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="SteveC" data-source="post: 2967442" data-attributes="member: 9053"><p>Well I certainly didn't mean to imply that there wasn't an interesting thread to be had here, far from it. What my concern is that I've seen this sort of thing way too many times where the participants in a debate can't come to the basic meeting of the minds that's necessary to have a proper discussion. That's the stage where you get a lot of post that basically say 'no, that wasn't what I meant" and arguing over the most basic points.</p><p></p><p>To my mind, a definition of a term needs to be both specific and general enough so that it can have some meaning. If railroading is any time the players don't have complete 100% freedom to do absolutely anything and have the GM instantly ready for it, then about 99.9% of all RPGs are railroads. Similarly, if the only time you railroad is when the players say "okay, we go through the door," and the GM answers, "you can't do that, at least not now," (like an old text adventure game) you almost never have railroading.</p><p></p><p>The interesting discussion is between those two lines (again, in my opinion, obviously). To give an example: I've played the Call of C'thuhlu adventure "Masks" on three different occasions, one time with an amazing GM, and the game ended each time because it is a tightly scripted scenario. At the point where it ended, we knew that the world was going to end, but we felt like there was absolutely nothing we could do to stop it, even in a "you can go and valiantly sacrifice yourself to save everyone" sort of way. It didn't seem like we had any room to move the direction the game was going!</p><p></p><p></p><p></p><p></p><p></p><p>That's the problem, I think: the definition isn't at the point where either side can wrap their head around it in such a way that a discussion can be had beyond a definition.</p><p></p><p>For me, I would use this definition: <strong>Railroading is a term, within the context of the agreement that the players and the GM have come for the kind of campaign that will be played, where the actions of the players have no impact on the outcome of the game.</strong></p><p></p><p>I think that's a functional definition that allows for a lot of different types of games to run based on the preferences of the players and their GM. If the GM is running the Slavelords or Against the Giants adventures, the players have to buy into a campaign with those enemies or you're going to be stuck. For some, both of those campaigns are going to be rail-roadish (and the Slavelords are much moreso in my opinion) but the real point is to get all of that discussion out of the way before the game starts. Johnny Carson used to say that "if you buy the premise, you'll buy the bit," and I think he was right.</p><p></p><p>If the kind of game you're looking for isn't one where the GM has preconceived notions of adventures and has a plot or theme for the game in mind, you're not going to enjoy either of those campaigns, nor would you most likely enjoy Age of Worms or Shackled City. I guess my point is, where we are at in terms of this discussion, is the fact that you should probably not play in that kind of a campaign if it isn't what you want to do.</p><p></p><p>Once we agree on the first part (the definition) we can discuss the merits of, say, the Slavelords adventures against the Giants adventures. In my opinion, the Giants modules are significantly better because they provide a framework and common enemies for the campaign, but then leave what to do ultimately up to the players. An interesting discussion would then be how to take the Slavelords and make the series more open-ended.</p><p></p><p>Again, just my $.02.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 2967442, member: 9053"] Well I certainly didn't mean to imply that there wasn't an interesting thread to be had here, far from it. What my concern is that I've seen this sort of thing way too many times where the participants in a debate can't come to the basic meeting of the minds that's necessary to have a proper discussion. That's the stage where you get a lot of post that basically say 'no, that wasn't what I meant" and arguing over the most basic points. To my mind, a definition of a term needs to be both specific and general enough so that it can have some meaning. If railroading is any time the players don't have complete 100% freedom to do absolutely anything and have the GM instantly ready for it, then about 99.9% of all RPGs are railroads. Similarly, if the only time you railroad is when the players say "okay, we go through the door," and the GM answers, "you can't do that, at least not now," (like an old text adventure game) you almost never have railroading. The interesting discussion is between those two lines (again, in my opinion, obviously). To give an example: I've played the Call of C'thuhlu adventure "Masks" on three different occasions, one time with an amazing GM, and the game ended each time because it is a tightly scripted scenario. At the point where it ended, we knew that the world was going to end, but we felt like there was absolutely nothing we could do to stop it, even in a "you can go and valiantly sacrifice yourself to save everyone" sort of way. It didn't seem like we had any room to move the direction the game was going! That's the problem, I think: the definition isn't at the point where either side can wrap their head around it in such a way that a discussion can be had beyond a definition. For me, I would use this definition: [b]Railroading is a term, within the context of the agreement that the players and the GM have come for the kind of campaign that will be played, where the actions of the players have no impact on the outcome of the game.[/b] I think that's a functional definition that allows for a lot of different types of games to run based on the preferences of the players and their GM. If the GM is running the Slavelords or Against the Giants adventures, the players have to buy into a campaign with those enemies or you're going to be stuck. For some, both of those campaigns are going to be rail-roadish (and the Slavelords are much moreso in my opinion) but the real point is to get all of that discussion out of the way before the game starts. Johnny Carson used to say that "if you buy the premise, you'll buy the bit," and I think he was right. If the kind of game you're looking for isn't one where the GM has preconceived notions of adventures and has a plot or theme for the game in mind, you're not going to enjoy either of those campaigns, nor would you most likely enjoy Age of Worms or Shackled City. I guess my point is, where we are at in terms of this discussion, is the fact that you should probably not play in that kind of a campaign if it isn't what you want to do. Once we agree on the first part (the definition) we can discuss the merits of, say, the Slavelords adventures against the Giants adventures. In my opinion, the Giants modules are significantly better because they provide a framework and common enemies for the campaign, but then leave what to do ultimately up to the players. An interesting discussion would then be how to take the Slavelords and make the series more open-ended. Again, just my $.02. --Steve [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
Top