I agree -- and observe that there is another thread for it already.The entire "What is a railroad?" thing is.... a distraction rathole, as the OP has pointed out already.
I agree -- and observe that there is another thread for it already.The entire "What is a railroad?" thing is.... a distraction rathole, as the OP has pointed out already.
There are also many paths through the mountain valley maze of that dragonlance module, and you could backtrack, too. Yet it's still considered a railroad. Try again.If the only "dungeons" with which you are acquainted are built the same way as the Dragonlance scenarios that told the DM what the players must be made to do, then I guess it might superficially seem reasonable to assume that all dungeons are so.
Even without actual experience, though, you ought to be able to see your error and figure out the real case if only you will bother to think about it carefully.
The dungeon or underworld as described in the original Dungeons & Dragons game has countless possible paths through "no less than a dozen levels down, and new levels under construction so that players will never grow tired of it."
There are also many paths through the mountain valley maze of that dragonlance module, and you could backtrack, too. Yet it's still considered a railroad. Try again.
It's certainly a long one, but maybe no longer so remarkable even for that. For sheer horribleness, I nominate Vecna Lives!.gamerprinter said:the Dragonlance fiasco - the railroad of all railroads
No escape! You can't even commit suicide, because it's not your time to die. "Woo-hoo! Cheat mode is on, baby!" No, actually trying to use the rule to play a game must get quashed.You weren't subject to the normal expectations of success or failure by the roll of the dice, rather your entire existence depended on what Margaret Weiss said on page so and so of chapter whatsit.
If most are quite brief, then they probably cannot have as many instances of forced action. However, it seems to me that some DL scenarios allowed quite a bit of roaming (e,g,, through dungeons) in between required events. In proportion, DL might have "not as much Spam in it" -- but big, lardy chunks.gamerprinter said:most linear adventures don't even come close to how forced was a DL adventure
Probably not, but I think that, in practice, it overwhelmingly is. The classic D&D sandbox is a campaign and/or dungeon map. The classic Traveller sandbox is a starsystem map.I'm interested in what constitutes exploration in your view. Does it have to be geographical?
To link this question to exploration - while in principle it might be possible to run a sandbox where the emphasis is on exploring relationships between NPCs, in practice this is going to require a GM with the skills of a serious fiction writer, to keep all those personalities distinct and in coherent relationships with one another. A lot of people criticised the 4e DMG for saying that stereotypes are best for giving personalities to NPCs - but in practice anything much beyond this is an overwhelming challenge. Even professional script writers for long-running TV shows have trouble maintaining coherent characterisation outside the boundaries of stereotype.When you are roleplaying an NPC, does that NPC tend to make optimal or rational decisions?
When running Rolemaster I use random encounters and random reactions for the same sort of reasons that The Shaman has given in his response to this question, and that Ariosto gives as his third reason.Is there some cumulative effect of 'random' encounters which over time must produce a different game to one which is solely improvised?
One difference between the sort of open-ended game I like to run, and dungeon, is that in a dungeon the map is known to the GM in advance. The players explore it. In my game, the event-map isn't known in advance. So it is not explored. Rather, in the course of play it is created. This is another way in which my game has some resemblance to No Myth play rather than (what I think of as) a sandbox.Now, a prior map of possible events has branches. When it gets pretty complex, what does it resemble? It resembles a pretty decent dungeon map!
Riddle me this then, Batman; if DL1 is a railroad because the passes need to be blocked by deus ex machina guards, then how is a dungeon that has solid stone in place of guards not a railroad?
Right, only thinking makes it so.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.