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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is Railroading ever a good tactic?
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="Elder-Basilisk" data-source="post: 1512724" data-attributes="member: 3146"><p>I tried this as a DM in a campaign that ran for several years. Without a steady hand at the helm, the game drifted aimlessly as the players wondered what was going on and stumbled through the world around them without ever connecting the dots that could have informed them of the bad guys' plans. It was an instructive experience.</p><p></p><p>Now, perhaps the explanation is that I gave the players too few dots to connect and put in too many red herrings. Perhaps the explanation is that my players were beer and pretzels gamers who simply wanted to "find the adventure" so they could "play it." Maybe the truth lies somewhere in between. However, regardless of all that, it illustrates one thing: there are a variety of things you can role-play but the story is key to whether or not it's an enjoyable experience. If you are role-playing the story of a bunch of adventurers who wear swords and go tavern hopping until they get bored and then get jumped by thugs in the alley when the game gets boring and then try to leave the city and get ambushed by skeletons, the story is not a good one. It lacks theme, it lacks unity, and it lacks movement. The players need to have a sense of what story they are in and the DM needs to give that to them--except in a few rare cases, they can't create it on their own.</p><p></p><p></p><p></p><p>I've done this too. It works OK as long as there are only a few personal agendas and they aren't too different from other members' of the party and aren't too earth-shattering. If one player wants to conquer the kingdom of Cimmeria, another player wants his character to join the assassin's guild and avenge his father's murder, another player wants to dethrone Orcus and take his place, and another player wants to become a great hero so that the bards sing tales of his praise and his beloved's father will consider him worthy to court his beloved, the campaign is destined to be incoherent and short-lived. If all (or even a significant number of) the PCs have different personal goals that are primary for them then the group won't share the common perspective necessary to act in concert. Rather than create one story, you will create four or six separate stories and give the DM a headache in the process. Players who have individual secondary goals for their characters are an asset to the campaign. More than a couple characters with individual primary goals for their characters, however, will derail a campaign. In that sense, their functionality in most games is contingent upon having a majority of players who just want to "play the adventure."</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1512724, member: 3146"] I tried this as a DM in a campaign that ran for several years. Without a steady hand at the helm, the game drifted aimlessly as the players wondered what was going on and stumbled through the world around them without ever connecting the dots that could have informed them of the bad guys' plans. It was an instructive experience. Now, perhaps the explanation is that I gave the players too few dots to connect and put in too many red herrings. Perhaps the explanation is that my players were beer and pretzels gamers who simply wanted to "find the adventure" so they could "play it." Maybe the truth lies somewhere in between. However, regardless of all that, it illustrates one thing: there are a variety of things you can role-play but the story is key to whether or not it's an enjoyable experience. If you are role-playing the story of a bunch of adventurers who wear swords and go tavern hopping until they get bored and then get jumped by thugs in the alley when the game gets boring and then try to leave the city and get ambushed by skeletons, the story is not a good one. It lacks theme, it lacks unity, and it lacks movement. The players need to have a sense of what story they are in and the DM needs to give that to them--except in a few rare cases, they can't create it on their own. I've done this too. It works OK as long as there are only a few personal agendas and they aren't too different from other members' of the party and aren't too earth-shattering. If one player wants to conquer the kingdom of Cimmeria, another player wants his character to join the assassin's guild and avenge his father's murder, another player wants to dethrone Orcus and take his place, and another player wants to become a great hero so that the bards sing tales of his praise and his beloved's father will consider him worthy to court his beloved, the campaign is destined to be incoherent and short-lived. If all (or even a significant number of) the PCs have different personal goals that are primary for them then the group won't share the common perspective necessary to act in concert. Rather than create one story, you will create four or six separate stories and give the DM a headache in the process. Players who have individual secondary goals for their characters are an asset to the campaign. More than a couple characters with individual primary goals for their characters, however, will derail a campaign. In that sense, their functionality in most games is contingent upon having a majority of players who just want to "play the adventure." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is Railroading ever a good tactic?
Top