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General Tabletop Discussion
*TTRPGs General
Cohesion vs Railroading
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<blockquote data-quote="Shallown" data-source="post: 1869712" data-attributes="member: 1368"><p>I told my players the first day of my last campaign that I had a big world shttering plot for them and that more or less I was gonna go with that plot. I explained that it isn't really railroading if they all agree to get on the train. The train is going somewhere new and exciting, The train will make stops and theplayers can wander around knowing the train is probably waiting for them and at leastif the trainis leaving a whistle will sound. Train rides can be exciting and fun and not neccessarily constraining. Whether players feel railroaded is completely a meta issu to me. The characters can feel helpless it happens often enough in real life that I can accept it as long as the players don't feel helpless or lacking choices. They were also told they could pull the emergency cord and get off the train at any time and avoid the world shattering plot but didn't mean the train was not continueing and the world may shatter. They were told make characters that can accept ad care about the train ride.</p><p></p><p>So have I worn out the railroad/train analogy? But tructhful that is how I explained it. I knew my group and they weren't the type of players enmasse who handled campaigns with too much player freedom, They floundered badly. They knew I knew it it was cool.</p><p></p><p>Now my GMing style was to write up possible/probably encounters and absolutely nothing else. I had everything planned out in my head and had most probable plot lines planned out. I was sometimes surprised both by my players and the thinsg I did but it mostly worked out.</p><p></p><p>I think the amount of railroading/cohesion and player choice is going to be defined by the players. I have run groups that All I had to do was show up and place them in a room somehwere and they lead me through the campaign and I have had players who would sit like a lump until something happened that would engage them and if you didn't keep tem engaged and lead them by the nose they didn't do squat. Its about being adaptable to the players. I have been at this a while and know what my limitations are in those areas. I sort of prefer the middle ground a little lead a little be led.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1869712, member: 1368"] I told my players the first day of my last campaign that I had a big world shttering plot for them and that more or less I was gonna go with that plot. I explained that it isn't really railroading if they all agree to get on the train. The train is going somewhere new and exciting, The train will make stops and theplayers can wander around knowing the train is probably waiting for them and at leastif the trainis leaving a whistle will sound. Train rides can be exciting and fun and not neccessarily constraining. Whether players feel railroaded is completely a meta issu to me. The characters can feel helpless it happens often enough in real life that I can accept it as long as the players don't feel helpless or lacking choices. They were also told they could pull the emergency cord and get off the train at any time and avoid the world shattering plot but didn't mean the train was not continueing and the world may shatter. They were told make characters that can accept ad care about the train ride. So have I worn out the railroad/train analogy? But tructhful that is how I explained it. I knew my group and they weren't the type of players enmasse who handled campaigns with too much player freedom, They floundered badly. They knew I knew it it was cool. Now my GMing style was to write up possible/probably encounters and absolutely nothing else. I had everything planned out in my head and had most probable plot lines planned out. I was sometimes surprised both by my players and the thinsg I did but it mostly worked out. I think the amount of railroading/cohesion and player choice is going to be defined by the players. I have run groups that All I had to do was show up and place them in a room somehwere and they lead me through the campaign and I have had players who would sit like a lump until something happened that would engage them and if you didn't keep tem engaged and lead them by the nose they didn't do squat. Its about being adaptable to the players. I have been at this a while and know what my limitations are in those areas. I sort of prefer the middle ground a little lead a little be led. Later [/QUOTE]
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