R_J_K75
Legend
According to Wikipedia, Illinois Ave is the most land on spaceNext to the properties around Free Parking, those are statistically the best properties in the entire game.
According to Wikipedia, Illinois Ave is the most land on spaceNext to the properties around Free Parking, those are statistically the best properties in the entire game.
Not nuch but there is skill to MonopolyNext to the properties around Free Parking, those are statistically the best properties in the entire game.
If you know the stats, you can basically start beating everyone who doesn't from then on.Not nuch but there is skill to Monopoly
I don't understand the difference between what you have called a "linear game" and what you have called a "railroad". Both seem to involve a prescripting that is then followed in play.Sure. And I get that. Which is why I framed the question that way. Referees around here keep saying how railroads are great and their players love them. I’m beyond skeptical. Hence the question. I get the draw of linear games. To a point. Which is also why I framed the question that way.
Really the difference is just how skilled the DM is at improvising any time the players step off the linear railroad tracks, and make it seem to the players like they wandered off in another direction but actually it's all still the same linear adventure the DM had planned the whole time.I don't understand the difference between what you have called a "linear game" and what you have called a "railroad". Both seem to involve a prescripting that is then followed in play.
Where is the difference?
The difference is that if the players willingly engage, then it isn't a railroad, but if they don't have a choice in the larger arc of the story, then it is a railroad. If they willingly engage and don't have a choice in the larger arc of the story, I don't know what that is.I don't understand the difference between what you have called a "linear game" and what you have called a "railroad". Both seem to involve a prescripting that is then followed in play.
Where is the difference?
Personally I'm more than okay with not having a choice in the larger arc as long as the choices I do make on a small scale is given, sure I'll accept always having to fight a Dreadlord at sea but whether or not I fight a Dreadlord on a boat, under the water or with X benefits and Y malus should still be something the party has a hand in. I like painting in the lines, but let me choose the colours..The difference is that if the players willingly engage, then it isn't a railroad, but if they don't have a choice in the larger arc of the story, then it is a railroad. If they willingly engage and don't have a choice in the larger arc of the story, I don't know what that is.
Regardless, I don't particularly like either. As someone said early on, might as well just do a dungeon crawl.
Personally I'm more than okay with not having a choice in the larger arc as long as the choices I do make on a small scale is given, sure I'll accept always having to fight a Dreadlord at sea but whether or not I fight a Dreadlord on a boat, under the water or with X benefits and Y malus should still be something the party has a hand in. I like painting in the lines, but let me choose the colours..
It’s not clear to me why your definition of railroad above doesn’t apply to linear adventures.This is a [+] thread.
This is not about linear adventures. If the game goes from A to B to C and the players willingly engage, that's linear but not a railroad.
The definition of railroading used here is having no choices in the larger arc of the story. You as a player will follow the referee's script and there will be no deviations. Round-by-round choices don't prevent something from being a railroad. The railroad is usually masked with the illusion of choice, i.e. no matter what choice you make...the adventure is that way, or more forceful means of keeping the players from deviating from the "correct" path.
A lot of referees who enjoy running railroads say that their players enjoy this style. Okay. I have my doubts. So I thought I'd ask.
Two questions for the players. Do you like railroaded games? If so, what do you like about railroad games?
I played countless adventure video games, point-and-click, and text adventures / interactive fiction, most of which in the past were effectively railroads (until when it became much easier to have multiple endings), and I had a lot of fun despite having no choice in how the story arc would end (other than dying or getting stuck somewhere).This is a [+] thread.
This is not about linear adventures. If the game goes from A to B to C and the players willingly engage, that's linear but not a railroad.
The definition of railroading used here is having no choices in the larger arc of the story. You as a player will follow the referee's script and there will be no deviations. Round-by-round choices don't prevent something from being a railroad. The railroad is usually masked with the illusion of choice, i.e. no matter what choice you make...the adventure is that way, or more forceful means of keeping the players from deviating from the "correct" path.
A lot of referees who enjoy running railroads say that their players enjoy this style. Okay. I have my doubts. So I thought I'd ask.
Two questions for the players. Do you like railroaded games? If so, what do you like about railroad games?