How Much of a Railroader Are You?

How often to you railroad your players?

  • I RR all the time. It's the only way to get the players doing what they're supposed to.

    Votes: 17 4.6%
  • I RR some of the time. If I put effort into a plot, I expect the players to go for it

    Votes: 105 28.3%
  • I rarely RR. If the players are going way in the wrong direction, I'll prod them.

    Votes: 194 52.3%
  • I never RR. If the players' actions end in disaster, too bad. They had their chance.

    Votes: 55 14.8%

I have the following and unusual problem...
First of all, we never, ever use modules or plots written by anyone else. All games are directly from the DM. Additionally, all my D&D groups were round-robyn DM (usually with me as the "main" DM though).

My original gaming group, where I learned to play, etc (back in the 80's and 90's when I was in high school and college), there was rarely a DM-driven plot or anything. All the players had very active and specific things they all wanted to do. Figuring out whose goal was to be sought first was the main issue. The player set a goal (be it get a specific magical item they were looking for, free all the slaves working in a local township, etc), and the DM had to come up with a plot around that goal. Sometimes you got prior warning and were able to write up a game... most of the time, you just winged it on the spot. If I ever did have a plot in mind that didn't involve me, there was a pretty good chance it might get ignored for their own goals.

My current gaming group rarely initiates things, but are extremely reactive. They'll very rarely go seek out goals, etc; but they are more than eager to take on things when they are presented. They're, if anything, too self-railroaded... they'll jump at even the slightest hint of a plot element, eager not to miss what the DM had in mind.

As a player, I'm still pretty self-goal driven, although I always try to make those goals things which won't interfere with existing plots, etc. Or make it something that can simply be done at the same time as the DM's plot.

As a DM, I'm fairly torn. I miss the complete chaos and utter surprises of the old style, player run campaign. On the downside, this style led to a hodge-podge of shallow plots which weren't in any way linked. In the newer, plot-driven games, I'm able to compose amazingly elaborate and interesting stories which span real-life years.

In the last year, I've been trying to have the plots simply be background stuff that unfold on their own, and aren't player dependent. For example:
A) Players are hired by NPC to go see into the attacks on the people of a nearby village.
B) Players encounter refugees as they leave their old village, headed for somewhere safer.

I basicly have ten or twenty such events in the setting background all happening at once. If the players are close enough to the event, they get to know of it early, and be involved in some way if they want. Otherwise, the events are found out much later... and if they are ignored, the world doesn't end. The world does change though. A village or town they used to frequent, with friends, etc might be dramatically changed or destroyed etc. The advantage of having many such events at once is that it adds to the drama. Deciding which one to take on, or if any, can create alot of interesting situations.

Anyway, just my 2-long-winded-cents :).
 

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Psion said:
So I think often the group's style needs to be catered too, and a little plotting and hand-nudging isn't always a bad thing, depending on the group.

I agree heavily with Psion here. As many others in the thread have pointed out, some PCs will stare slackjawed if they're not given something to cling to. Party style and preference is a huge consideration here, and its probably something that should be established at the beginning of a campaign.
 

A "it depends" would have been better.

I've DM'ed campaigns which are fully player led, from determining their own goals, which adventure hooks to follow, or to make up their own. I expect the social contract that they provide me a little notice, so that I can have resources set up for a session. Thus we try to avoid things like, "We know you spent the past 2 weeks creating that dungeon we said we were going to explore, but we decided to switch from being dungeon divers to joining a merchant ship heading to the other side of the continent... so first we'll get a ship, then interview a crew, and we'll want to RP the interview of several captains, and then we'll have some fun sea adventures. So, what ships are for sale in town?" (Extreme case never happened, but illustrative of what would be a bad thing to do to your friend)

I'm much more likely to put the PCs on a railroad if we are doing a published adventure, if the only purpose of the party was to do that published adventure (this is different from me using a published adventure as a resource for a player led campaign). If the purpose is to play the published adventure, I'll use railroading only as needed to let the characters know which way the published adventure intends for them to go. In this case, I'm normally just using the railroading as provided in the adventure.
 

I railroad when I feel like it...

Sometimes, when the players are going in a direction I didn't expect, and I think that what i had planned was cooler, I'll say something along the lines of, "Hey, you guys should do this, because its what I thought you'd do and what I've planned for." If they decide not to do what I've suggested, then the game carries on in a slightly more haphazard manner, until I get a chance to figure things out more fully. If they decide to take me up on my suggestion, so much the better.

Other times, when the players are going in a direction I didn't expect, I think that what they are doing will end up cooler, I'll say something along the lines of, "Okay, I need to get some air, we'll pick this up right here in ten minutes." And then I go and figure out how the workd is going to react to what they are doing now... And the game carries on (sometimes in a somewhat haphazard manner until I get a better handle on what is going on).

Later
silver
 

Railroading is such a negative term, and it has really expanded to mean 'The DM makes me doe something I don't want to' or 'The DM is unfair to my character'

I think the adventure paths are a prime example of how a game should run. The DM has an overaching plot, and the chractrers basically go along to enjoy the story. They can tkae breaks, and do other things, but the DM's plot is the main thing happening in the world, and if they ignroe it, they should not be surprised to find themselves spinnig their wheels.

Kinda like if you are living in 1943 and consider yoruself the untimate soldeier, but instead of getting involved in WWII you go hunt down cattle poachers in the wilds of Africa and bitch it is not intense or exciting enough. Well, you wnat Intense and Exciting? It's over there.
 

Ravellion said:
"I RR all the time. It's the only way to get the players doing what they're supposed to." isnt' quite right. It's more like: ""I RR all the time. It's the only way to get the players doing anything other than staring at me slackjawed"

Ding! Ding! Ding! We have a winnar! That has been experience after 20+ years Dming with a large variety of players. If you don't get them on that train and moving fast you will be RPing the 'tavern scene' for 4 hours. :\
 

I chose the "some of the time" option, but it's really only sort of correct.

What really happens is that I lay down a track. If the players show any interest in leaving the track, I go with it; but usually what happens is they get to the end of the track and then sit around like stunned sheep until I lay out some new track for them :) [player behaviour exaggerated for the purposes of humour]

Basically I'd like more player-originated plots but they're too used to the railroad.

Chris
 

Choo-Choo Baby!

All aboard who's comin' aboard.

If the players explicitly state that they would rather get on the Adventure Express, who am I to deny them?
 


Shadowslayer said:
I guess in a sense, I let them railroad me.

I ask them what they want to do next week, and I go to work at it. That's pretty satisfying for everyone. They know what I'm good at and what I'm not, so they usually pick the stuff I'm good at.

That's the ticket. I have precious little time to prepare so instead of throwing out 8 plot hooks which they may ignore, I ask what kind of adventures interest them and work up 2 or 3 things along those lines that fit in the campaign.
 

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