D&D 5E What does "Railroading" actually mean!? Discount Code on Page 8

Umbran

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Mod Note:

Folks, so you are aware, if someone has a gold box reading "Publisher" under their user name, that means they are a publisher who has worked with Morrus to allow them to engage with users and discuss their upcoming works outside the Press Releases forum.
 

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Dungeons don't remove choice, even if they are linear.
Putting silliness aside for a moment, I kind of talked about this earlier. Some people only use the term "railroad" when the rails are visible. If you can't see the rails it's not a railroad.

Dungeons remove choice - you can't go north because it is solid stone.
 

Umbran

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But a barbarian can be built as a diplomat, maximising charisma and acquiring Persuasion skill (and possibly expertise with a feat).

One decent skill probably doesn't justify or support a full character arc of becoming a "premier diplomat of several kingdoms". They might be a highly diplomatic Barbarian, but in the role of diplomacy, you probably want someone who also has good scores in Insight, History, and Investigation, and class abilities that synergize well with diplomacy and courtly intrigue....

Big axes and being a damage sink... not really the required skillset.
 

Maxperson

Morkus from Orkus
Putting silliness aside for a moment, I kind of talked about this earlier. Some people only use the term "railroad" when the rails are visible. If you can't see the rails it's not a railroad.

That's just plain false. If I remove your choice and you can't see it, you are still on those rails. It's just a smooth ride.

Dungeons remove choice - you can't go north because it is solid stone.
That's absurd. You can't turn yourself into nuclear bomb, either. Choice isn't about simple compass directions.

The dungeon doesn't prevent you from going anywhere in the world you could have gone prior to going into the dungeon. You just walk out and go. Before I went into the dungeon I could go anywhere I wanted in the world, including the dungeon. After I enter the dungeon I can go anywhere in the world I want, including the exit. No choice has been removed from my PC.
 

By their nature published adventures have to be at least somewhat railroady. The prewritten text simply cannot possibly cover all things the PCs could potentially do. Now it depends on the GM how that works in actual play; a good GM can improvise new stuff when needed even if the module lacks it. But if playing a published adventure with an inexperienced GM players shouldn't be too upset if some railroading happens from time to time. Furthermore, stating the premise and expecting players to abide by it is not railroading. If the module is 'The Caves of Irksome Doom' then deciding to buy a boat and go fishing instead of accepting an adventure hook that directs you toward the said caves really isn't cool player behaviour.

Generally I feel that GM should have active role in directing the game, and it is perfectly fine and even preferable for them to push the players in certain directions. It just needs to be be done carefully so that the players do not feel restrained. The GM's job is to make sure that the players are having fun, and sometimes that may require nudging them to the right direction. And if this can be done so that the players do not notice all the better.
 


One decent skill probably doesn't justify or support a full character arc of becoming a "premier diplomat of several kingdoms". They might be a highly diplomatic Barbarian, but in the role of diplomacy, you probably want someone who also has good scores in Insight, History, and Investigation, and class abilities that synergize well with diplomacy and courtly intrigue....

Big axes and being a damage sink... not really the required skillset.
There is no requirement for characters to be optimised.

The DM could decide to run a campaign that involves the protagonist becoming "premier diplomat of several kingdoms", and the player, for whatever reason, choose to play a barbarian.
 

And the difference between a train and a dungeon is that the PCs can exit the dungeon any time they wish. On a train you a forced to wait until the next pre-determined spot before you an exit. You're just along for the ride.
Unless, of course, your dm is railroading you and doesn't let you leave the dungeon.
 

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