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?

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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

It’s literally premised on doing one thing while making your players think you’re doing another. That’s why it’s called “the invisible railroad.” It’s hidden, and hiding your actions is deceptive. If the players know you’ll be shuffling things around so they don’t miss the cool stuff you had planned and are ok with that, great. Have fun. If you actively hide the fact that you’re doing it though, that’s were there’s a problem.
Why are player's entitled to know everything? Player's being told what was and was not modified in their adventure is such a meta thing to do. There are a lot of things that need to be hidden from the players, and if an invisible railroad is used the way the author intends then player's will not know they're being deceived. This is simply another tactic that can be used in response to player actions. So many of these comments seem to be written by entitled player's.
 

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I recognize that in your game you didn’t use “invisible railroad” techniques. For the sake of argument, a DM could have a game that turned out like yours but did use quantum ogres snd certain other “invisible railroad” techniques.
But not without removing the players' agency. Quantum ogres and invisible railroad techniques can give the appearance of the same outcome, but it wouldn't be the same. In the game with quantum ogres and invisible railroading, which are really the same thing, the DM is the only one truly playing the game and the players are just going through the DM's motions, even if they don't know it. The DM is basically an invisible puppet master pulling their strings.
 

Why are player's entitled to know everything?
um why wouldn't they? back before I got sick we used to play basketball (almost the same group that played D&D) I can't imagine someone hiding something during that game...
Player's being told what was and was not modified in their adventure is such a meta thing to do.
okay... so what it's meta?
There are a lot of things that need to be hidden from the players, and if an invisible railroad is used the way the author intends then player's will not know they're being deceived.
yet they are... being deceived.
This is simply another tactic that can be used in response to player actions. So many of these comments seem to be written by entitled player's.
yeah... players that are entitled to respect and honesty when talking to friends about a game... I think that is a good entitlement. I would say it boarders on the bare min of respect
 


But not without removing the players' agency. Quantum ogres and invisible railroad techniques can give the appearance of the same outcome, but it wouldn't be the same. In the game with quantum ogres and invisible railroading, which are really the same thing, the DM is the only one truly playing the game and the players are just going through the DM's motions, even if they don't know it. The DM is basically an invisible puppet master pulling their strings.
exactly and it drives me nuts that people think what I do is deceptive and railroading (and I;m not claiming to never do it...but if I do I talk to my players about it and even still it's rare)
 


Why are player's entitled to know everything? Player's being told what was and was not modified in their adventure is such a meta thing to do. There are a lot of things that need to be hidden from the players, and if an invisible railroad is used the way the author intends then player's will not know they're being deceived. This is simply another tactic that can be used in response to player actions. So many of these comments seem to be written by entitled player's.

Actually, from what I can tell, most of the posters on here talking negatively about railroading are the same ones I see talking about their games and being DMs. I DM something like 90% of the time (though I wouldn't mind it being less!)
 

yup... I am about 50/50 over all but right now actually get to play just a bit more often then run...
I run about 75% of the time. It used to be 100% and then a few years before the pandemic hit I started to burn out a bit, so my game started to suffer. A few of my other players started stepping in once in a while to DM short 3-6 month campaigns to give me breaks.

One of them had never DM'd before and for his first time he picked an adventure path for 3.5(since that's what we played at the time) and then approached and said, "Hey guys, this is my first time and while X(me) is really good at rolling with things when we decide to just pick up and go to go somewhere way outside of where we are at to do things, I don't think I can handle those sorts of things well yet, so I'd like it if you guys would stay inside what the adventure provides." We of course immediately understood what he was going through and didn't want to make things tougher on him than it needed to be for a first time and agreed to go through things that path in a linear fashion. It wasn't a railroad because he came to us before hand and got our buy-in.
 

Why are player's entitled to know everything? Player's being told what was and was not modified in their adventure is such a meta thing to do. There are a lot of things that need to be hidden from the players, and if an invisible railroad is used the way the author intends then player's will not know they're being deceived. This is simply another tactic that can be used in response to player actions. So many of these comments seem to be written by entitled player's.
Actually, from what I can tell, most of the posters on here talking negatively about railroading are the same ones I see talking about their games and being DMs. I DM something like 90% of the time (though I wouldn't mind it being less!)
I do believe i have given at least 5 examples from games i ran

I must be quite the entitled player... running dozens of campaigns from 95-2022
 

Why are player's entitled to know everything? Player's being told what was and was not modified in their adventure is such a meta thing to do.
I never said you need to tell the players what was and wasn’t modified. Just tell them, from the beginning of the campaign, that you plan to modify things, so that if they have a problem with that, they can voice it.
There are a lot of things that need to be hidden from the players, and if an invisible railroad is used the way the author intends then player's will not know they're being deceived.
So, it’s ok to lie to your players as long as you don’t get caught? Sorry, I disagree.
This is simply another tactic that can be used in response to player actions. So many of these comments seem to be written by entitled player's.
I would be surprised to learn if anyone who posts here regularly isn’t a DM. Regardless, it is indeed another tactic that can be used. But doing so without the players’ consent is deceptive and disrespectful. Seriously, what’s so hard about just giving your players a heads-up and saying “I plan to move things around to make sure you don’t miss the cool stuff I prepared. Everyone cool with that?”
 

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