What is "railroading" to you (as a player)?

While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?
 

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While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?
I would like to spout the old adage of, "if it's time you enjoy wasting, it's not wasted time". Let the players waste all the time they want as long as they keep control of their own characters. If they at some point want to go adventuring they'll get to it when they get to it.
 

As for the OP question. Railroading to me (as a player) is when I see the rails. You could illusion me all you want as long as you're good at it. But if I catch you, I won't be happy about it.
 

That may be, but for someone who thinks the stats should be payed attention to in both cases, they're liable to do something.
You mean like calling for an Intelligence check to see if it [the action I declared] was a good idea? I'd be fine with that. (Eta: provided other characters are subject to the same types of checks.)

Edit to clarify what "it" was.
 
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While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?
I think it is okay to "break the 4th wall" at some point and pull everyone out of character in order to talk about things above board.

"Hey guys, are you having analysis paralysis? Is there something i can do to help you make a decision?" That sort of thing.

They may say, "Just tell us which one we should do first." Or, they may say, "We can't figure out why our characters would want to do any of these things." In either case, you have information with which to hopefully move forward.
 

While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?

I usually create dynamic situations where something is eventually going to happen even if the PCs do nothing. Not that such inaction commonly occurs in my games in the first place. But failing that, I think it would be perfectly fine to invent some sort of an event that prompts a reaction from the players, even if you had not preplanned it. It is not like the world is a static place where everyone just politely waits for the PCs to do something.
 


While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?
I wouldn’t call that railroading, IMO.
 

While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?

Before I would resort to railroading, I’d just prompt them to make a decision. I’d summarize the options they’re considering and then say “so how do you want to proceed?”

I think part of the GM’s job is to help maintain some sense of forward momentum to the game. There’s certainly nothing wrong with players weighing options… but there’s also nothing wrong with making them commit to a choice.
 


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