hawkeyefan
Legend
A railraod isn't the same as a linear adventure. In fact railroads aren't things, really, so much as how GMs do tings. In a railroad, the GM only accepts answers and actions that in line with their predetermined sequence of events (the plot). Sometimes this is subtle (quantum ogres) and sometimes it is decidedly not. But that is still different than a linear adventure (although linear adventures lend themselves more easily to railroading).
Also: if a railroad is fun, it isn't a railroad, it is a roller coaster.![]()
I don’t know. I get that linear adventures may differ from railroads. I think one allows for more choice than the other. But they’re certainly similar.
However, my point was more that simply opting out of the railroad at the start doesn’t mean the “plotline” (the term used in the post I quoted) isn’t a railroad.
And how would you run an adventure if you were the GM?
It really depends on the game, to be honest. I believe I saw that you’re a player and not a GM, and from yOur posts it seems like you’re primarily familiar with D&D 5e.
There are many different ways to go about GMing a game. You should look into other games that do things differently than D&D. Apocalypse World, Blades in the Dark, Spire… there are lots of games that just function differently than D&D. They allow for more player proactivity.
If I was GMing 5e, though, what I’d strive to do is have different options available to the players. Either different goals or different paths to a given goal. I could go further and try and really make for a different experience, but at this point I just don’t think D&D is all that suitable for that.
So I’d say I would give the players options. I’d readily share details and information so that we could keep the game moving, so that things remained interesting. I’d not have only one goal of play, or if I did, there’d be several different ways to get there. But I’d also accept that it’s D&D and is largely a GM-led experience.