Montague68
First Post
AuraSeer said:Note that railroading and story are not mutually exclusive. You can be telling a story, and still railroading the party.
If the Baron sends out fifty minotaurs and a pair of Wiz20s to apprehend a 5th-level party, and tells them "go on this quest or die," that is railroading-- even if it makes perfect sense for plot reasons, and even if the DM is playing the NPCs with total objectivity. The players still have no choice to make; it's do the quest or roll up new characters. They are stuck on rails, going in one direction with no turnoffs, and that's what railroading means.
Hmmm... but what if player choices resulted in the wizards and minotaurs forcing the players hand? Is that still a railroad?
In my new FR campaign the PC's found a dead body in a goblin lair surrounded by dozens of dead goblins. With the body they found a letter addressed to a prominent NPC in the nearest town and a Harper pin. They showed the Harper pin to the NPC (who is a Senior Harper operative) and since the party can now tie a known Harper to him the NPC has forced the PC's to work with him, or be imprisoned in a Harper stronghold until his mission is over.
Is that railroading? I didn't force the PC's to take the Harper pin, nor did I force them to take it to the NPC. In my view they've caught themselves up in events beyond their control by their own choices. The players willingly decided to work with the Harpers anyway so the agent didn't even have to threaten, but what if they didn't want to?