Toben the Many
First Post
I've been mulling this over for a while, and there seems to be a strong resistance and dislike for railroad-type games. This dislike has manifested on a number of threads all over the web and on podcasts. I guess it's part of the current gamer zeitgeist.
My question is - what's necessarily wrong with a railroad plot? Now, hear me out. I understand *how* a railroad can be bad in games. If the plot of a game feels completely artificial and the PCs are not allowed to do anything that deviates from the predetermined plot, sure. The game feels fake and you might as well show up for the DM's novel every week.
However, I'm playing in a railroad campaign right now and here's why it's fun for me and our group. The campaign, the plot...all of that is background. The true *story* of our D&D game is our characters. How they grow, and how their interactions change with each other. To understand, we're playing young characters in our campaign, so the theme of the campaign is essentially growing up. Another way this campaign works is that it's one big mystery. We keep finding out bits and clues about an ancient civilization. However, the DM never spells out what these clues mean. So much of our time and fun is spent on speculating on these clues.
All that said - it's a railroad plot. Our objectives are very clear and there is very little deviation from those objectives. I will say that this is a benevolent railroad in that our characters are all highly motivated to stay on task with this particular plot. It'd be a serious deviation from character to want to do something else.
It seems to me, too, that a railroad plot certainly works with a module. Module series seem to be extremely popular these days. What with the Pathfinder series, and all. But when you play a module series, you are essentially signing up for a railroad. Right? So why no complaints about that?
Just throwing this out there. Wanting to get feedback.
My question is - what's necessarily wrong with a railroad plot? Now, hear me out. I understand *how* a railroad can be bad in games. If the plot of a game feels completely artificial and the PCs are not allowed to do anything that deviates from the predetermined plot, sure. The game feels fake and you might as well show up for the DM's novel every week.
However, I'm playing in a railroad campaign right now and here's why it's fun for me and our group. The campaign, the plot...all of that is background. The true *story* of our D&D game is our characters. How they grow, and how their interactions change with each other. To understand, we're playing young characters in our campaign, so the theme of the campaign is essentially growing up. Another way this campaign works is that it's one big mystery. We keep finding out bits and clues about an ancient civilization. However, the DM never spells out what these clues mean. So much of our time and fun is spent on speculating on these clues.
All that said - it's a railroad plot. Our objectives are very clear and there is very little deviation from those objectives. I will say that this is a benevolent railroad in that our characters are all highly motivated to stay on task with this particular plot. It'd be a serious deviation from character to want to do something else.
It seems to me, too, that a railroad plot certainly works with a module. Module series seem to be extremely popular these days. What with the Pathfinder series, and all. But when you play a module series, you are essentially signing up for a railroad. Right? So why no complaints about that?
Just throwing this out there. Wanting to get feedback.