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Is railroading sometimes a necessary evil?
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<blockquote data-quote="Korgoth" data-source="post: 3674020" data-attributes="member: 49613"><p>Any DM can only have a finite amount of "game space" defined. If the players hear about the Plague Wastes and want to traverse the entire campaign map because they've decided they need to go there (chance of this approaches 100% as you fill in more and more details of your map besides the Plague Wastes)... well, you're just not ready for that. If you detail the whole kingdom, they may up and decide to go to a different one.</p><p></p><p>In those cases, I suggest a "metagame" discussion. Like, "Guys, I'm not ready for you to go there yet." That's all... but some people treat it like it's a sin! So they have to come up with some convoluted explanation: "An invulnerable UltraKraken is destroying all the ships headed for that kingdom! And it's hit by a plague! And the king forbids travel there!", etc. Why go through all that? If you need them to continue exploring this kingdom, just say so. The DM is only human, and probably has other things in his life besides just crafting this world (at least, I hope he does). And the players are responsible for not deliberately sabotaging the DM. Never tell the DM "Give me a reason to adventure!" If you didn't make a character who has a reason to go adventuring, shame on you.</p><p></p><p>But "railroading" is never OK in my book. What I consider railroading is when the DM already decides how you're going to solve the adventure, or that you have to go to a particular set piece. If the DM forces characters along the particular lines of a pre-scripted plot, there's no point in having a game. "No, you're supposed to <em>betray</em> Duke Blackraven!" "No, you can't <em>help</em> the people trying to oust the king!" "No, you can't <em>sneak</em> into the fortress, you're supposed to fight your way in and be outnumbered so that Mari-Su UberLeetPwnMastor the NPC can come in and save you! <em>I have it all planned out!</em>" Not cool.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 3674020, member: 49613"] Any DM can only have a finite amount of "game space" defined. If the players hear about the Plague Wastes and want to traverse the entire campaign map because they've decided they need to go there (chance of this approaches 100% as you fill in more and more details of your map besides the Plague Wastes)... well, you're just not ready for that. If you detail the whole kingdom, they may up and decide to go to a different one. In those cases, I suggest a "metagame" discussion. Like, "Guys, I'm not ready for you to go there yet." That's all... but some people treat it like it's a sin! So they have to come up with some convoluted explanation: "An invulnerable UltraKraken is destroying all the ships headed for that kingdom! And it's hit by a plague! And the king forbids travel there!", etc. Why go through all that? If you need them to continue exploring this kingdom, just say so. The DM is only human, and probably has other things in his life besides just crafting this world (at least, I hope he does). And the players are responsible for not deliberately sabotaging the DM. Never tell the DM "Give me a reason to adventure!" If you didn't make a character who has a reason to go adventuring, shame on you. But "railroading" is never OK in my book. What I consider railroading is when the DM already decides how you're going to solve the adventure, or that you have to go to a particular set piece. If the DM forces characters along the particular lines of a pre-scripted plot, there's no point in having a game. "No, you're supposed to [i]betray[/i] Duke Blackraven!" "No, you can't [i]help[/i] the people trying to oust the king!" "No, you can't [i]sneak[/i] into the fortress, you're supposed to fight your way in and be outnumbered so that Mari-Su UberLeetPwnMastor the NPC can come in and save you! [i]I have it all planned out![/i]" Not cool. [/QUOTE]
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