Man in the Funny Hat
Hero
There's really nothing wrong with "railroading" per se. It is, after all, nothing more than play that proceeds on a certain course because there aren't any BETTER options. The problem enters in when it becomes blatantly obvious that the DM is arbitrarily and clumsily removing options such that the players feel that NOTHING their characters do could alter the results that the DM is essentially demanding that the players provide him.spunkrat said:A while ago, I raised the topic of the sacred cows in roleplaying – those things which often generate a (negative) knee jerk response - and one of those is predetermined plot direction, or ‘railroading’. So, in the interests of challenging such truisms: when is it okay to railroad a little? How do you go about it?
It's been my experience that players can be railroaded on a regular basis so long as they don't WANT to choose other options. If the course the DM intended for the games events is the same course that the players will naturally seek and desire then "railroading" is more a matter of simply pandering to what you KNOW the players will want to do anyway - and using that against them to lead the game where YOU want it to go. It's when you have to FIGHT the players, to deny their characters the opportunity to make even small changes in the outcome of events in order to preserve your pre-chosen destiny; that's when "railroading" becomes a problem.