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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Cohesion vs Railroading
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="barsoomcore" data-source="post: 1869767" data-attributes="member: 812"><p>Now you're confusing me.</p><p></p><p>How is not assuming the players will take one course of action or another the same as FORCING THEM TO CHANGE THEIR PERSONALITIES?</p><p></p><p>Cause I have trouble seeing that one, myself.</p><p></p><p>Some people are active and some are reactive. What I'm talking about has nothing to do with personality.</p><p></p><p>What I'm saying is, that since you can't count on your players to automatically do what YOU THINK they should do, you ought to plan for the eventuality that they won't, and have things ready to happen to keep the game interesting even if they don't go off and tackle the bad guy you've set up for them.</p><p></p><p>Whether or not your players are active or reactive people has nothing to do with it.</p><p></p><p>Active people can follow your story OR they can just go running off after some idea you never saw coming. What do you do then?</p><p></p><p>If you're railroading, you try and get them to do what you had planned.</p><p></p><p>If you're not railroading, you come up with some way of keeping the story fun and thrilling and cool. Which, unless I've been doing this wrong all my life, involves coming up with THINGS TO HAPPEN.</p><p></p><p>"We're not going to go after the Nameless Tyrant. We're going to go up into the mountains to find the secret lair of the Frost Giant King."</p><p></p><p>"Okay, you're heading up through the pass when suddenly a huge form rises up in front of you and raises its axe. Roll for initiative."</p><p></p><p>Hey, look! A bad thing just happened to the party. Is that suddenly going to change their very nature? What is this, hypnotism? "You are getting sleepy... You feel... reactive... lethargic... You have no will of your own..."</p><p></p><p>Sheesh.</p><p></p><p>The basic function of a DM is to invent things to happen to the party. If you only invent things that will happen IF the party takes a certain course of action, and then try to force the party to take that action even when they think of something else they'd rather do, you are railroading. If you invent things to happen to them REGARDLESS of what they do, or can come up with stuff on the fly in response to whatever they do, you are NOT railroading.</p><p></p><p>Not railroading is less risky than railroading because railroading is only fun if your players want to follow the course you're prepared to accept. If they are, then both styles are equally fun, but if they aren't then not railroading is more fun, so not railroading is less risky.</p><p></p><p>I don't really know how to make this more clear. Let me know what you're having difficulty grasping.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1869767, member: 812"] Now you're confusing me. How is not assuming the players will take one course of action or another the same as FORCING THEM TO CHANGE THEIR PERSONALITIES? Cause I have trouble seeing that one, myself. Some people are active and some are reactive. What I'm talking about has nothing to do with personality. What I'm saying is, that since you can't count on your players to automatically do what YOU THINK they should do, you ought to plan for the eventuality that they won't, and have things ready to happen to keep the game interesting even if they don't go off and tackle the bad guy you've set up for them. Whether or not your players are active or reactive people has nothing to do with it. Active people can follow your story OR they can just go running off after some idea you never saw coming. What do you do then? If you're railroading, you try and get them to do what you had planned. If you're not railroading, you come up with some way of keeping the story fun and thrilling and cool. Which, unless I've been doing this wrong all my life, involves coming up with THINGS TO HAPPEN. "We're not going to go after the Nameless Tyrant. We're going to go up into the mountains to find the secret lair of the Frost Giant King." "Okay, you're heading up through the pass when suddenly a huge form rises up in front of you and raises its axe. Roll for initiative." Hey, look! A bad thing just happened to the party. Is that suddenly going to change their very nature? What is this, hypnotism? "You are getting sleepy... You feel... reactive... lethargic... You have no will of your own..." Sheesh. The basic function of a DM is to invent things to happen to the party. If you only invent things that will happen IF the party takes a certain course of action, and then try to force the party to take that action even when they think of something else they'd rather do, you are railroading. If you invent things to happen to them REGARDLESS of what they do, or can come up with stuff on the fly in response to whatever they do, you are NOT railroading. Not railroading is less risky than railroading because railroading is only fun if your players want to follow the course you're prepared to accept. If they are, then both styles are equally fun, but if they aren't then not railroading is more fun, so not railroading is less risky. I don't really know how to make this more clear. Let me know what you're having difficulty grasping. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Cohesion vs Railroading
Top