Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4577169" data-attributes="member: 5143"><p>It's not a matter of forgone conclusion. My adventures(and most adventures as far as I can tell) are a series of predetermined encounters with locations where the PCs decisions determine how they get to the next encounter.</p><p></p><p>So, for instance, you might know that the BBEG kidnaps someone from a town even before the PCs get there. They have no chance to stop him. You know that when the PCs arrive in town the people in town will beg them for help to get back the kidnapped person.</p><p></p><p>At this point, you let the players decisions matter. Do they take the mission? Do they ask for a reward? How do they go about tracking down the BBEG?</p><p></p><p>You probably know the likely methods they would use to find him(tracking, asking around town to see if anyone saw which way he went, hiring a guide, and so on). They might come up with other ways that you haven't thought of, but that's ok. You want them to eventually reach the cave where the BBEG is keeping the prisoner. You get to make it look like their choices matter. They get to think that there was a chance that they would fail to find the cave and that their ingenuity was what caused them to succeed.</p><p></p><p>Plus, their decisions DO influence the story. It is either the story of a group of people who ask around town until they meet the farmer who saw the prisoner being dragged off and go in that direction until they find a cave OR it is the story of a group of people who use their knowledge of the wilderness in order to track their prey through the forest. It may be a small difference, but it is a difference in the story that was caused by the player's decisions.</p><p></p><p>You know what forces the BBEG has and the layout of his cave. You can set up the encounters and know that they will likely happen exactly like that unless the players try some completely different tactics. Then, their decisions matter again.</p><p></p><p>Once they defeat the BBEG and rescue the hostage, then they once again have a decision as to what they do with the hostage.</p><p></p><p>And so on. It is a combination of planned encounters and "decision points" where the players gets to decide which track the railroad goes down.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4577169, member: 5143"] It's not a matter of forgone conclusion. My adventures(and most adventures as far as I can tell) are a series of predetermined encounters with locations where the PCs decisions determine how they get to the next encounter. So, for instance, you might know that the BBEG kidnaps someone from a town even before the PCs get there. They have no chance to stop him. You know that when the PCs arrive in town the people in town will beg them for help to get back the kidnapped person. At this point, you let the players decisions matter. Do they take the mission? Do they ask for a reward? How do they go about tracking down the BBEG? You probably know the likely methods they would use to find him(tracking, asking around town to see if anyone saw which way he went, hiring a guide, and so on). They might come up with other ways that you haven't thought of, but that's ok. You want them to eventually reach the cave where the BBEG is keeping the prisoner. You get to make it look like their choices matter. They get to think that there was a chance that they would fail to find the cave and that their ingenuity was what caused them to succeed. Plus, their decisions DO influence the story. It is either the story of a group of people who ask around town until they meet the farmer who saw the prisoner being dragged off and go in that direction until they find a cave OR it is the story of a group of people who use their knowledge of the wilderness in order to track their prey through the forest. It may be a small difference, but it is a difference in the story that was caused by the player's decisions. You know what forces the BBEG has and the layout of his cave. You can set up the encounters and know that they will likely happen exactly like that unless the players try some completely different tactics. Then, their decisions matter again. Once they defeat the BBEG and rescue the hostage, then they once again have a decision as to what they do with the hostage. And so on. It is a combination of planned encounters and "decision points" where the players gets to decide which track the railroad goes down. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?
Top