WizarDru said:If I start the module in media res and force motivations and choices on the players, that is railroading.
S'mon said:Railroading: PCs are sitting in Inn, when slavers burst in and, in game, subdue & capture them. No matter what the players do or attempt, the capture attempt WILL succeed.
tx7321 said:Anyhow, when comparing periods in anything you have to look at the majority of work. The majority of early 1E period modules were not railroading, the majority of 2E era modules were. Same with 3E. And thats not to say there worse, there just different.![]()
tx7321 said:Same with 3E.
the only railroad adventures i've seen lately involve the first 2 Eberron ones.ColonelHardisson said:Cite specific examples, because I'm not seeing that many railroads in 3e. Red Hand of Doom, for example, has a definite plot, but what happens is determined by PC actions (or inaction). That's not railroading.
tx7321 said:Hussar, Every dungeon has one path basically, (with one final big treasure at the end that must be found if you want to advance); dungeons, after all, are nothing more then a set of rooms and halls leading to a final showdown, and yes, many side paths are dangerous and trapped and are best avoided (as in your tomb of horrors example, which is more devilishly dangerous than most).
S'mon said:Not railroading: The scenario starts with PCs stripped naked in dungeon. PCs are then free to do whatever they want to attempt.
Railroading: PCs are sitting in Inn, when slavers burst in and, in game, subdue & capture them. No matter what the players do or attempt, the capture attempt WILL succeed.
S'mon said:Another classic 'railroad' is when the scenario has the arch-villain NPC show up and requires that whatever the PCs do, the NPC will escape to return later.
WizarDru said:I'm not sure I'm getting the distinction, here. Are you saying that if it happens purely in the beginning, it's not railroading, but if I get five minutes in to the adventure and the same event happens, it is?
WizarDru said:True and 'Whisper of the Vampire's Blade' is very guilty of this as it's prime plot element. It's potentially bad design...unless it's in something like Mutants and Masterminds, where the player actually is compensated for such an event (in the form of Hero Points).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.