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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
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="N'raac" data-source="post: 6724325" data-attributes="member: 6681948"><p>This was the "you are supposed to fight the bandits, not surrender your money or flee" example. The GM clearly expected the players to fight the bandits. Having the bandits take the wizard's money and leave, or shake their fists and curse the fleeing PC's cowardice, would be improvising. Having the bandits attack the wizard anyway, and suddenly have the means to catch the fellow on horseback, is not improvising - it is failing to improvise by forcing the battle to happen as planned.</p><p></p><p></p><p></p><p>Drift happens. Your "players" are venturing off the "adventure path" into a side quest, or perhaps are abandoning your plot, never to return. Why are you trying to railroad them back onto your pre-planned discussion topic?</p><p></p><p></p><p></p><p>I'd call that a form of railroading - no matter where you go, there's that temple. It could not be avoided.</p><p></p><p></p><p></p><p>This is just a matter of degree. I could say "fine, they walk away from the temple". And there will be another temple wherever they go in a few days (and this one now retroactively has the encounters I wanted to run). I could say "NOOOOOO!!!!! You have to explore the temple - that is the game today!!!!!" I could have them encounter a steady series of "clues" that they should go back and explore the temple. Or I could just refuse to dangle any more adventure hooks until they either go back to explore that temple, or die of boredom. All of these are forms of railroading - I am forcing the temple upon them.</p><p></p><p></p><p></p><p>In a true sandbox, that key sits in the temple. Maybe that means the plot that hinged on it ends and the PC's go do something else. Perhaps it means that the PC's all die because they needed that key to succeed. Too bad. They made their choices, and nothing in the game can change to alter the consequences of those choices. "Bad sandbox"? Sure. But it's still the sandbox.</p><p></p><p></p><p></p><p>CHOO CHOO!!! </p><p></p><p>To not railroad this, well, since they did not find the clue, then I guess they will not follow up the plot thread. Put all 15 levels of that plot aside, since the players have chosen, albeit unknowingly, not to pursue it. They choose not to go to the Dragon's cave? Then they do not encounter he Dragon - that was their choice. Putting the Dragon back in their path? Railroad.</p><p></p><p>That railroad is neither good nor bad, intrinsically, but it denies the players the ability to avoid (deliberately or accidentally) the plot the GM wants them to pursue.</p><p></p><p></p><p></p><p>CHOO CHOO - if they choose not to go after the dragon (whether for now, or for ever), then they do not go after the Dragon. Move on to a different plot - the players have rejected this one.</p><p></p><p></p><p></p><p>Why does anything in the forest need to be related to the plot you wish to railroad the players into? Perhaps the forest is filled with giant spiders, who are bred there by Drow, and the players can find their secret entrance to the Underdark and spend the rest of the campaign exploring it, leaving the dragon in peace. THAT is a sandbox.</p><p></p><p></p><p></p><p></p><p></p><p>Agreed absolutely.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6724325, member: 6681948"] This was the "you are supposed to fight the bandits, not surrender your money or flee" example. The GM clearly expected the players to fight the bandits. Having the bandits take the wizard's money and leave, or shake their fists and curse the fleeing PC's cowardice, would be improvising. Having the bandits attack the wizard anyway, and suddenly have the means to catch the fellow on horseback, is not improvising - it is failing to improvise by forcing the battle to happen as planned. Drift happens. Your "players" are venturing off the "adventure path" into a side quest, or perhaps are abandoning your plot, never to return. Why are you trying to railroad them back onto your pre-planned discussion topic? I'd call that a form of railroading - no matter where you go, there's that temple. It could not be avoided. This is just a matter of degree. I could say "fine, they walk away from the temple". And there will be another temple wherever they go in a few days (and this one now retroactively has the encounters I wanted to run). I could say "NOOOOOO!!!!! You have to explore the temple - that is the game today!!!!!" I could have them encounter a steady series of "clues" that they should go back and explore the temple. Or I could just refuse to dangle any more adventure hooks until they either go back to explore that temple, or die of boredom. All of these are forms of railroading - I am forcing the temple upon them. In a true sandbox, that key sits in the temple. Maybe that means the plot that hinged on it ends and the PC's go do something else. Perhaps it means that the PC's all die because they needed that key to succeed. Too bad. They made their choices, and nothing in the game can change to alter the consequences of those choices. "Bad sandbox"? Sure. But it's still the sandbox. CHOO CHOO!!! To not railroad this, well, since they did not find the clue, then I guess they will not follow up the plot thread. Put all 15 levels of that plot aside, since the players have chosen, albeit unknowingly, not to pursue it. They choose not to go to the Dragon's cave? Then they do not encounter he Dragon - that was their choice. Putting the Dragon back in their path? Railroad. That railroad is neither good nor bad, intrinsically, but it denies the players the ability to avoid (deliberately or accidentally) the plot the GM wants them to pursue. CHOO CHOO - if they choose not to go after the dragon (whether for now, or for ever), then they do not go after the Dragon. Move on to a different plot - the players have rejected this one. Why does anything in the forest need to be related to the plot you wish to railroad the players into? Perhaps the forest is filled with giant spiders, who are bred there by Drow, and the players can find their secret entrance to the Underdark and spend the rest of the campaign exploring it, leaving the dragon in peace. THAT is a sandbox. Agreed absolutely. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
Top