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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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Maxperson

Morkus from Orkus
2. PCs are going from point A to point B. They encounter 2 doors they could go through. They pick one at random - and encounter an ogre. For me, it makes no difference if the DM had decided that they would encounter an ogre either way ,(or that there was a 50% chance of ogre or whatever), because there was no real choice present. Heck there could have been 2 ogres.
So this is where we differ. If there's no difference and the ogre will pop up behind whichever door I choose, then why even ask me? My decision doesn't matter so the DM should just continue to play his solo game and pick the door, too.

Even though I'm making an informed choice, my choice should still matter and no be invalidated by illusionism.
 

Thomas Shey

Legend
But it feels like that should be true of the random table too. Now I'm wondering if party actions should change results on those.

Back in games where I've used random encounters, if the PCs actively sent out scouts and/or used magical techniques to determine what came ahead, I'd certainly generate the possible "random" encounters right then for the path options they had and report what they should see (of course random encounters outdoors could cover a world of things including "I just don't know what's in this area so I'll generate it when you get there" and "things actually do move around in this rough area so let's see if anything is wandering through as you are", and precautions are more useful with the first than the second, but it should matter to some degree with both.
 

Cadence

Legend
Supporter
So this is where we differ. If there's no difference and the ogre will pop up behind whichever door I choose, then why even ask me? My decision doesn't matter so the DM should just continue to play his solo game and pick the door, too.

Even though I'm making an informed choice, my choice should still matter and no be invalidated by illusionism.

Door choice could affect a lot of other things later? (Maybe your choice is informative about a the main things in each direction, but not some of the little ones?)

Should random encounter tables need to be different depending on the door too? (Why let me pick if all the random stuff is just the same?)
 

Mort

Legend
Supporter
So this is where we differ. If there's no difference and the ogre will pop up behind whichever door I choose, then why even ask me? My decision doesn't matter so the DM should just continue to play his solo game and pick the door, too.

Even though I'm making an informed choice, my choice should still matter and no be invalidated by illusionism.

Well sure, if I'm DMing there will either be 1 door or 2 doors with 2 (at least somewhat) different possibilities.

But, If I'm playing, I'm certainly not going to sweat a situation where there's no choice and something just happens.
 

Back in games where I've used random encounters, if the PCs actively sent out scouts and/or used magical techniques to determine what came ahead, I'd certainly generate the possible "random" encounters right then for the path options they had and report what they should see (of course random encounters outdoors could cover a world of things including "I just don't know what's in this area so I'll generate it when you get there" and "things actually do move around in this rough area so let's see if anything is wandering through as you are", and precautions are more useful with the first than the second, but it should matter to some degree with both.
Right. Observation causes the wave function to collapse. Observation can be done in many ways. And this applies to "GM decides" just like it does to random tables.
 

Thomas Shey

Legend
You can not eat pickles.
You can order your burger hold the pickles.
I can eat pickles
I can order extra pickles on the side
I can ask when you take the pickles off your burger that the kid put on cause 'special orders are hard' if I can have them...

we can eat together, we can eat on different sides of the world.

Well, the parallels aren't exact here though, because the gaming equivalent has us sharing a burger.

You should NEVER have the option to tell me I can't have pickles...
You probably shouldn't be insulting or demeaning to people just cause they choose to eat pickles.

I don't think I ever have. I don't even think other people in this thread have, though some have approached it closely because they can't understand why anyone would want pickles. I do agree the latter gets to be a bit much.
 

Maxperson

Morkus from Orkus
Door choice could affect a lot of other things later? (Maybe your choice is informative about a the main things in each direction, but not some of the little ones?)

Should random encounter tables need to be different depending on the door too? (Why let me pick if all the random stuff is just the same?)
Rails don't have to be long in order for it to be railroading. Even if there are different things down each passage way, being unable to avoid the ogre no matter what we choose is still railroading. In this situation my agency in the short term(which door do I choose) is completely negated.

Pick a side that has an ogre and let me have a choice that matters.
 

Maxperson

Morkus from Orkus
Well sure, if I'm DMing there will either be 1 door or 2 doors with 2 (at least somewhat) different possibilities.

But, If I'm playing, I'm certainly not going to sweat a situation where there's no choice and something just happens.
If you're playing you probably aren't going to be aware that you were railroaded. That's how illusionism works. Which in my opinion is what makes it worse than overt railroading. At least with the overt method I can see it and opt to leave the game, rather than continuing to play a game where my choices don't matter at least some of the time.
 

iserith

Magic Wordsmith
Back in games where I've used random encounters, if the PCs actively sent out scouts and/or used magical techniques to determine what came ahead, I'd certainly generate the possible "random" encounters right then for the path options they had and report what they should see (of course random encounters outdoors could cover a world of things including "I just don't know what's in this area so I'll generate it when you get there" and "things actually do move around in this rough area so let's see if anything is wandering through as you are", and precautions are more useful with the first than the second, but it should matter to some degree with both.
Yep, in my current game, if you successfully Track while traveling, the DM rolls twice on the random encounter check and you can choose the result. Random encounters are indicated if the DM rolls an 18 or better. The benefit is that you can now choose - do you want to take the lower number and avoid the encounter or the higher number because you're looking for trouble? I'll then describe the tracks after rolling on the table to determine what it is and the players can draw their own conclusions about the threat, possibly recalling lore to figure out what they're looking at. (A ranger in favored terrain of course gets some additional info.)

Same deal with druidcraft. If the players want to know what the weather will be tomorrow, no problem - I'll roll it right now. It can seriously matter to their planning if tomorrow has heavy rain, strong wind, or both, so this is a good option to have on hand.
 

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