To whoever originally posted
this Alexandrian link on railroading, thank you. That’s some great stuff. Following that rabbit hole leads to a lot of interesting discoveries and insights.
I’d say it’s fairly clear that despite disagreeing on the minutia of definitions we’re mostly broadly in agreement on what railroading is. It’s also clear that linear storylines don’t have to be railroads, but they can be. The Alexandrian defines railroading thus:
railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome. I don’t think anyone could reasonably disagree with that. Even fans of linear adventures.
A few key quotes from the Alexandrian link above and a few of the related articles.
“In fact, choices having consequences is the exact opposite of a railroad. Railroading makes a choice meaningless. Consequences make a choice meaningful.”
I couldn’t agree more. Meaningful, consequential choices also happen to make the world more engaging and entertaining and feel real. Removing choice and consequences makes the world feel dead and lifeless. It’s important to remember consequences are not always negative.
The section on railroading excuses is enlightening. Especially in light of some responses here.
“I suspect that GMs who habitually railroad have difficulty seeing this warping of the decision-making process because it’s the only thing they’re used to. But it becomes glaringly obvious whenever I get the players they’ve screwed up: Nothing is more incoherent than a player trying to figure out where the railroad is when there’s no railroad to be found.”
Oh, holy nine hells yes. Do everyone in the hobby a favor and stop railroading your players. Note the definition he uses above and the distinction between a railroad and a linear adventure.
A related article I think is worth reading is
Abused Gamer Syndrome.
And a last quote with links because it’s just easier.
“If all you’ve ever run or know how to run is a railroad, it can be hard to figure out how to do things differently. Check out
Don’t Prep Plots,
Node-Based Scenario Design, and
Game Structures for some good places to start.”