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DM Issues: Railroading
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<blockquote data-quote="JamesonCourage" data-source="post: 5586804" data-attributes="member: 6668292"><p>I think if we're talking about the definition of a railroad, then it's best to stick to what the definition is, for clarity's sake, even if the perception is different.</p><p></p><p>Now, I understand what you mean, and it's valid. Your players probably shouldn't feel railroaded, even if you're not railroading them. It's usually a lot less fun for many players. It's how you get threads like this one.</p><p></p><p>However, I do believe it's best to make your point on the last paragraph, rather than on broadening the definition of railroading to include "it feels like a railroad." But, that's only because I see the extra precision as helpful, especially in a text-based medium.</p><p></p><p>At any rate, I do see your point. I think where we have different mileage has been demonstrated above a few times. You believe that nobody would quit a job if they have responsibilities. Well, I can tell you that I have quit every job I've worked at, and usually with no notice, and on the spur of the moment. Once, I quit a job at Gallo Wineries, visited my father in Los Angeles for a couple months while staying in a hotel, then came back and lived in my car, willingly, for three years.</p><p></p><p>I don't think it's going to be a common action, but I can understand you implying that things like this "just won't happen" unless you're stupid. But, I can assure you that I'm quite intelligent (and I also don't feel like you were trying to be insulting, so no worries <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), and that I knew exactly what I was doing. I put a water bed in the back of my '95 Chevy Corsica, and I had a blast for 3 years.</p><p></p><p>I think what you have to do in a sandbox is approach every character, individually, and think, "what motivates this character specifically? Does he value his life as much as his family? Would he be willing to risk everything when he could probably easily spend his days at home, peacefully raising a dozen kids?" PCs in particular fit this above mold, most of the time. They are willing to risk it all for a life filled with risk (and often not motivated by any particularly good intentions).</p><p></p><p>Is this as logical as settling down and living the rich life with a beautiful wife and a dozen kids? Probably not to most people. Is it reasonable to this character? Yes, it is. </p><p></p><p>And that's the way I think the NPCs in a sandbox must be approached. You must look at what is reasonable from their perspective, even if it isn't logical. Then, you must play out those characters, based on their reasoning. If that causes a war to happen that none of the PCs want to get involved in, than I see how that might cause some issues where players might feel railroaded, if they aren't used to this.</p><p></p><p>My players have been playing in a sandbox world for some time, and they have accepted a dynamic and changing world setting based on individual NPC motivations. When something happens that they don't feel interested in, they either deal with it, ask someone else to deal with it (usually an appeal to legal authority), or they flee from where it will affect them. I've had players talk of moving from one continent to another to get away from a particular problem on that continent. They have that choice. I won't stop them. Nor did I make that problem prominent to hurt the players. In fact, the players knew that this problem (a particular small private army) was well-intentioned, and had the approval of other governments on the continent.</p><p></p><p>Was it railroading when that private army acted against one of the PCs, even when he didn't want to deal with it? No more, to me, than getting hassled by guards because you're an orc in human lands. It's a setting issue.</p><p></p><p>If players don't want to deal with particular setting issues, I understand that, and I think they have the right to speak up. I think it's probably a good thing for people to be upfront about their expectations of play. I think players should speak up if they feel railroaded. I think compromise should be reached, where possible, while maintaining the internal logic of the setting.</p><p></p><p>But, these are all just my opinions. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5586804, member: 6668292"] I think if we're talking about the definition of a railroad, then it's best to stick to what the definition is, for clarity's sake, even if the perception is different. Now, I understand what you mean, and it's valid. Your players probably shouldn't feel railroaded, even if you're not railroading them. It's usually a lot less fun for many players. It's how you get threads like this one. However, I do believe it's best to make your point on the last paragraph, rather than on broadening the definition of railroading to include "it feels like a railroad." But, that's only because I see the extra precision as helpful, especially in a text-based medium. At any rate, I do see your point. I think where we have different mileage has been demonstrated above a few times. You believe that nobody would quit a job if they have responsibilities. Well, I can tell you that I have quit every job I've worked at, and usually with no notice, and on the spur of the moment. Once, I quit a job at Gallo Wineries, visited my father in Los Angeles for a couple months while staying in a hotel, then came back and lived in my car, willingly, for three years. I don't think it's going to be a common action, but I can understand you implying that things like this "just won't happen" unless you're stupid. But, I can assure you that I'm quite intelligent (and I also don't feel like you were trying to be insulting, so no worries :)), and that I knew exactly what I was doing. I put a water bed in the back of my '95 Chevy Corsica, and I had a blast for 3 years. I think what you have to do in a sandbox is approach every character, individually, and think, "what motivates this character specifically? Does he value his life as much as his family? Would he be willing to risk everything when he could probably easily spend his days at home, peacefully raising a dozen kids?" PCs in particular fit this above mold, most of the time. They are willing to risk it all for a life filled with risk (and often not motivated by any particularly good intentions). Is this as logical as settling down and living the rich life with a beautiful wife and a dozen kids? Probably not to most people. Is it reasonable to this character? Yes, it is. And that's the way I think the NPCs in a sandbox must be approached. You must look at what is reasonable from their perspective, even if it isn't logical. Then, you must play out those characters, based on their reasoning. If that causes a war to happen that none of the PCs want to get involved in, than I see how that might cause some issues where players might feel railroaded, if they aren't used to this. My players have been playing in a sandbox world for some time, and they have accepted a dynamic and changing world setting based on individual NPC motivations. When something happens that they don't feel interested in, they either deal with it, ask someone else to deal with it (usually an appeal to legal authority), or they flee from where it will affect them. I've had players talk of moving from one continent to another to get away from a particular problem on that continent. They have that choice. I won't stop them. Nor did I make that problem prominent to hurt the players. In fact, the players knew that this problem (a particular small private army) was well-intentioned, and had the approval of other governments on the continent. Was it railroading when that private army acted against one of the PCs, even when he didn't want to deal with it? No more, to me, than getting hassled by guards because you're an orc in human lands. It's a setting issue. If players don't want to deal with particular setting issues, I understand that, and I think they have the right to speak up. I think it's probably a good thing for people to be upfront about their expectations of play. I think players should speak up if they feel railroaded. I think compromise should be reached, where possible, while maintaining the internal logic of the setting. But, these are all just my opinions. As always, play what you like :) [/QUOTE]
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