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It's one part. Another is that, even when two people completely agree about what "railroading" means, one will say it is a completely good and wonderful thing, and the other will say it is a horrible awful thing. I tend toward the latter camp myself.A big thread for everything Railroading.
So far there is no single true definition of “Railroading” out there, which is probably the reason for many heated debates among GMs.
It's colloquial, but as a starting point, not bad.So what is Railroading? Well, big open question. At the most generic: A railroad is when the DM disallows the Players, from taking action outside what the DM wants to have happen. You are being railroaded when the DM, as the controller of the game, tells you what happens without your taking action, or he prevents you from taking action. Railroading means the DM doesn't give the Players a choice, at all. Your actions are dictated.
I mean, it's only generic because you spoke casually. Had you spoken less casually, it would have been fine. E.g.:Of course the above definition is not really all that useful. Like a lot of destinations it is just too generic. In nearly every game, nearly every couple of minutes a DM will "prevent a PC from taking an action". This is normal. The idea that players must be given some perfect choice always is just silly. If the players "choose" to never be attacked by any foe, is that okay?
Telling a story is not a situation where players make choices.Telling a story is not railroading.
Au contraire, it absolutely can be. I've had a GM who had pretty significant issues with how a particular adventure was, in fact, extremely railroady because it slams the players into action immediately and then basically at every turn your only "choice" is "fail, or immediately go do the thing so you don't".Setting up an adventure is not railroading.
Only in principle. In practice, the GM is the origin of all consequences, and thus it is quite possible for "having consequences" to be VERY VERY much railroading, if the GM is adjudicating in a biased or deceptive manner.Having consequences to action/inaction is not railroading.
They can be, if: (1) the players have been deceived into thinking a linear adventure isn't; (2) the linear adventure has a significant hole or holes, where reasonable, warranted actions are forbidden without due consideration; or (3) the GM has been arbitrary and/or heavy-handed in "keeping" the players rigidly attached to the line, rather than allowing at least a little bit of wiggle-room.“Linear” adventures are not railroading.
Not in my experience. Rather, I find that many players have seen too many GMs who are not very good writers, and thus said GMs have to resort to a lot of force, arbitrary/capricious/deceptive GMing tactics, because the GM forgot to close several major loopholes.Many players forget that most "stories" and "plots" in D&D are really just a convenient excuse for adventuring. People generally want a game that is a bit deeper than "we are people who kill things and take their stuff" (not that there is anything wrong with that).
Plot hooks may or may not be railroading. That's all in the execution. But if the GM is "resist"ing, solely because of the effort she invested, that tells me she's getting a little too precious about her time investment and maybe needs to reevaluate some things. Especially "why are you doing so much prep work for things that have a high chance of failure/breakdown and then blaming your players for not reading your mind?"So the DM thinks of some plot hook to get you adventuring. If you deviate from this course of action, the DM will, of course, resist, because he put in all that effort making the dragon cave or goblin mines or wizard tower or city of ghouls or what have you.
"Clumsy Dming" as you call it, is the cause of a great deal of railroading, yes. A lot of GMs are clumsy. That's part of what makes them mediocre, rather than good or bad. (Few outright bad GMs are clumsy; bad GMing generally requires more skill than that. The irony, that to do the greatest bad, you must have some virtue!)1.Suppose the characters enter a city, and find a riot or similar event. The most sensible choice would be to get the hell out of there immediately. If the players choose this strategy, and the DM needs their participation in the riot for the plot to develop, characters will find the city door closed, or a mob in front of it which prevents them to leave.
So, first off here I don't see this as "railroading" all that much, the big thing here is Clumsy Dming. Definition: Clumsy Dming is when a DM takes an action in a game, with all the grace of a bull in a china shop. The action(s) are crude, rude, obnoxious and very obvious. Clumsy Dming is common with Casual DMs, Careless DMs, and most of all new, inexperienced DMs.
I would not use such a limited definition of "metagame". As noted, a player knowing that trolls are weak to fire would be metagame knowledge, but it has nothing to do with things in real life affecting the game. Likewise, the "character creation metagame" is entirely within the game, it just isn't within this specific world until the character actually progresses.It is important also to point out the Metagame Aspect here. The Metagame is anything in real life that effects the game. The easy one is "all the characters must be and stay in a group together because they are all PCs of players in the game." Even if "dwarves and elves hate each other", the two PCs have to get along in character for the sake of the game. So when the players see the riot, they will know that it is a Inciting Incident. An Inciting Incident is the initial event that disrupts the PC's ordinary world and introduces the central conflict. If your a player in a game where an Inciting Incident happens, you must follow through with it. To "run" from the Inciting Incident is saying you don't wish to play the game.
This I can agree with 95%--it just needs two little caveats to be perfect.Pro Tip: Never make an Inciting Incident, or really any major plot point, dependent on the PCs actions. This is simple enough. In the example, don't have a riot that needs the PCs participation to develop the plot.
I would rather the DM ask where I would like to go next. If the group wants to go to Pengewich, then the planned adventure should happen and the players should get on board with it unless something drastic happens to change things. If we tell the DM we all want to go to the Castle of Arrrgh, we should not arrive mysteriously at Pengewich without something really cool explaining things. The DM should plan something for the Castle and we should play that.I am absolutely convinced that it is always better for the GM to say
“OI !
The next adventure is “Perils in Pengewich”
You are ****ing going to Pengewich”
Than pull ingame shennanigans to force the party there.
Like most of these terms we spend so much time arguing about, railroading is fairly easy to define. Most of the arguments come from people not wanting their preferred style of play called railroading, not the actual definition.
Does the referee negate player agency to preserve their preferred outcome?
That’s railroading.