Buzzardo
First Post
Just got through reading the "things you hate about published adventures" thread and found that the two most common issues were railroading and names. I have questions about the railroading issue, as I write modules, and am hoping to understand this issue better.
My question is this: Isn't a published module railroading to some degree by definition?
If a DM prepares a published module and presents the hook to his players, and they don't bite, and choose to go off into another direction... then what was the point of preparing a module? If the group wants to play the session anyway, the DM must then extemporize new stuff on the fly.
Furthermore this makes the issue a question of opposite styles: DM's who prepare, and DM's who don't.
Preparation: Means that the DM has a tiny little plot and section of his world fleshed out enough to have players go through it. It is prepared and will be great.
No Prep: means that a DM will extemporize the entire evening based wholly as a reaction to unforseen player actions. Not all DMs are good at this, while some are spectacular.
Of course there are many different degrees of preparation on the continuum between the polar opposites.
Isn't any pre-prepared module (whether published, or homebrew) really a railroad by it's very definition. What are some totally non-linear, non-railroad published adventures? Most folks refer to descent into the depths of the earth series as a good example of non-linear modules, but....
Isn't D-1 really more of a setting than a module? And even then, if a playing groups heads down in there, aren't they really consenting to swim inside a plot wagon poured by someone else?
Wouldn't a "non-railroading" module ultimately really have to be a setting with dozens of possible undeveloped plot hooks? Anytime you develop a hook, it becomes railroading, doesn't it?
Can anyone give me examples of published adventures that aren't railroad jobs, but that have fully defined plots, NPCs, keyed encounters, etc... In otherwords, they are actually modules and not just settings disguised as modules? Can there even be such a thing?
Thanks in advance. Just hoping to understand this better.
My question is this: Isn't a published module railroading to some degree by definition?
If a DM prepares a published module and presents the hook to his players, and they don't bite, and choose to go off into another direction... then what was the point of preparing a module? If the group wants to play the session anyway, the DM must then extemporize new stuff on the fly.
Furthermore this makes the issue a question of opposite styles: DM's who prepare, and DM's who don't.
Preparation: Means that the DM has a tiny little plot and section of his world fleshed out enough to have players go through it. It is prepared and will be great.
No Prep: means that a DM will extemporize the entire evening based wholly as a reaction to unforseen player actions. Not all DMs are good at this, while some are spectacular.
Of course there are many different degrees of preparation on the continuum between the polar opposites.
Isn't any pre-prepared module (whether published, or homebrew) really a railroad by it's very definition. What are some totally non-linear, non-railroad published adventures? Most folks refer to descent into the depths of the earth series as a good example of non-linear modules, but....
Isn't D-1 really more of a setting than a module? And even then, if a playing groups heads down in there, aren't they really consenting to swim inside a plot wagon poured by someone else?
Wouldn't a "non-railroading" module ultimately really have to be a setting with dozens of possible undeveloped plot hooks? Anytime you develop a hook, it becomes railroading, doesn't it?
Can anyone give me examples of published adventures that aren't railroad jobs, but that have fully defined plots, NPCs, keyed encounters, etc... In otherwords, they are actually modules and not just settings disguised as modules? Can there even be such a thing?
Thanks in advance. Just hoping to understand this better.