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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Delta" data-source="post: 2964221" data-attributes="member: 40269"><p>Here's some examples of what I think on the issue.</p><p></p><p><em>Railroading:</em> Module X4 wilderness. A huge desert; regardless of where PC's choose to journey, the same wilderness encounters automatically happen.</p><p></p><p><em>Not Railroading:</em> Module X1 wilderness. A large island; lots of placed encounters that PC's might run into, miss, or avoid. </p><p></p><p></p><p><em>Railroading:</em> Any adventure with events pre-planned in a specific sequence that build a predetermined plot during play. Any adventure that tells in the notes up front what the climax will be, with advice on how to keep PC's "on track" if they waver or resist. I had a DM try to use the Forgotten Realms adventure "Northern Journey". The whole playgroup ultimately criticized it as being a railroad in this sense and we dropped it. You can see a synopsis here, where it predetermines all the places and events that the PC's will travel to (it's even more obvious from the actual adventure, because each event has a predetermined conclusion):</p><p><a href="http://www.defragsrealms.com/times/archive/ftprojectnews.html#journey" target="_blank">http://www.defragsrealms.com/times/archive/ftprojectnews.html#journey</a></p><p></p><p><em>Not Railroading:</em> Basically, any of the classic original AD&D adventures. Even if PC's are hooked into a specific location, the sequence of encounters and action is up to them, including (a) clearing the place out, (b) dying horribly, (c) running away and never coming back.</p></blockquote><p></p>
[QUOTE="Delta, post: 2964221, member: 40269"] Here's some examples of what I think on the issue. [i]Railroading:[/i] Module X4 wilderness. A huge desert; regardless of where PC's choose to journey, the same wilderness encounters automatically happen. [i]Not Railroading:[/i] Module X1 wilderness. A large island; lots of placed encounters that PC's might run into, miss, or avoid. [i]Railroading:[/i] Any adventure with events pre-planned in a specific sequence that build a predetermined plot during play. Any adventure that tells in the notes up front what the climax will be, with advice on how to keep PC's "on track" if they waver or resist. I had a DM try to use the Forgotten Realms adventure "Northern Journey". The whole playgroup ultimately criticized it as being a railroad in this sense and we dropped it. You can see a synopsis here, where it predetermines all the places and events that the PC's will travel to (it's even more obvious from the actual adventure, because each event has a predetermined conclusion): [url]http://www.defragsrealms.com/times/archive/ftprojectnews.html#journey[/url] [i]Not Railroading:[/i] Basically, any of the classic original AD&D adventures. Even if PC's are hooked into a specific location, the sequence of encounters and action is up to them, including (a) clearing the place out, (b) dying horribly, (c) running away and never coming back. [/QUOTE]
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