D&D General Why defend railroading?


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So long as the choices aren't being thwarted through impromptu means, then its not railroading.

Not really. Its about who takes initiative and why. If the players are interested in a real goal and they pursue it, then they'll be required to do certain things but they still made the choice. And they can still opt out, they just won't meet that goal.

If an goal is required, its railroading. If an item is needed to achieve an optional goal, its not railroading.
Here's another rephrase of what you're saying:

1) If players choose to do X, it's okay to require goals to do X.
2) If the GM forces X on the players, then this is railroading.
3) However, I can make the players suffer consequences for not doing X, and this is not railroading.
4) Further, I can make all other options for doing X less attractive, but this isn't forcing X, so it's not railroading.

Conclusion: I can say that a lich is raising an undead army to take over the world, and this is not railroading because the players can choose to ignore this. If they do, though, then the lich will take over the world and the players will have to deal with that -- perhaps some odd occurrence happens to mitigate this, but probably not (I mean, they could become revenants). So, the choice it to deal with the Lich or suffer consequences, your choice! If you do choose to deal with the lich, then I can require all kinds of goals be met, with any type of specificity I want, for that goal to be accomplished, and it's not railroading because you chose to do this in the first place (or else).

That about get it?
 


Most published adventures are essentially railroads, and Here's Why That's A Good Thing--well, back that up: it's not good, it's not bad, it's neutral. It's understandable. A lot of players and GMs don't have the free time to devote to writing sprawling campaigns and generating vast hexcrawls. A lot of people want to be able to block out a couple hours per week and play D&D without stressing about the details that much, so a preplanned adventure with a defined start, middle, and end works best for them.
This is conflating linear with railroading. Published adventures are linear, but not railroads. As an example, I can start my players on Rime of the Frost Maiden and halfway through the players might decide that they can get a better tan in Chult and head south.

Nothing stops them from exiting the linear adventure when they want to exit, so it's not a railroad. Now, the DM and players can agree to abide by and complete the adventure, but that's opting into rails.
 

Conclusion: I can say that a lich is raising an undead army to take over the world, and this is not railroading because the players can choose to ignore this. If they do, though, then the lich will take over the world and the players will have to deal with that -- perhaps some odd occurrence happens to mitigate this, but probably not (I mean, they could become revenants). So, the choice it to deal with the Lich or suffer consequences, your choice! If you do choose to deal with the lich, then I can require all kinds of goals be met, with any type of specificity I want, for that goal to be accomplished, and it's not railroading because you chose to do this in the first place (or else).
That's an adventure, so yeah, its not railroading. Although, I'd say this stuff should, again, be established before the campaign started.

Now, is it a fun adventure? Depends on the specificity and fun of the required actions for the goal. But a bad adventure doesn't mean a railroaded one.

Edit: The thought of a "desirable outcome" is based off of your preferences, but players might actually enjoy struggling to survive in a post-apocalyptic undead hellscape. Maybe they think their characters would feel more liberated from the structures of humanoid society. Maybe they just think it would make a badass story. Either way, its the players that gets to choose whether an outcome is desirable, not the DM.
 
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I've seen it, too. But, not doing the thing doesn't mean you're not responsible for the thing, so this doesn't argue against my premise the responsibility is shared. In practice, there's plenty of times where the social contract breaks down and people don't stand up for it. This doesn't mean that the GM has to take the lead, though. Which has been my argument -- the GM is not the de facto leader of the social contract, they are a participant on par with everyone else. Demystifying the GM's job, including making sure that people know they're not supposed to be the shot-caller for the social contract, is desperately needed in the hobby.

I think this is fighting the tide, at least in games with an even quasi-traditional role for the GM in managing the game; he's always going to be the one who ends up holding that bag unless the group is abnormally good at managing it internally (and I use the term "abnormally" deliberately).

I tend to agree that too much authority is assumed to the GM, with the sometimes accompanying expectations, but this is an area where I don't seriously see much better options for most people that are going to actually work.
 


As Matt Colville says, "Rollercoasters are on railroads, and people seem to like those!"

I'm going to paraphrase his quite good video on the subject, but essentially there are two types of railroading.

"Good" Railroading

There is "railroading" where there is essentially a set plot the DM has set up, with a series of encounters that progress in a linear manner. You first do A, then B, then C... you can't move on to B before completing A, etc.

There's nothing really wrong with this; in fact, most modules are constructed in exactly this way. Now, although each encounter needs to be completed in a linear way, that doesn't mean they have to done in a specific way exactly the same every time. It's why two different groups can play the same linear module and yet have completely different gaming experiences.

Three different groups, playing the same adventure, need to get a key from the guard to escape. The first group tricks the guard into entering the cell, they beat him up and take the key to escape. The second group talk to the guard, gaining his sympathy and convincing him to escape. The third group waits for him to nod off to sleep, and use mage hand to swipe the key and escape. Very different methods, same result.

This is railroading in that the same events all need to happen to progress, but how the PCs do it is allowed to be very different; so yes, they're on a railroad, but the PCs still have plenty of choice, and they still have tons of fun! Players often like having plot points and hooks fed to them directly, but they like using their own methods to move forward.

"Bad" Railroading

Bad railroading takes all the above, but with one step further. Not only are the events linear as above, but there is only one solution to every problem. There is no player choice, as the DM will only allow one specific solution to solve the problems they lay before the players. Essentially, the PCs must follow the DMs script. If this encounter is supposed to be a fight, the PCs can't negotiate a peaceful solution (or vice-versa). It doesn't matter how high the PCs roll, or how creative their solutions, the DM will find some reason it fails and drive them back to their scripted solution.

To use the prison example again, the DM has it written down that the PCs need to wait for the guard to fall asleep, and then use mage hand to take the keys. But groups 1 and 2 are impatient (and have no idea the guard is going to fall asleep eventually). Group 1 tries again and again to trick the guard, but none of it works; even when they roll well, the DM argues that this guard is especially smart and won't fall for such tricks. Group 2 tries talking to this guard and explaining their situation, hoping to win them on their side; even when getting a natural 20, the guard has no interest in helping them.

This is bad, because there is no choice at all. It's like watching a movie (or being an actor in a movie) where the director has given you your lines, and you're meant to follow them. Sometimes that's fun, but it's not really D&D either.
 

Depends on where the railroad goes and how long I have to sit on the train. If my character is allowed to 'get up and stretch' for awhile its not so bad. If its always on the train, then yea, railroading is obnoxious and unwanted.
 

That's not my experience. Every time they ask a question like, "Is the lava real or illusion?" and "Is there really a demon behind that seal?" and I respond with, "Do you want to jump in?" and "Do you want to deface the seal?", they say no. Alas, I've never been able to influence them with leading questions. :(
You could try "Do you want to touch that?" x'D
 

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