D&D General The Great Railroad Thread

The think that I notice, with all these discussions, we actually have terms that could be useful but we never agree to use them. Then again, we almost never agree as to where the edges lie for any given term.
A lot of people seem to agree that Railroad is a play fail state. Should it be used to describe some adventure design styles where linear or paths are actually a feature. Probably not, but another term could be used here.
A pre-generated map with keyed locations (sometime multiple location) in every hex is very much a sandbox, but what about one where only a table to generate the location? If the answer is yes, then is a random table with just an null entry and an ogre encounter sufficient?
 

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The whole BG3 thing is a great example as to why I fail to see how "railroad" and "linear adventure" are definitions of different playstyles. Sure the outcomes of decision points may vary, but in every single playthrough the decision points remain the same. No matter how many times I play BG3, I'm still going to end up in Baldur's Gate, no matter what, Baldur's Gate is the predetermined endpoint. No matter how many times I play BG3, I will never be able to go to Waterdeep.
the way i'd separate it would be that the point of the adventure is going to baldur's gate, you're never not going to go to baldur's gate because that's the whole premise, it's what you signed up for in starting the game up, so complaining that the game doesn't let you go to waterdeep misses the point, but in a linear adventure your choices you make on the path affects things, they will affect the outcomes and the endings you get for better or worse, what you do matters, in a railroad that doesn't happen, there is one path, all the outcomes are fixed, your choices won't affect things and the ending is set in stone from before you even started.
 

the way i'd separate it would be that the point of the adventure is going to baldur's gate, you're never not going to go to baldur's gate because that's the whole premise, it's what you signed up for in starting the game up, so complaining that the game doesn't let you go to waterdeep misses the point, but in a linear adventure your choices you make on the path affects things, they will affect the outcomes and the endings you get for better or worse, what you do matters, in a railroad that doesn't happen, there is one path, all the outcomes are fixed, your choices won't affect things and the ending is set in stone from before you even started.
Matthew Bingo GIF
 

So, I'm not sure how familiar you are with the AP but essentially each giant lord had a conch which the PCs needed only one of to proceed.

They visited the obese hill giant chieftain who was trying to climb the giant hierarchy by consuming as much food as she could believing if she could increase her size she would be elevated in status when the giant deity returned. The PCs did some major damage to the area likely with a spell, cannot recall exactly what, but this was the killing shot which I narrated that the floor structure gave way due to her spell and the giant's fall, dropping the chieftain to the floor below thus crushing the conch they were looking for which was hidden within the folds of her flesh.
I ruled they could repair the conch, but the magic had been unravelled from the item.

With the stone giant thane, she was being influenced by a powerful entity and was behaving in ways that turned some of her own away. In any event she was unagreeable seeking to elevate her status in her own way. When the party made their way to her she asked them as to their purpose, and one of the talkative party members offered it truthfully, while some of the other players at the table groaned realising the character had over spoken. Not wishing for them to meddle in the affairs of giants and being influenced by the entity, she took her conch and smashed it against the stalactite from which she was communing with (the entity).
Now I roleplayed her as per the AP, but the online idea had her smashing the conch which fitted well with her influenced persona.

Their team B failed their diplomacy with the cloud giants and their duplicitous Countess (roleplayed as per the AP). She imprisoned the party and they were able to rescue a helpful ally dragon (also a prisoner at the time) and thus escaped from the fortress in the clouds.

They eventually succeeded gaining a conch at the fire giants' forge.

I could have not had the conch broken in the fall with the hill giant chieftain or the stone giant act out so dramatically...I didn't leave it to dice that was my decision as I wanted the table to explore the other interesting areas and creatures of the AP.
Is that not railroading the players?
I don't consider that railroading, no, and I have fairly high standards when it comes to this sort of thing.

You did not take away choices. You chose to frame events in such a way that future action was required. You didn't invent entire new concepts just to make sure the players definitely failed every time; maybe the second, discussion one was pushing boundaries a little, but only a little, since as you say this particular stone giant thane had a hot temper and was unlikely to respond well to a forthright answer.

Other than the stone giant, I see this as pretty distinct from the typical "I saved the BBEG from death because I wanted them to be more intimidating/show off their fancy moves/continue to bother the players later" type of fudging-as-railroading, because there, the players objectively and unquestionably achieved a clear and specific result (e.g. they dealt enough damage to kill a target outright), but the GM chose to secretly make it so that that effect didn't happen.

You weren't being secretive. You said it openly: the first giant's conch was destroyed because she accidentally crushed it. That is a reasonable, diegetic consequence of their actions. The second was destroyed because the thane intentionally destroyed it in a fit of pique; not "reasonable" in the sense that the thane was being petulant, but it's reasonable in the sense that we understand why she would behave in this irrational way. The third wasn't destroyed, but was out of reach because the cloud giant countess wasn't amenable to parting with it, and the players could easily see that from, y'know, being imprisoned.

