If a tree falls in the woods...(Railroading)

Psion said:
It's only railroading if players don't have the illusion of free will.

I don't think having events that are out of the players control is railroading... so long as players have reasonable control of aspects of their world that they should.

This is perfect, Psion. If I ever write a book on railroading (the rpg kind, ahem), you will be asked for this quote. ;)
 

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Psion said:
One masterful GM I know likened this to the "magician's choice". I.E., where the magician gives you the choice but interperets the consequences himself. So if the magician asks you to pick a card but doesn't tell you what he wants you to do with the card (and decided that based on the trick he is perform), and wows you with the results by giving you the illusion that the card you chose had some special significance, but it was really the magician chosing to discard or keep the card you chose.
Though I have never heard of this approach to doing card tricks, I can certainly see the validity of it. This idea generally defines my approach to constructing campaign material, allowing the actions of the characters to seem extraordinarily relevant in the course of their adventures. In effect, this isn't really a deception, as the PCs are making the choices that define the campaign.

Beyond that, railroading is a tool best used only as necessary, and one should never endanger suspension of disbelief. The ring of mushrooms, for instance, shouldn't be used as described without appropriate foreshadowing, i.e. legends that mushroom rings are known to have enigmatic magical properties, or a rumor that a secret entrance to the dungeon can be found in the hills nearby.
 

I totally agree that a certain level of railroading is a good thing. Even if it isn't done of purpose hook jumping to find the nicest one is a bad thing. It's the difference between these two:

You see an otherworldy ring of muchrooms, do you look further? Roll for survival checks (for foot prints etc), and search checks etc.

OR

You see an otherworldly ring of mushrooms. You are transported to a cavern.

Whilst the second doesn't smack or RRing you can tell it's there, no choice is given.
 


Joshua Dyal said:
I don't think that claim is particularly controversial; I thought that was a pretty standard procedure!

I, agree that it is. But my point is that the common perception is that if there exists an encounter or situation that will arise irrespective of the players' actions, that's railroading. I thought that to suggest that so long as the players feel empowered, and that it matters much less that the players were more or less destined behind the scenes, might meet some alarm from those folks who preach the sins of railroading.
 

worst if rather funny example of railroading I ever used was purposly blown over the top simply because the party was ignoring every single suggestion, hint, demand, ect that they follow the plot. Then had the audacity to complain that I had written a boring adventure. The railroading went something like this:

PC: We leave the inn and go back to wandering the streets.
Me: Ok it's dark out. all of a sudden hundreds of ork ninjas jump out of the shadows and beat you to within half a hitpoint. You wake up later in the dungon where you were supposed to be 3 sessions ago... Your pants are missing... and your butt hurts.
 

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