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All Aboard the Invisible Railroad!

What if I told you it was possible to lock your players on a tight railroad, but make them think every decision they made mattered?

What if I told you it was possible to lock your players on a tight railroad, but make them think every decision they made mattered?

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Picture courtesy of Pixabay.

While this may sound like the evil GM speaking, I have my reasons. Firstly, not every GM has time to craft a massive campaign. There are also plenty of GMs who are daunted at the prospect of having to figure out every eventuality. So, this advice is offered to help people scale down the pressure of being a GM and give them options to reuse and recycle their ideas and channel players through an exciting adventure that just doesn’t have as many options as they thought it did. All I’m suggesting here is a way to make sure every choice the players make takes them to an awesome encounter, which is surly no bad thing.

A Caveat​

I should add that used too often this system can have the opposite effect. The important thing here is not to take away their feeling of agency. If players realise nothing they do changes the story, then the adventure will quickly lose its allure. But as long as they don’t realise what is happening they will think every choice matters and the story is entirely in their hands. However, I should add that some players are used to being led around by the nose, or even prefer it, so as long as no one points out the “emperor has no clothes” everyone will have a great game.

You See Three Doors…​

This is the most basic use of the invisible railroad: you offer a choice and whichever choice they pick it is the same result. Now, this only works if they don’t get to check out the other doors. So this sort of choice needs to only allow one option and no take backs. This might be that the players know certain death is behind the other two doors ("Phew, thank gods we picked the correct one there!"). The other option is for a monotone voice to announce “the choice has been made” and for the other doors to lock or disappear.

If you use this too often the players will start to realise what is going on. To a degree you are limiting their agency by making them unable to backtrack. So only lock out the other options if it looks likely they will check them out. If they never go and check then you don’t need to stop them doing so.

The Ten Room Dungeon​

This variant on the idea above works with any dungeon, although it might also apply to a village or any place with separate encounters. Essentially, you create ten encounters/rooms and whichever door the player character’s open leads to the next one on your list. You can create as complex a dungeon map as you like, and the player characters can try any door in any order. But whatever door they open after room four will always lead to room five.

In this way the players will think there is a whole complex they may have missed, and if they backtrack you always have a new room ready for them, it’s just the next one on the list. The downside is that all the rooms will need to fit to roughly the same dimensions if someone is mapping. But if no one is keeping track you can just go crazy.

Now, this may go against the noble art of dungeon design, but it does offer less wastage. There are also some GMs who create dungeons that force you to try every room, which is basically just visible railroading. This way the players can pick any door and still visit every encounter.

This idea also works for any area the player characters are wandering about randomly. You might populate a whole village with only ten NPCs because unless the characters are looking for someone specific that will just find the next one of your preset NPCs regardless of which door they knock on.

What Path Do You Take in the Wilderness?​

When you take away doors and corridors it might seem more complex, but actually it makes the invisible railroad a lot easier. The player characters can pick any direction (although they may still pick a physical path). However, it is unlikely they will cross into another environmental region even after a day’s walk. So as long as your encounters are not specific to a forest or mountain they should all suit “the next encounter.”

So, whichever direction the players decide to go, however strange and off the beaten path, they will encounter the same monster or ruins as if they went in any other direction. Essentially a wilderness is automatically a ‘ten room dungeon’ just with fewer walls.

As with any encounter you can keep things generic and add an environmentally appropriate skin depending on where you find it. So it might be forest trolls or mountain trolls depending on where they are found, but either way its trolls. When it comes to traps and ruins it’s even easier as pretty much anything can be built anywhere and either become iced up or overgrown depending on the environment.

Before You Leave the Village…​

Sometimes the easiest choice is no choice at all. If the player characters have done all they need to do in “the village” (or whatever area they are in) they will have to move on to the next one. So while they might procrastinate, explore, do some shopping, you know which major plot beat they are going to follow next. Anything they do beforehand will just be a side encounter you can probably improvise or draw from your backstock of generic ones. You need not spend too long on these as even the players know these are not important. The next piece of the “proper adventure” is whenever they leave the village so they won’t expect anything beyond short and sweet. In fact, the less detailed the encounters the more the GM will be assumed to be intimating it is time to move on.

Following the Clues​

Finally we come to the most common invisible railroad that isn’t ever considered railroading (ironically). Investigative adventures usually live and breathe by allowing the player characters to uncover clues that lead to other clues. Such adventures are actually openly railroading as each clue leads to another on a proscribed path. The players aren’t forced to follow the clues, but what else are they going to do? The players are making a point of following the railroad in the knowledge it will take them to the denouement of the adventure. What makes this type of railroading entertaining is that the players feel clever for having found the clues that lead them along the path. So if they start to divert too much the GM can put another clue on their path or let them find the next one a little easier and you are back on track.

