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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Haffrung Helleyes" data-source="post: 2954748" data-attributes="member: 1068"><p><strong>railroading</strong></p><p></p><p>Wow, Quasqueton, thanks for the thread!</p><p></p><p>I must admit to being one of those players who is</p><p>sensitive about railroading.</p><p></p><p>In my youth, I played D&D and RuneQuest with an</p><p>otherwise excellent GM , who had quite the propensity</p><p>to railroad.</p><p></p><p>He had a wonderful gift for description, and created a</p><p>detailed , believable world with interesting plots.</p><p></p><p>The thing was, he was very attached to those plots. </p><p>And sometimes, when we failed to show interest, he</p><p>would intervene via NPCs (who were always</p><p>oh-so-mysterious and far more powerful than us) to get</p><p>us 'on track'.</p><p></p><p>If we didn't want to explore the ruins, we would get</p><p>in trouble somewhere, then get rescued by an NPC, who</p><p>would then ask our assistance in exploring the ruins. </p><p>And so on.</p><p></p><p>Over the years, he matured as a GM, and got cured of</p><p>both his propensity to railroad and his attachment to</p><p>powerful NPCs as a vehicle to get his way in the game.</p><p> </p><p></p><p>Railroading is bad because the DM is taking the</p><p>ability to drive the story away from the players. </p><p></p><p>I think you're right when you say that linear</p><p>adventures don't necessarily involve railroading, to a</p><p>point. But linear adventures, like railroading, still</p><p>force the PCs onto a particular sequence of events,</p><p>and hence a particular story.</p><p></p><p>For example, in my previous campaign (which was a</p><p>homebrew) I created many, many site-based encounters</p><p>and lairs, then combined them with two site-based</p><p>dungeons (tomb of absynthor and rappan athuk) and put</p><p>them in a wilderness area. Then I started the</p><p>campaign with the PCs in the wilderness area.</p><p></p><p>Each week, the PCs decided what they did. Sometimes</p><p>their actions were dictated by their situation (such</p><p>as when they antagonized an orcus temple and got into</p><p>a protracted series of assaults and counterassaults),</p><p>but generally they chose every week where they wanted</p><p>to explore, who they wanted to fight. Because I had</p><p>tons of prepared material, I was able to give them</p><p>actual choice, not just the illusion of choice.</p><p></p><p></p><p>Now, I'm running the Age of Worms campaign. It is</p><p>excellent, but it is a different beast. I know</p><p>exactly what sequence of adventures the party will</p><p>participate in. It's a well constructed campaign,</p><p>with lots of atmospheric encounters, but the players</p><p>mostly have an illusion of choice, not real choice. </p><p>They will first play 'The Wispering Cairn', then</p><p>'Three Faces of Evil', and so on. They are on a set</p><p>of tracks.</p><p></p><p>The first way is a lot more work, because you have to</p><p>write way more material than you'll actually use. The</p><p>second way is easier, and much easier to</p><p>commercialize.</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Haffrung Helleyes, post: 2954748, member: 1068"] [b]railroading[/b] Wow, Quasqueton, thanks for the thread! I must admit to being one of those players who is sensitive about railroading. In my youth, I played D&D and RuneQuest with an otherwise excellent GM , who had quite the propensity to railroad. He had a wonderful gift for description, and created a detailed , believable world with interesting plots. The thing was, he was very attached to those plots. And sometimes, when we failed to show interest, he would intervene via NPCs (who were always oh-so-mysterious and far more powerful than us) to get us 'on track'. If we didn't want to explore the ruins, we would get in trouble somewhere, then get rescued by an NPC, who would then ask our assistance in exploring the ruins. And so on. Over the years, he matured as a GM, and got cured of both his propensity to railroad and his attachment to powerful NPCs as a vehicle to get his way in the game. Railroading is bad because the DM is taking the ability to drive the story away from the players. I think you're right when you say that linear adventures don't necessarily involve railroading, to a point. But linear adventures, like railroading, still force the PCs onto a particular sequence of events, and hence a particular story. For example, in my previous campaign (which was a homebrew) I created many, many site-based encounters and lairs, then combined them with two site-based dungeons (tomb of absynthor and rappan athuk) and put them in a wilderness area. Then I started the campaign with the PCs in the wilderness area. Each week, the PCs decided what they did. Sometimes their actions were dictated by their situation (such as when they antagonized an orcus temple and got into a protracted series of assaults and counterassaults), but generally they chose every week where they wanted to explore, who they wanted to fight. Because I had tons of prepared material, I was able to give them actual choice, not just the illusion of choice. Now, I'm running the Age of Worms campaign. It is excellent, but it is a different beast. I know exactly what sequence of adventures the party will participate in. It's a well constructed campaign, with lots of atmospheric encounters, but the players mostly have an illusion of choice, not real choice. They will first play 'The Wispering Cairn', then 'Three Faces of Evil', and so on. They are on a set of tracks. The first way is a lot more work, because you have to write way more material than you'll actually use. The second way is easier, and much easier to commercialize. Ken [/QUOTE]
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