Helldritch
Hero
Out of the Abyss is right there for you! A whole campaign build on this premise...My God, this made me laugh so much! I'm so tempted to start a one-shot adventure like this.
Out of the Abyss is right there for you! A whole campaign build on this premise...My God, this made me laugh so much! I'm so tempted to start a one-shot adventure like this.
This has some truth to it... but I will add that I think a "level up" on DM skill is when the DM is able to run their story prep in the background and give hints at what the world is doing while the players are off doing other things. So if a DM has the idea that the main thrust of this tale they are putting together is the summoning of a demon lord and the players don't take the bait to follow it... the DM doesn't need to railroad the players into following the plot they've prepped, but instead just keeps dropping breadcrumbs about this story into whatever else the group wants to pursue. The DM never has to force the players to pick them up, but at some point.... the players will either decide on their own "You know, we've been hearing a lot about this thing happening up in the mountains, maybe we should check it out"... or they completely ignore it, and then the DM just gets to have the demon lord get summoned and then start rampaging across the land (at which point the players either get drawn into a much worse situation, or get the hell out of dodge.) Which then allows the DM to play out the scenario which was always a possibility, which was the PCs failing to stop the summoning had they actually taken the bait in the first place. Plus you as the DM get to have the fun after the fact of pointing out all the hints of the greater story the players all chose to ignore when they ask "What the hell, why has Juiblex showed up?!?"What you say has some truth. But it is not the whole picture. A DM puts a lot of work in prep. Sometimes, that DM does not want that prep to go down the drain. A campaign is a story told by both players and DM. Not only by one or the other but by both sides. What a DM should never ignore is the preferences of his players. What players should not forget is that the DM worked a lot to give them a story to build. If, for some reasons, the players reject the story to do something else, it is unrespectful of the DM's work. Sometimes the benefits of a story isn't obvious from the start and the players should give the benefits of the doubt and play along.
That just looks like a railroad with three tracks to me!
A railroad is any situation where players don't have any choice about what to do next.
Get out!
No, seriously, the funny thing is that you've hit on the base of my fear - anxiety, maybe. I'm worried that, by saying to the players "your choice is these three different environments and each of them has a different set of challenges which you can approach anyway you like." is ... railroading, because I'm not giving them a completely free choice? Does ... that make sense?
PCs and players are often more inventive or creative than a DM plans. If the DM designs a dungeon or scenario that blocks many potential courses of action, the question arises as to what happens when the PCs work around the design and come up with an approach that bypasses the blockage.I’d say we are missing one important part of the railroading definition. A DM can design a dungeon or scenario that blocks many potential courses of action. That’s not railroading. It’s when he does it for the purpose of forcing the PCs on a single predetermined path that it’s rail roading.
A true instance of railroading will require the GM to come up with an excuse for any action taking the party away from the predetermined path.
This is why I always go with a subjective definition for railroading (despite the complications thereof): it's not the existence of boundaries per se that's a problem. It's the narrowness (boundedness?) of them and how dissonant they are when you encounter them. A giant, impassible mountain range keeping the pc's in the valley for now will probably go over well enough if the pc's can't fly, but an invisible wall preventing them from crossing will likely annoy them. Likewise if the mountains reduce all movement to "go north," that will annoy layers but if the valley is big enough that they can travel for a day or more in any direction they'll be cool with that until they've explored the whole place.I’d say we are missing one important part of the railroading definition. A DM can design a dungeon or scenario that blocks many potential courses of action. That’s not railroading. It’s when he does it for the purpose of forcing the PCs on a single predetermined path that it’s rail roading.
A true instance of railroading will require the GM to come up with an excuse for any action taking the party away from the predetermined path.
they do have free choice though. They can choose to not go on any adventure.