Raven Crowking
First Post
ThirdWizard said:I believe the idea is that if the PCs must do dungeons A, B, and C, then its railroading. If they can do A, B, or C, in any combonation, or none at all, then it isn't railroading.
I don't believe anything in my example required the PCs to do any of the aforementioned dungeons.
rounser said:From point A, they have a choice of proceeding to points B, C, D, or E. That's quite a clear branch in the railroad tracks. After choosing point E of these options, they have indeed proceeded in a line of their own choosing.
But, regardless of this, if they choose to go to points B, then E, then F (new one) that's still linear. The idea that something is linear doesn't make it railroading; the idea that something is linear and the players cannot determine (or strongly influence) the line does.
rounser said:I think the disconnect we're having is that you're saying that any DM restriction = railroading, whereas I'm saying that having even one meaningful choice at the "direction of the campaign" level is enough for it not to be considered railroading. Even a choice of the order in which adventures are played is enough to prevent it falling into my definition of railroading.
I find your definition a bit of a furphy, because any arbitrary decision on the nature of the game such as "goblins live in the Skull Hills and not flumphs" could be considered a restriction on the PCs ("But....we want to fight flumphs!"), and therefore "railroading".
I wasn't saying that any DM restriction = railroading. I was saying that the statement "any DM restriction = railroading" is fraught with peril. I had actually gotten the idea from your posts that you were espousing "any DM restriction = railroading" and was responding to that idea. And, you're right, that idea is furphy (at best).

Like I said earlier, I sorta agree with you. I certainly agree with the general campaign model, as my (sadly not updated) story hour shows. Players get lots of options, some pretty solid hooks, and each adventure leads into branching options that they may or may not follow up = lots of fun for everyone. However, I also would argue that if a DM runs an adventure path, states upfront that he is running an adventure path, and the players agree to play that adventure path, that agreement means per force that running the adventure path is not railroading, no matter how linear that path may be (in the non-branching sense).
Meaningful choice always includes the ability to remove options as a consequence of choice. In the strictest sense, this means that if I do something stupid as a player, my character can die (I strongly dislike DM fudging for this reason). Doing something that limits your choices does not constitute railroading. The choice "You will join me or die" is a meaningful choice. That the player misses a potential escape route (fall down the shaft to the lowest bowels of Cloud City) does not make this choice any less meaningful. However, if the DM disallows a different escape route just because he had not forseen it, then meaningful choice has disappeared and railroading is in full Force (pun intended).
IMHO, at least.