The "Good" Kind of Railroading​

Now, all this may all seem a little manipulative, but modifying events in reaction to what the players do is a part of many GM’s tools. Any trick you use is usually okay as long as you do it to serve the story and the player’s enjoyment.

That said, never take away player agency so you can ensure the story plays out the way you want it to. This sort of railroading should only be used just to make the game more manageable and free up the GM to concentrate on running a good game instead of desperately trying to create contingencies. So, remember that you must never restrict the choices and agency of the players, at least knowingly. But it is fine to make sure every road goes where you want it to, as long as that is to somewhere amazing.

Your Turn: How do you use railroading in your games?
 

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Andrew Peregrine

Andrew Peregrine


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Reynard

Legend
Supporter
It’s really wild how “be open and honest with your players” is such a tough sell. Do these referees really think they have to control everything for the game to work? Lighten up the grip. It’ll be okay.

Referees don’t have to lie to their players to run a successful game. You can actually play to find out what happens instead of pretending you are and lying to the players about it and their choices. If railroading is so awesome, why the need to lie to the players about it happening? It’s such a weirdly and pointlessly adversarial thing to do. The players can have fun without you controlling literally everything. The reason you have players at the table is to get their input, i.e. play off their choices. If they don’t get to make choices there’s no reason to have players.
Right. There is nothing wrong with playing througha story. It can be really fun (see my comments above about Avernus) but you don't need to LIE about it. Just agree that's what you are going to do. It's also fun to not have the foggiest idea what is going to happen next, even as the GM. That's awesome. But you also need to agree that that's what you are going to do.

People: as play groups, talk.
 


Reynard

Legend
Supporter
I love the Invisible Railroad!

A "railroad" game is simply one run by an unexperinced or bad DM that is clumsy. A good and or experenced DM hides the rails naturally. So the players will never know anyway.
Honest question, no snark: what is it about being railroaded that you like? Is it knowing you will get a coherent story? Is it something about your character's place in that story? Why do you prefer the "illusion of choice" over "actual choice." Again, I am not trying to snark or trap you. I am honestly curious.
 

Cadence

Legend
Supporter
Because that part makes no difference to the question. Your "world" is just story that you've written. You've written a story in which the players can't have their PCs succeed at a thing that they want their PCs to achieve. As I asked, how is this not "railroading (or similar)? It's the GM deciding that the action declaration will fail in advance of play and regardless of how the players frame their attempt.

Say you're running a modern crime game set in the US in 2022. The players want to find an operational star destroyer or discover the cure for all cancers or locate the the lost city of Atlantis or true ESP. Is it a railroad if they can't do those things in the story you're writing the game you're running?
 
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Honest question, no snark: what is it about being railroaded that you like? Is it knowing you will get a coherent story? Is it something about your character's place in that story? Why do you prefer the "illusion of choice" over "actual choice." Again, I am not trying to snark or trap you. I am honestly curious.
Well, I'm a Forever DM that loves a fast, epic, engaging, deep, action adventure story.

Sadly, more then half of all gamers play the game as "present". I know form long, long experience that there is no way to ask a player to play "more amazing". Few will even consider it if asked. But worse if few even know what to do.

The players need to be railroaded to become the type of player I want in my game. There is no other way to run them through the gauntlet. The railroad is the only way to tear them down so they can be built back up. Just teaching players to Do Something works great in the railroad.

And it's even more true for personal things the player wants the character to be or do....but refuses to do. That's where the railroad comes in: leading them right to it.
 

Reynard

Legend
Supporter
Well, I'm a Forever DM that loves a fast, epic, engaging, deep, action adventure story.

Sadly, more then half of all gamers play the game as "present". I know form long, long experience that there is no way to ask a player to play "more amazing". Few will even consider it if asked. But worse if few even know what to do.

The players need to be railroaded to become the type of player I want in my game. There is no other way to run them through the gauntlet. The railroad is the only way to tear them down so they can be built back up. Just teaching players to Do Something works great in the railroad.

And it's even more true for personal things the player wants the character to be or do....but refuses to do. That's where the railroad comes in: leading them right to it.
While I hope that works for you and you and your players enjoy the game you are running, I will be honest: I am very suspect of a GM that says that railroading is the best way to go for player enjoyment, since GMs aren't the ones that have to deal with it.
 

Remathilis

Legend
Honest question, no snark: what is it about being railroaded that you like? Is it knowing you will get a coherent story? Is it something about your character's place in that story? Why do you prefer the "illusion of choice" over "actual choice." Again, I am not trying to snark or trap you. I am honestly curious.
I will answer with an example from what YouTuber Josh Strife Hayes has said about MMO design.

