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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="tx7321" data-source="post: 3250014" data-attributes="member: 43146"><p>I do not dictate the course of action for my players, thats up to them at all times (running a module or not). My definition relates more to my players. When they feel as if they are tied up in some thick plot (usually with a good bit of romance novel story line included) that drags them along (with little freedom to develop there own story), then I consider it railroading (because the players do). Players expect some bait to be cast for them to bite at (and that usually leads to the dungeon door). Its when they start feeling controlled that they speak up about feeling railroaded. If this is not the proper definition of railroading...oh well. Its the one I use. </p><p> </p><p></p><p>And I don't consider adventuring inside dungeons as railroading (at least not from the early 1E period). Of course all dungeons are rooms with halls, and each has to be passed to reach the next. If you call that railroading great for you. But its not, its just the structure of a dungeon.</p><p></p><p></p><p>WIZ: "I would hazard that you're using a definition of railroading that is different than just about anyone else is using." </p><p></p><p>No arguement there, I don't expect those here to agree with my definition, after all, you guys have been in close contact here (for the most part)f for a long time, and share many definitions that I do not. That is to be expected. I also don't expect you to DM the same way I do. </p><p></p><p>WIZ: "As others have noted, your definition is so overbroad as to apply virtually anywhere. The DM is always going to dictate some aspect of the story....that doesn't generally qualify as railroading in most gamer's minds."</p><p></p><p>No, the DM does not dictate what the characters do. He dictates if its raining, or if certain creatures are present....period. Its up to the PCs to interact or ignore these situations and people/monsters and what have you. If the players are having fun and go for some suggested path good for them (thats not railroading thats free choice). If they go for something unexpected even better for them. Remember, in 1E, the DM creates a world, an ant farm, and the players are dropped into it. If the DM wants to say, "you wake up naked on an island" that is his perogative. He is God afterall. As a player you don't know what happened, perhaps the gods became angry or bored and did this. But after that situation occurs, the players do what ever they like on that island to survive and get back to where they came from. How these ants get off is up to them. And who knows, they might even find a way out that the writers didin't even think of. </p><p></p><p></p><p>WIZ: "Railroading isn't always a negative, but often is, especially when executed poorly or hamfistedly. " The term Railroading, (when I've heard it mentioned) has always been spoken of as a negative conotation. Its where the players become mere </p><p>actors in some plot and no longer create the story as they go. When the DM describes a situation, the players react however they like independently. What you guys are describing above is just Good DMing (hey, I've brought over some material I designed last night, want to use it?). Thats not the same as forcing every choice (by hook or by crook) so that the players can continue down the story path.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3250014, member: 43146"] I do not dictate the course of action for my players, thats up to them at all times (running a module or not). My definition relates more to my players. When they feel as if they are tied up in some thick plot (usually with a good bit of romance novel story line included) that drags them along (with little freedom to develop there own story), then I consider it railroading (because the players do). Players expect some bait to be cast for them to bite at (and that usually leads to the dungeon door). Its when they start feeling controlled that they speak up about feeling railroaded. If this is not the proper definition of railroading...oh well. Its the one I use. And I don't consider adventuring inside dungeons as railroading (at least not from the early 1E period). Of course all dungeons are rooms with halls, and each has to be passed to reach the next. If you call that railroading great for you. But its not, its just the structure of a dungeon. WIZ: "I would hazard that you're using a definition of railroading that is different than just about anyone else is using." No arguement there, I don't expect those here to agree with my definition, after all, you guys have been in close contact here (for the most part)f for a long time, and share many definitions that I do not. That is to be expected. I also don't expect you to DM the same way I do. WIZ: "As others have noted, your definition is so overbroad as to apply virtually anywhere. The DM is always going to dictate some aspect of the story....that doesn't generally qualify as railroading in most gamer's minds." No, the DM does not dictate what the characters do. He dictates if its raining, or if certain creatures are present....period. Its up to the PCs to interact or ignore these situations and people/monsters and what have you. If the players are having fun and go for some suggested path good for them (thats not railroading thats free choice). If they go for something unexpected even better for them. Remember, in 1E, the DM creates a world, an ant farm, and the players are dropped into it. If the DM wants to say, "you wake up naked on an island" that is his perogative. He is God afterall. As a player you don't know what happened, perhaps the gods became angry or bored and did this. But after that situation occurs, the players do what ever they like on that island to survive and get back to where they came from. How these ants get off is up to them. And who knows, they might even find a way out that the writers didin't even think of. WIZ: "Railroading isn't always a negative, but often is, especially when executed poorly or hamfistedly. " The term Railroading, (when I've heard it mentioned) has always been spoken of as a negative conotation. Its where the players become mere actors in some plot and no longer create the story as they go. When the DM describes a situation, the players react however they like independently. What you guys are describing above is just Good DMing (hey, I've brought over some material I designed last night, want to use it?). Thats not the same as forcing every choice (by hook or by crook) so that the players can continue down the story path. [/QUOTE]
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