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
*Dungeons & Dragons
The Great Railroad Thread
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="bloodtide" data-source="post: 9732172" data-attributes="member: 6684958"><p>A big thread for everything Railroading.</p><p></p><p>So far there is no single true definition of “Railroading” out there, which is probably the reason for many heated debates among GMs. The term “railroad” or “railroading” gets thrown around a lot, but I think most uses/abuses of it are just for insults. It's like using the term "munchkin" -- it has no real meaning other than, "I don't like the way you play". The term "railroading" is overused; it seems that as soon as the DM says "the prince has been captured by a dragon and needs to be rescued" there is the risk someone will say "railroading! I don't want to fight a dragon or rescue anyone!" <strong>But very few gamers have the same practical definition of ‘railroading’</strong>. To some gamers, railroading is when player input is completely ignored or superfluous to the progress of the plot. To others, railroading is<em> any</em> attempt by the GM to introduce a plot, or otherwise influence the story.</p><p></p><p>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 <em>game</em>, <em>tells</em> 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.</p><p></p><p>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? </p><p></p><p>Telling a story is not railroading. Setting up an adventure is not railroading. Having consequences to action/inaction is not railroading. “Linear” adventures are not railroading. 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). 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.</p><p></p><p>I think it would be fun to run through examples that people have givens as Railroading and talk about them"</p><p></p><p>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.</p><p></p><p>So, first off here I don't see this as "railroading" all that much, the big thing here is <strong>Clumsy Dming</strong>. 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.</p><p></p><p>It is important also to point out the <strong>Metagame Aspect</strong> here. The <strong>Metagame </strong>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 <strong>Inciting Incident. </strong>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. </p><p></p><p><strong>Pro Tip: </strong>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.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9732172, member: 6684958"] 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. The term “railroad” or “railroading” gets thrown around a lot, but I think most uses/abuses of it are just for insults. It's like using the term "munchkin" -- it has no real meaning other than, "I don't like the way you play". The term "railroading" is overused; it seems that as soon as the DM says "the prince has been captured by a dragon and needs to be rescued" there is the risk someone will say "railroading! I don't want to fight a dragon or rescue anyone!" [B]But very few gamers have the same practical definition of ‘railroading’[/B]. To some gamers, railroading is when player input is completely ignored or superfluous to the progress of the plot. To others, railroading is[I] any[/I] attempt by the GM to introduce a plot, or otherwise influence the story. 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 [I]game[/I], [I]tells[/I] 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. 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 railroading. Setting up an adventure is not railroading. Having consequences to action/inaction is not railroading. “Linear” adventures are not railroading. 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). 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. I think it would be fun to run through examples that people have givens as Railroading and talk about them" 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 [B]Clumsy Dming[/B]. 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. It is important also to point out the [B]Metagame Aspect[/B] here. The [B]Metagame [/B]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 [B]Inciting Incident. [/B]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. [B]Pro Tip: [/B]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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Great Railroad Thread
Top