You chose to deviate from the module by putting the conches in precarious positions such that they could be destroyed or otherwise made inaccessible. The only way this would have been railroading is if you had conspired against them even if they had clearly succeeded on things. Like for example, would you still have destroyed (or otherwise removed/eliminated) the second of the shells you described if they had successfully conducted their discussions with the thane? Or if no player had given you a golden opportunity, would you have manufactured one by declaration (fiat) to ensure that the thane would destroy it no matter what? If so, then yes, you were railroading with that specific interaction, and I would find that rather unfortunate. But if it was, at least in principle, possible to get the shell and just reasonably difficult to actually do so (e.g. "80% failure chance" is fine, "99.99% failure chance" is not), then I would not consider it railroading. I would consider it framing a scene where the chances of success are low but still worth pursuing.
 
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I don't consider that railroading. Lots of games have limited premises that require buy-in by the group.

An expected, planned finale would indicate to me that this is a railroad.

Nope, that falls in with the earlier point about limited premise buy-in.

It's why I think it's important to emphasize that constraints do not make a railroad (I would argue the best games are based around tightly constrained premises that require buy-in, generally); a railroad is about the expectation of a prepared ending.
Just for the record. If we decide to run just seven out of the twelve adventures, and then they want to see a different area or retire their characters, that's cool too.
 

in a railroad that doesn't happen, there is one path, all the outcomes are fixed, your choices won't affect things and the ending is set in stone from before you even started.
So, in a railroad, if there is a path that runs through five sessions, but then depending on the choices you made in session three and five, there are two or three possible endings. That is not a railroad to you?
 

So, in a railroad, if there is a path that runs through five sessions, but then depending on the choices you made in session three and five, there are two or three possible endings. That is not a railroad to you?
well as mentioned these things are more of a sliding scale than a black or white situation, but yes, it would at minimum qualify it as less of a railroad in my view.
 

the way i'd separate it would be that the point of the adventure is going to baldur's gate, you're never not going to go to baldur's gate because that's the whole premise, it's what you signed up for in starting the game up, so complaining that the game doesn't let you go to waterdeep misses the point, but in a linear adventure your choices you make on the path affects things, they will affect the outcomes and the endings you get for better or worse, what you do matters, in a railroad that doesn't happen, there is one path, all the outcomes are fixed, your choices won't affect things and the ending is set in stone from before you even started.
This, again, is why the only meaningful difference I can see between a "linear adventure" and a "railroad" is player buy in. If the players are okay with only being able to go to Baldur's Gate, then it is a "linear adventure" game. If the players want to go somewhere other than Baldur's Gate, but can't, then it is a "railroad" game.

It ties in to the often mentioned train ride analogy that many "linear adventure" proponents use. In that the destination of the train may be fixed, but the riders get to choose their seat, or what window to look out of, or whether or not to eat in the dining car. The fact that the destination of the train is fixed is what makes it a "railroad" as the other choices are superfluous. In a "sandbox" game the destination of the train is not fixed, the riders can alter the destination of the train, in addition to choosing seats or windows to look out of.
 

Well, take the example: Four players are playing the game in character and go to meet the king to find out about a problem in the kingdom. Player five just "I attacks the king!!!". Even just attacking the king ruins the game for everyone else. Everyone else wanted to go on the adventure.

Or: The PCs win the battle and get the potion that will save the kingdom. Player five: I pump the potion out and laugh!!! Again this ruins the game for everyone.

PVP is here too. Player Five "I wait for the others to go to sleep and then kill them!!!"
All of these actions are a player being a jerk. The first is an example I specifically called out as unreasonable and unwarranted, and thus, it isn't railroading to tell the player "no, you can't do that". I specifically called that out because it is so commonly used as an example.

The second is, again, clearly unreasonable and unwarranted. A player who does this is simply being a butthole. If a player actually said this to me, I would first think it was a joke and laugh. I would then stare at them dumbfounded for a moment, before asking, "Do you really think your character would ever do that? That's completely irrational. What in God's name would justify doing that?" And since I genuinely do not believe any answer to that question exists, there is no possible world where I would permit that. It isn't railroading. It's expecting players to take actions that are, as I said, reasonable and warranted. It is flatly neither reasonable nor warranted to destroy the hard-won prize that will save the kingdom and which you just fought so hard to obtain.

I don't agree here. Your example is much more of a rule sort of thing. If the player has a PC take an action and it, even unknowing, goes against a rule...the rule still applies.
The point was that the player means to cast the spell on the doppelganger, because that's who they think the king is. They're in range of the doppelganger, but NOT in range of the real king. As a result, if the GM were to just say that the spell fails, it would instantly reveal the ruse: the players would know immediately that, whoever it is in that meeting, it isn't the real king. But since preserving that ruse until the right moment is critical to the GM's plot, because the players need to obey the fake king in a later scene, the GM has to come up with an excuse for why the spell won't work that won't give away the plot. Hence, it is railroading; the GM is forcing a specific sequence of events to occur, inventing ad hoc reasons why a thing the players want to do won't work.

