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
Realistic Consequences vs Gameplay
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="Fenris-77" data-source="post: 8009331" data-attributes="member: 6993955"><p>Dungeon choke points are not, IMO, railroading. Good dungeon design, especially for larger dungeons, usually requires some gating and separation of various areas. Sometimes that means there's a choke point. That says nothing about how the players should act, or how they can approach the dungeon as a whole. Sometimes the physical reality of a place limits options. Clever PCs might find a way around, and that's also a good thing too, but the place is the place. Walls have gates, so getting into the castle means that there will be limited options. In [USER=29398]@Lanefan[/USER] 's example above, where all entries are blocked except one is maybe extreme, but it's not a railroad. It could be a railroad, but I think that has more to do with how the DM handles player actions than it does the physical space. If the DM is constantly ruling that actions X, Y and Z don't work to gain entry because he had already decided that only the one entry had any chance of success<em> that's</em> a railroad. If the DM is open to the unexpected then it's not, it's just a location that's bloody hard to get into.</p><p></p><p>Generally speaking the whole idea of railroading centers on adjudication rather than adventure or encounter design. Liner plots, for example, can be railroads or not based on that measure, but aren't inherently railroads simply based on design. It is certainly the case that some linear plots are actually designed to be railroad-y to some extent, but that still doesn't enforce that play type. A focus on the logic of the fictional frame, and a certain commitment to playing to find out what happens will generally keep you off the tracks.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8009331, member: 6993955"] Dungeon choke points are not, IMO, railroading. Good dungeon design, especially for larger dungeons, usually requires some gating and separation of various areas. Sometimes that means there's a choke point. That says nothing about how the players should act, or how they can approach the dungeon as a whole. Sometimes the physical reality of a place limits options. Clever PCs might find a way around, and that's also a good thing too, but the place is the place. Walls have gates, so getting into the castle means that there will be limited options. In [USER=29398]@Lanefan[/USER] 's example above, where all entries are blocked except one is maybe extreme, but it's not a railroad. It could be a railroad, but I think that has more to do with how the DM handles player actions than it does the physical space. If the DM is constantly ruling that actions X, Y and Z don't work to gain entry because he had already decided that only the one entry had any chance of success[I] that's[/I] a railroad. If the DM is open to the unexpected then it's not, it's just a location that's bloody hard to get into. Generally speaking the whole idea of railroading centers on adjudication rather than adventure or encounter design. Liner plots, for example, can be railroads or not based on that measure, but aren't inherently railroads simply based on design. It is certainly the case that some linear plots are actually designed to be railroad-y to some extent, but that still doesn't enforce that play type. A focus on the logic of the fictional frame, and a certain commitment to playing to find out what happens will generally keep you off the tracks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top