the player chooses to view it. Any time I sit at a table for a game, I expect a degree of funneling towards the plotline that the GM has spent hours preparing for. I know that even tho my character might choose another path, this one will be more entertaining in the long run. Other people sit at a table, I have had my share of, and think that because they spent 5 minutes creating Mr Badd-Ass Fighter with Cleave...that they should wander merrily about the campaign setting chasing after whatever they want.. regardless of whether the game was announced as following a module. So, what exactly is a rail-road? It is when the group fails to communicate the intent and scope of the campaign and both the DM and the player refuse to compromise. All that being said, the most memorable and engaging CP session I have ever run was a pure, total railroad from start to finish.. the difference is that I hid the lack of options by, IMHO, clever trappings where the players *thought* they were making thier own choices. End result... I got called a RBDM and immediately asked when I was running the next session :lol: Its all about communication and entertainment. You want to play Badd-Ass Fighter hunting down your fathers killer while chanting the mantra 'I am Inigo Montoya......' Won't happen unless you work with the DM to include it. You want to run a Dawn of the Dead game with a bunch of Rogue characters and no Cleric in sight.. better chat with your players! YMMV [/QUOTE]
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What best describes railroading as you understand it?
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