D&D General The Great Railroad Thread

Same. I have never seen this happen before. Sure, players have fun sometimes and the DM lets them -- tavern brawls, shopping for weapons and armor, maybe a side quest, brief things like that -- but I have never seen a game where a table of players all wanted to go off the adventure script to do total nonsense for hours at a time.

Where's the fun in that? Why would they do it to themselves, and why would the other players stand for it?

I've heard stories about this, and seen some limited forms of it. When done collectively, its sometimes the sign of people who, well, really aren't that interested in the game elements of the game; they'd be just as happy with freeform roleplaying, but they're where they are. When done individually, its usually either people who run to being spotlight hogs or just are bad at time sharing, and the reason it gets tolerated is other players have been taught its the GM's job to reign that in, and for whatever reason, they aren't.
 

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It is also common for players to get confused and form some crazy attachment to nothing. Like the players see a goblin in the sewer, just some random fluff, but they convince themselves there must be some big goblin plot connected to the main adventure somehow. So they "think" they are playing the adventure as they discovered the "secret goblin plot". And with a passive DM, this can go on forever. And the DM can't just say anything, as the players will always think the DM is trying to trick or mislead them.
Riffing on random things the players get interested in is like 80% of my gameplay.
 


I've heard stories about this, and seen some limited forms of it. When done collectively, its sometimes the sign of people who, well, really aren't that interested in the game elements of the game; they'd be just as happy with freeform roleplaying, but they're where they are. When done individually, its usually either people who run to being spotlight hogs or just are bad at time sharing, and the reason it gets tolerated is other players have been taught its the GM's job to reign that in, and for whatever reason, they aren't.

I've seen it. Not for hours on end... but I don't think it takes hours for it to be disruptive or counterproductive (assuming that not everyone is happy with such play, because if they are, then they can carry on).

I've had plenty of players who want to RP every small interaction. I've played in games where GMs roleplay out long scenes or speeches by NPCs. I've watched GM's carry out conversations between multiple NPCs where the players are mostly just watching.

In each case, it doesn't take that long for my patience to reach its limit. I don't mind people indulging a bit here and there, but I'm personally not there to watch the RPG equivalent of cosplay. If there aren't stakes involved in some way, if the interaction or scene isn't establishing something meaningful, then I expect it to be brief. I'm not a total jerk about it... but I will eventually speak up, especially if I'm the GM.
 


And the DM can't just say anything, as the players will always think the DM is trying to trick or mislead them.

Why? Why do you assume such a toxic relationship between the players and DM?

My current group has a rotating DM structure, and none of us who DM have that kind of relationship with the players.
 

So putting aside the bad players just disrupting the game and the 'hidden' free from role players... ...

Even with just four players you can quickly run into the trap that each player wants some spotlight time to do "fun stuff in town". Even just 15 minutes each, is a whole hour of game time.

It is also common for players to get confused and form some crazy attachment to nothing. Like the players see a goblin in the sewer, just some random fluff, but they convince themselves there must be some big goblin plot connected to the main adventure somehow. So they "think" they are playing the adventure as they discovered the "secret goblin plot". And with a passive DM, this can go on forever. And the DM can't just say anything, as the players will always think the DM is trying to trick or mislead them.

The other big common one is the players are waiting for the big hook or waiting for something to happen. Even if the DM gave them a dozen hooks, they missed them or did not think they were "big" enough to act on.



Sadly, most players will always go along with that one or two most intense players.
I'm just not sure why your experiences are so much different than mine. I've generally always run games for other experienced players, and they're almost always people I know. Occasionally, a total beginner will show up to one of our games, but that's the exception, not the norm.

I have to assume you're running games for people that either don't know you from Adam, or for whatever reason won't take hints from you to stop being disruptive doofuses.
 

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