Desdichado
Hero
If you want to rephrase my statement so... but I don't know why you would. My objection is merely that you're attempting to use the term railroad contrary to how it's usually used when discussing roleplaying games.
A railroad is subjective. It also contains Shrodinger's train, to a certain extent. Is a scenario a railroad if there's only one way to go through it, but the PC's choose that way, without any constraint from the GM? Who knows? The GM never had to constrain the PCs and the PC's never felt that their reasonable actions were constrained. Therefore at no point did any of the symptoms of a railroad actually take place, even though it had the (strong) potential to be one.
A railroad can only exist as a railroad when the PCs and the GM are at loggerheads about what to do, and if it can be done. Scenarios in and of themselves cannot really be railroads; they can only have greater or lesser potential to be railroads in the hands of poor GMs.
In my experience, although the hypothetical "could be a railroad, but the players make all the 'right' choices" sounds strange, that's actually exactly what happens frequently. If the GM puts down hints and plot hooks, for the most part, players tend to naturally follow them.
In fact, the more I think about it, and this hasn't occured to me until just now, if a group is frequently running into railroad situations, it could just as easily be a problem with the players refusing to engage the GM except on his own terms, combined with an inflexible GM. GMs tend to bear the brunt of the blame for railroady experiences, but players could share a fair amount of the blame too. I've known plenty of players who refuse to play the game presented to them, and just to be ornery, always try to do something "unexpected."
A railroad is subjective. It also contains Shrodinger's train, to a certain extent. Is a scenario a railroad if there's only one way to go through it, but the PC's choose that way, without any constraint from the GM? Who knows? The GM never had to constrain the PCs and the PC's never felt that their reasonable actions were constrained. Therefore at no point did any of the symptoms of a railroad actually take place, even though it had the (strong) potential to be one.
A railroad can only exist as a railroad when the PCs and the GM are at loggerheads about what to do, and if it can be done. Scenarios in and of themselves cannot really be railroads; they can only have greater or lesser potential to be railroads in the hands of poor GMs.
In my experience, although the hypothetical "could be a railroad, but the players make all the 'right' choices" sounds strange, that's actually exactly what happens frequently. If the GM puts down hints and plot hooks, for the most part, players tend to naturally follow them.
In fact, the more I think about it, and this hasn't occured to me until just now, if a group is frequently running into railroad situations, it could just as easily be a problem with the players refusing to engage the GM except on his own terms, combined with an inflexible GM. GMs tend to bear the brunt of the blame for railroady experiences, but players could share a fair amount of the blame too. I've known plenty of players who refuse to play the game presented to them, and just to be ornery, always try to do something "unexpected."
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