D&D General The Great Railroad Thread


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He also proudly states that natural consequences that stem from player agency is a railroad when it isn't. He doesn't seem to understand what railroading really is.
Wait, player agency is a Railroad? You lost me.
If the king hired the PCs to save his daughter who would be killed if not rescued, and the players decided to have their PCs give up the quest and go spelunking in the nearby Caverns of Wealth, he'd allow that. would never
No? Was something I typed made you think that? I would never do that. To me, players that give up are choosing to leave my game. I have no problem watching them go.

My example from a couple of pages ago was there is a demand that players must always be allowed to whatever they want. If I made the Rescue Princess Adventure and the players were like "nah, DM we don't want to do it. Haha you wasted your time making the adventure for nothing!". And if the players then wanted to go to the Cavers of Wealth, I'd say right back "oh, looks like the Caves of Wealth were just a rumor and don't exist, so your characters can't go there. Haha!"
Then he'd kill the princess as a natural consequence, and view that as railroading since it's a negative to the players. Then the king who had his trust betrayed by the group, resulting in the death of his daughter, would likely send bounty hunters and or assassins after the group to exact revenge. Another natural consequence of the agency displayed by the players. And another thing he would incorrectly view as a railroad.
Kill the princess? Maybe... Chances are this game would end fast. If it did not for some reason...like say the players paid me to run a game for a set number of hours....then yes I would send plenty of bounty hunting assassins after the PCs.

But the "railroad" part is not sending the bounty hunting assassins.....but to the players point of view, as they act like blithering fools or worse, that "no matter what they do they can't avoid the bounty hunting assassins. Of course the players "great dumb plan" is "ok we each buy a cloak and wear it and sneak out of the city on the main road after dark". Amazingly the bounty hunting assassins are ready for this utterly stupid attempt to get away. Of course, the players will just whine "RailRoad!"

What he wouldn't do, from the posts I've seen and interacted with him on the subject, would be to tell the group no they can't go to the Caverns of Wealth or force them back onto the quest.
Forcing players on the quest is what Railroading is all about. I do this 24/7.
 

Wait, player agency is a Railroad? You lost me.

No? Was something I typed made you think that? I would never do that. To me, players that give up are choosing to leave my game. I have no problem watching them go.

My example from a couple of pages ago was there is a demand that players must always be allowed to whatever they want. If I made the Rescue Princess Adventure and the players were like "nah, DM we don't want to do it. Haha you wasted your time making the adventure for nothing!". And if the players then wanted to go to the Cavers of Wealth, I'd say right back "oh, looks like the Caves of Wealth were just a rumor and don't exist, so your characters can't go there. Haha!"

Kill the princess? Maybe... Chances are this game would end fast. If it did not for some reason...like say the players paid me to run a game for a set number of hours....then yes I would send plenty of bounty hunting assassins after the PCs.

But the "railroad" part is not sending the bounty hunting assassins.....but to the players point of view, as they act like blithering fools or worse, that "no matter what they do they can't avoid the bounty hunting assassins. Of course the players "great dumb plan" is "ok we each buy a cloak and wear it and sneak out of the city on the main road after dark". Amazingly the bounty hunting assassins are ready for this utterly stupid attempt to get away. Of course, the players will just whine "RailRoad!"


Forcing players on the quest is what Railroading is all about. I do this 24/7.
Well, then I misunderstood something you said a while back. Disregard.
 

5. For example, midway through the game, the villian shows his face to gloat. One of the players casts a dimensional lock spell to prevent all teleportation, and another casts a forcecage, and a fast character runs over to keep an eye on things… and the villian is gone…. Somehow. Even the dm doesn't know how, but gosh darn the players weren't supposed to catch him until act.



Even the DM does not know how……was, players say silly things sometimes. The DM always knows….and if they did not know, they could just make it up and it becomes the game reality.

This is a bit of the other side of the coin from the PCs killing NPCs. This is letting NPC get away. A lot of the keeping NPCs alive suggestions apply here too. For example, NPCs should avoid walking up to powerful, violent PCs always. In the example the PCs have some high level magic. To be a foe of the PCs at that level the NPC should have some way to do something like project an illusion of themselves.

The average NPC will think of and plan an escape route, just in case. While some really low ability score people won’t think of this sort of thing, it is really basic. Most animals are smart enough to have more then one entrance/exit to a lair. So any NPC that feels there might be danger or a risk will have an escape plan or escape route.

Real life even is full of examples of people who were doing things shady or even illegal that have all sorts of ways to escape getting caught.

Fiction is full of this too. Plenty of shows with villains always have them escaping at the end of the episode.

Just for mundane things there are hidden doors, trap doors, secret passages, hidden rooms and all sorts of such things. NPCs in the game world can use them all. When you add in magic (or technology) you can really do some fun stuff.

Think Outside the Box A lot of games have things like teleporting that can be used to get away, and at the same time such games also have things like ‘block teleporting’. For Simple Game this is it: page 11 has the ability, page 12 has the counter. If the villain thinks the PCs might even have a chance to know the spell dimensional anchor, then they would be smart to pick a magical escape that does not involve teleportation.

For example, 3.5E has a wonderful spell Aquatic Escape that turns you into a tiny fish. It is a great spell that can be used to escape…hence the name. It is well worth putting in 5E.

There is a trove of things out there, but this is also were you might just want to Add to the Game. Make some rings, gloves, vests, or whatever of escape. Something with the effect of “allows escape from nonmagical ropes, handcuffs, or similar bindings” is a good start. Be creative.
 

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