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<blockquote data-quote="Manbearcat" data-source="post: 6134244" data-attributes="member: 6696971"><p>If that is the case (eg - the players have no input on the content that will be dealing with before the game begins), then I would definitely agree that its "closer to a railroad". I think I'm inclined to go with "something akin to a railroad". But my definition of railroad is associated with in-game techniques and the effect on play; the subversion of meaning of player choice and action resolution and the utter enforcement of metaplot upon play. I've seen that happen while the game's pre-established content is tailored to player cues so the two phenomenon can be mutually exclusive. In a one-off step on up game, you can run a short, challenging adventure (with shallow PC build tools and no PC backstory to go on) where folks just show up with Bobfighter001 etc and just tackle the challenges. There you can have fully legitimized player choice and action resolution that has meaning, affects micro-outcomes and perturbs the macro-outcome wildly (such that all roads don't lead to Rome). I'm not sure I'd call that a railroad. Something else I think.</p><p></p><p>A long-term campaign with no player input on the pre-establishment of the ensuing content should have a term applied to it for ease of communication. I'm just not sure railroad is it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6134244, member: 6696971"] If that is the case (eg - the players have no input on the content that will be dealing with before the game begins), then I would definitely agree that its "closer to a railroad". I think I'm inclined to go with "something akin to a railroad". But my definition of railroad is associated with in-game techniques and the effect on play; the subversion of meaning of player choice and action resolution and the utter enforcement of metaplot upon play. I've seen that happen while the game's pre-established content is tailored to player cues so the two phenomenon can be mutually exclusive. In a one-off step on up game, you can run a short, challenging adventure (with shallow PC build tools and no PC backstory to go on) where folks just show up with Bobfighter001 etc and just tackle the challenges. There you can have fully legitimized player choice and action resolution that has meaning, affects micro-outcomes and perturbs the macro-outcome wildly (such that all roads don't lead to Rome). I'm not sure I'd call that a railroad. Something else I think. A long-term campaign with no player input on the pre-establishment of the ensuing content should have a term applied to it for ease of communication. I'm just not sure railroad is it. [/QUOTE]
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