I personally think that railroading at some level was so endemic to gaming for so long that it's easy to see it as the only way to game, and to defend against accusations of doing it. Personally, I don't care whether a railroad stops me picking the King's pocket or is of the 'All roads lead to Rome' variety, where we have every freedom exept to avoid the boss fight at the end - it's still railroading.
I think what needs to be accepted is that railroading can be fun. It can work. A published scenario is a railroad. Writing a plot is a railroad. But if everyone is cool with that, fine. More power to you. I've run and played a ton and had a blast.
When people talk about railroading in a bad sense, what it actually means is you have conflicting playstyles at the table.
Take the pickpocketing the king example. The underlying assumption is that the party is going to co-operate with 'the story'. And that the thief 'not co-operating' with 'the story' is going to mess things up and the rest of the players are going to be unhappy.
But really, all that demonstrates is that two different play styles at the same table don't mix.
All this stuff about 'sandbox' gaming being 'directionless' just means the game was badly run, perhaps by someone who lacked the tools to do the job properly. I've gacked it a number of times myself.
That style of game requires, from the outset, motivated NPCs with agendas and relationships, motivated pro-active PCs with agendas, weaknesses and relationships, and a situation with immediate threats to deal with which will put all those agendas into conflict. Check out Sorceror, Dogs in the Vineyard, Apocalypse World... There's no lack of direction, no scarcity of things to do, but critically, no plot. What happens in game is the plot.
Going back to the pickpocketing example. The style I prefer now is for the thief to say 'I'm picking the King's pocket' and the rest of the players go 'Awesome, this is going to be so coool' and we tell the story of the day the thief picked the King's pocket. I don't impose my story, I help the players tell theirs.
But that wasn't always the case. I can enjoy both.
I think what needs to be accepted is that railroading can be fun. It can work. A published scenario is a railroad. Writing a plot is a railroad. But if everyone is cool with that, fine. More power to you. I've run and played a ton and had a blast.
When people talk about railroading in a bad sense, what it actually means is you have conflicting playstyles at the table.
Take the pickpocketing the king example. The underlying assumption is that the party is going to co-operate with 'the story'. And that the thief 'not co-operating' with 'the story' is going to mess things up and the rest of the players are going to be unhappy.
But really, all that demonstrates is that two different play styles at the same table don't mix.
All this stuff about 'sandbox' gaming being 'directionless' just means the game was badly run, perhaps by someone who lacked the tools to do the job properly. I've gacked it a number of times myself.
That style of game requires, from the outset, motivated NPCs with agendas and relationships, motivated pro-active PCs with agendas, weaknesses and relationships, and a situation with immediate threats to deal with which will put all those agendas into conflict. Check out Sorceror, Dogs in the Vineyard, Apocalypse World... There's no lack of direction, no scarcity of things to do, but critically, no plot. What happens in game is the plot.
Going back to the pickpocketing example. The style I prefer now is for the thief to say 'I'm picking the King's pocket' and the rest of the players go 'Awesome, this is going to be so coool' and we tell the story of the day the thief picked the King's pocket. I don't impose my story, I help the players tell theirs.
But that wasn't always the case. I can enjoy both.
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