My classic here is the player tries to cast a charm spell on an invalid target. Or casting a fire spell on someone with a ring of fire protection.
Same issue applies though. If the party casts charm person on a doppelganger, it will fail because they aren't humanoids, they're monstrosities. As a result, they would instantly know that the king is fake, and the GM wants to prevent them from knowing until the right time. Thus, the GM invents a reason why the spell will fail, which is different from just "the rules forbid you from doing that". You're getting distracted by the "the rules say you can't" part, and missing how the GM making up a different explanation is a form of railroading to conceal their pre-set plot.

Every different....it is "live" and involves other people.
It's not that different. Yes, it involves live interaction, but you do most of the writing part at other times. You aren't writing the session AS you conduct it, most of the time.

For me a Casual DM is a little more then a careless jerk. Sure they sort of agreed to DM, but they put nearly zero effort into it. They just show up on game night and just "improvise" whatever. They often don't even know they rules, or care too. They come to the game to socialize and hang out.
Then you are using the word "casual" in a way I never, ever would have, nor would I ever have guessed that. It's a little frustrating to have such idiosyncratic terms, particularly when you have dismissed others' arguments in the past for being "word salad".

If you're going to use a term like this where "casual" doesn't mean "casual", it actually means "lazy, unserious, and flippant", you should explain that, rather than presuming everyone understands what you mean by such a term.

Is there a word for not taking actions in game reality because of real reality then?
Not that I'm specifically aware of, no. I would allow that this is one subtype of metagaming. But there are several other types, and those types are much more common in my experience.

Right, I put this as metagaming. Because you asked then to in the real world, they must make characters that get along. Real Life effecting the game.
I strongly disagree. This is not "metagaming" as anyone I've known has ever used the term. It is completely part of gaming, it's just a request made at the level of players, not characters. If this counts as "metagaming", then:

  • Every campaign pitch is always 100% pure metagaming
  • Every time the GM says "roll initiative", it is metagaming, since it's a request external to the world
  • Every time a player lets you know they will be absent, they are metagaming
  • Bringing in a new player is always metagaming
  • Running a module you just bought is always metagaming

Etc., etc., etc. None of these are "metagaming" in any way, as far as I can tell. They're not roleplayed actions within the world, but that doesn't make them metagaming.

Again, in my example, the DM is making the clue easy to find for the gameplay. It is easy to make a fictional "perfect" thing, beacuse as your making it you won't make a mistake. After all a mistake can only be made if you make it.

You can say it makes sense for a clue to be found easy...that is fine. In most cases it is done for the game flow, so that makes metagaming to me.
I don't understand how this relates to what I said. You simply said making clues easy to find is inherently metagaming, and that's simply false.

Like even based on your argument here, we can trivially see the converse. Yes, sometimes for "game flow" (pacing), we don't make a big deal out of a thing because that wouldn't be interesting. (I don't consider that even slightly "metagaming". It's just gaming. You, as GM, are making decisions about what the game should be. That cannot be metagaming, it's literally your role as GM to do that.) But sometimes, for pacing reasons, we make something hard instead! Maybe the players could just (say) sit down and read a lot of books to find a clue they need. That would be too fast, making it boring, when the GM would prefer that this scene feel mysterious and intriguing. So they spice it up: you scour the library and find nothing with the answers you seek...but you do find references to De Umbrarum Regni Novem Portis, which should have the answers the party seeks, but the last known copy is in the long-abandoned Manor de Winter...

(To be clear, I also don't consider this metagaming. But if things can be made easier for reasons you call metagaming, the exact same thing can make them harder, so we're left with "anything at all is metagaming" and that's pretty obviously wrong.)

A clue's easiness or difficulty is both a function of what is in the world, and what makes most sense to the people playing the game. That's not metagaming. It's just gaming.

I agree it is just one element. A big one though.
It's not nearly as big to me. A well-executed lie is still a lie.

I game with a lot of strangers. And I'm beyond cruel. Still jerk players are common, so this needs to be said.
I am never cruel (and frankly find it shocking you would call yourself not just cruel but "beyond cruel"!), nor do I think jerk players are common. But I agree that one needs to be clear that outright bad behavior won't be tolerated. I have never had an issue with this.
 

well as mentioned these things are more of a sliding scale than a black or white situation, but yes, it would at minimum qualify it as less of a railroad in my view.
This would render differentiating between "railroad" and "linear adventure" kind of pointless though, wouldn't it? Where on the scale does the difference happen? How much predetermination of events denotes a "railroad" versus a "linear adventure" and how are those differences quantified?
 

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