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General Tabletop Discussion
*TTRPGs General
Do Plot-Based Adventures Necessarily Involve 'Railroading'?
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<blockquote data-quote="Kahuna Burger" data-source="post: 2517293" data-attributes="member: 8439"><p>Some people seem to have broadened the definition of "railroading" until it basicly means "having an idea of a plot" or even "being a dm". I choose to reject the overly broad definitions. Railroading to me is forcing players to have their characters pursue a specific course of action, by unrealisiticly truncating all other courses of action. A module with a plot does not require railroading if the DM is open to alternate ways of resolving the plot, on a micro or macro level.</p><p></p><p>Railroading, imo, indicates a lack of trust in your players to cooperate in creating a game. A DM who always has to have the PCs kidnapped, enslaved, blackmailed or otherwise railroaded into 'the adventure' is showing that he doesn't trust his players to take a reasonable plothook. A DM who only leaves one way to resolve a situation, arbitrarily stopping any other ideas from working, doesn't trust his players to work creativly within the rules. Sometimes this lack of trust is well founded - I see obstructionist players and railroading DMs as feeding off each other.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 2517293, member: 8439"] Some people seem to have broadened the definition of "railroading" until it basicly means "having an idea of a plot" or even "being a dm". I choose to reject the overly broad definitions. Railroading to me is forcing players to have their characters pursue a specific course of action, by unrealisiticly truncating all other courses of action. A module with a plot does not require railroading if the DM is open to alternate ways of resolving the plot, on a micro or macro level. Railroading, imo, indicates a lack of trust in your players to cooperate in creating a game. A DM who always has to have the PCs kidnapped, enslaved, blackmailed or otherwise railroaded into 'the adventure' is showing that he doesn't trust his players to take a reasonable plothook. A DM who only leaves one way to resolve a situation, arbitrarily stopping any other ideas from working, doesn't trust his players to work creativly within the rules. Sometimes this lack of trust is well founded - I see obstructionist players and railroading DMs as feeding off each other. [/QUOTE]
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Do Plot-Based Adventures Necessarily Involve 'Railroading'?
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