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
Telling a story vs. railroading
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="rounser" data-source="post: 2960299" data-attributes="member: 1106"><p>Sure. It's the setting equivalent of a dungeon (Thunder Rift even has 1/2 mile high cliff "walls"). The trade off is that because the pond is small, there's a lot of freedom to do what you like within that small scope, as opposed to a big pond with limitations on choice imposed by necessity.</p><p></p><p>If you put Thunder Rift on a pocket plane with no exits, why not? That is the setting, full stop. By locking the players into that setting, you're arguably no more railroading than running the entire campaign in the Forgotten Realms (with no trips to the planes, Realmspace, or other worlds like Krynn). If causing plane shift spells and items to fail in this setting is necessary to enforce this, then so be it - the accusation of railroading the RAW can well be made on that basis, but arguably it can be justified as a planar trait.</p><p></p><p>That decided, the only question to answer is "what if the PCs go into the mountains and continue beyond the edge of the map"...my answer is borrowed from Malatra (another microsetting, for the now defunct Living Jungle RPGA campaign), where incredibly powerful <em>antipathy</em> spell beacons are in effect on the borders of the map a few miles beyond the cliffs of the rift, put there by an unknown power. If the PCs somehow get past that, they find that the mountains "wrap around", and they appear on the other side of the map. These are just quirks of the pocket plane.</p><p></p><p>There's only one city, two towns, one keep and a dwarvenhome as the population centres....further human, halfling, humanoid, dwarven and elven settlements are implied, but are probably no more than villages or hamlets because they're not even marked on the map. You could detail these places using just published sources, let alone your own work, and thus, the PCs can effectively go anywhere <em>within</em> the setting.</p></blockquote><p></p>
[QUOTE="rounser, post: 2960299, member: 1106"] Sure. It's the setting equivalent of a dungeon (Thunder Rift even has 1/2 mile high cliff "walls"). The trade off is that because the pond is small, there's a lot of freedom to do what you like within that small scope, as opposed to a big pond with limitations on choice imposed by necessity. If you put Thunder Rift on a pocket plane with no exits, why not? That is the setting, full stop. By locking the players into that setting, you're arguably no more railroading than running the entire campaign in the Forgotten Realms (with no trips to the planes, Realmspace, or other worlds like Krynn). If causing plane shift spells and items to fail in this setting is necessary to enforce this, then so be it - the accusation of railroading the RAW can well be made on that basis, but arguably it can be justified as a planar trait. That decided, the only question to answer is "what if the PCs go into the mountains and continue beyond the edge of the map"...my answer is borrowed from Malatra (another microsetting, for the now defunct Living Jungle RPGA campaign), where incredibly powerful [i]antipathy[/i] spell beacons are in effect on the borders of the map a few miles beyond the cliffs of the rift, put there by an unknown power. If the PCs somehow get past that, they find that the mountains "wrap around", and they appear on the other side of the map. These are just quirks of the pocket plane. There's only one city, two towns, one keep and a dwarvenhome as the population centres....further human, halfling, humanoid, dwarven and elven settlements are implied, but are probably no more than villages or hamlets because they're not even marked on the map. You could detail these places using just published sources, let alone your own work, and thus, the PCs can effectively go anywhere [i]within[/i] the setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
Top