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

Thomas Shey

Legend
Players are smart, they know the DM have a finite preparation, they can help to keep the story on track.

And this is the other side of this. With most players you don't need to play this sort of silly game; unless they specifically signed on for a heavy-duty sandbox kind of experience, they'll work with you. The only people who won't/can't are really hardcore deep-IC/immersionist players, and those aren't so common that everything needs to be structured with them in mind.
 

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diceexmachina

Explorer
I am not going to weigh in on anything specific on the OP or the responses directly, but offer a third opinion on "railroading" from Brennan Lee Mulligan (from Critical Role's GM roundtable):
 

Thomas Shey

Legend
If they want a story they can read a book or watch someone else's live play. They will have exactly the same level of agency as in a railroaded game.

Not, however, with the same level of engagement. If you don't think there are players who want to just find their chalk marks and proceed from there, let me disabuse you; there absolutely are and too many options makes the game worse, not better for them.
 

Cadence

Legend
Supporter
I'm curious how the various ways of having replacement players show up after a player death fit in. Would the replacement player not have showed up if they turned right instead of left? I mean, clearly the as-of-yet revealed character has a different place in the game than the as-of-yet revealed monster, but it seems quantumish in both cases. Or is that one of those things the party will almost always agree to? Does everyone on here always bring up how that works in session 0?
 

I hate railroads... but I admit we all have to keep some semblance of control of our games... and as much as I have played the "What ever way they go they have a bandit encounter" once or twice over all I do not suggest it.

in my current mindset I make a world, I put 3-5 hooks and 3-5 points of interest in each city... I make 3-4 dungeons, and a bunch of NPCs and bad guy groups then I start my campaign. Wha the PCs choose to focus on I flesh out more, and becomes the game
 

Arilyn

Hero
Every GM develops their own tool box and every player has game preferences. What will work fine at one table will be despised at another. There is nothing wrong with the Invisible Railroad advice. It could be a tool that you'd never use, one you use rarely or even frequently.

I think of it like art. Are you using a craft kit? Are you a purist avoiding mixed media like the plague? Do you only use oils or watercolours? No right answers.

It gets said a lot but if you are having fun GMing and your players are eagerly coming back for more, game on. If you want to expand your horizons then give new games and techniques a try and hone your skills.
 

Cadence

Legend
Supporter
Thinking of dungeons. Are modules where creatures are assigned to a room and assumed to be there -- instead of having some natural pattern of movement through the thing (excepting those that wouldn't) -- also a railroad?

I'm wondering in particular about
Goodman version of B1 and B2
and the other party of adventurers and the family of gnomes. Should there only be a pretty darn low chance the party ever runs into the former, and a pretty high chance if the party dilly-dallies that the gnomes have cleaned the place out before the party even gets there?
 

Let's take a quick hypothetical.

Your players decide, unbeknownst to you until now, they want to find a portal/Spelljammer/whatever and go explore another setting in the game that isn't the one you are currently on. Go visit Sigil or Krynn or Eberron.

Do you let them go to a completely new world and continue the game? If not, why are you robbing them of their agency?
I would for sure let them look for the portal and/or spell jamming ship... but I get to decide if there is one to find. In my current world the place the players are is locked... you CAN'T planar travel to or from it but they don't know that... I would not stop them from trying though.

Given time if they rreally put there effort and game time into it I would let the game unfold where they could unlock it and head to another world...
 

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