MMO typically falls into two broad camps: narrative driven or open world. Narrative MMOs like WoW, ESO or the Old Republic have a general main story that is augmented with plenty of side quests, raids, dungeons and supplemental systems like crafting or housing to keep players interested. They can go and do other things but they always have a main focus of the story to fall back on. Even if they engage in none of the supplement stuff, there is an engaging story they can interact with. A structure. A sense of purpose.

Open world games like New World or many survival/full PvP MMOs give you a big world and tell you to make your own fun. Go craft. Go PvP. Go build houses and form guilds or go raid dungeons and grind for loot. The problem is there is rarely any reason to do any of that besides "you can". The story doesn't evolve because there is no story, except for what you did while crafting or raiding or hunting wolves for hours. You just wander around aimlessly trying to find something fun to do while trying not to die. You have lots of options but none of them matter.

Now let's take this back to D&D. When a DM says "in this campaign, you're all pirates" or "you're all on a holy quest for the Sun God" or "you're all working for the super secret branch of the King's spy order", you have set up a storyline that gives the PC focus. A long term goal and an expectation. The day to day stuff can vary; finding a rare spell component for the wizard, doing a quest for a priest who raised another PC, or saving a PCs brother from cultists, but eventually all roads lead back to the main plot.

Conversely, if the DM says "here is the town of Townsville, explore it" I find that PCs often don't know where to begin. One will want to go fight orcs, one will want to go after the cultists from in his backstory, one will want to seduce the mayor's daughter and the last will want to burn the tavern down and steal every coin in the place before he does. There is no coherent direction to go, no long term goal beyond "do something" so PCs find their own fun, and it usually involves provoking bigger and bigger responses from the DM.

For me, the payoff of having that structure of a set of rails outweighs the boredom of aimless wandering of an open world. I know where the fun is, I don't have to wander around trying to find it.
 

Reynard

Legend
Supporter
I will answer with an example from what YouTuber Josh Strife Hayes has said about MMO design.

MMO typically falls into two broad camps: narrative driven or open world. Narrative MMOs like WoW, ESO or the Old Republic have a general main story that is augmented with plenty of side quests, raids, dungeons and supplemental systems like crafting or housing to keep players interested. They can go and do other things but they always have a main focus of the story to fall back on. Even if they engage in none of the supplement stuff, there is an engaging story they can interact with. A structure. A sense of purpose.

Open world games like New World or many survival/full PvP MMOs give you a big world and tell you to make your own fun. Go craft. Go PvP. Go build houses and form guilds or go raid dungeons and grind for loot. The problem is there is rarely any reason to do any of that besides "you can". The story doesn't evolve because there is no story, except for what you did while crafting or raiding or hunting wolves for hours. You just wander around aimlessly trying to find something fun to do while trying not to die. You have lots of options but none of them matter.

Now let's take this back to D&D. When a DM says "in this campaign, you're all pirates" or "you're all on a holy quest for the Sun God" or "you're all working for the super secret branch of the King's spy order", you have set up a storyline that gives the PC focus. A long term goal and an expectation. The day to day stuff can vary; finding a rare spell component for the wizard, doing a quest for a priest who raised another PC, or saving a PCs brother from cultists, but eventually all roads lead back to the main plot.

Conversely, if the DM says "here is the town of Townsville, explore it" I find that PCs often don't know where to begin. One will want to go fight orcs, one will want to go after the cultists from in his backstory, one will want to seduce the mayor's daughter and the last will want to burn the tavern down and steal every coin in the place before he does. There is no coherent direction to go, no long term goal beyond "do something" so PCs find their own fun, and it usually involves provoking bigger and bigger responses from the DM.

For me, the payoff of having that structure of a set of rails outweighs the boredom of aimless wandering of an open world. I know where the fun is, I don't have to wander around trying to find it.
I don't think having a strong set of constraints regarding the campaign is the same thing as "railroading." You can all be members of the Church of the Silver Flame looking for heretics and still have a completely open world improv game.
 

Remathilis

Legend
I don't think having a strong set of constraints regarding the campaign is the same thing as "railroading." You can all be members of the Church of the Silver Flame looking for heretics and still have a completely open world improv game.
True, but I feel that a theme is best paired with a narrative that serves it. If you're going to be a member of the Silver Inquisition, the DM should be tossing rumors of heretics, cells of hidden cultists in government, a council of demon worshipping high priests, and maybe a grand conspiracy against the Church to stop. Not just say "go find evil and smite it" and set me in Thrane, looking for something to do. Again, I don't want to have to wander around looking for the fun stuff. I want a main plot with occasional rest stops for side quests.
 

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